Phaser AE

Sculpted cumulus

Pro packv3.0.0-42D and 3DBackdrop

A painted cumulus sky in one layer: a towering cloud over a low bank, with bright sunlit rims and blue shadows. It reads as clouds with real edges rather than noise, and it paints its own sky behind them.

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Released October 14, 2026 · updated October 20, 2026

Sculpted cumulus: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

The tower is twenty overlapping lobes, each warped by its own noise so the silhouette is bitten into rather than round. Under it sit a bank with a shoulder either side, distant side masses and torn fragments up high. Layers of noise inside the shape make the broad structure, the billows and a fine granule, and coverage decides where cloud gives way to open sky.

The light is the same noise sampled a step toward the sun, which puts a hard rim on the sunward face and shadow in the pockets. Behind it the layer paints a gradient from skyTop to skyBottom with a glow round the sun. It is opaque, pinned to the screen, and drifts slowly on the shader's clock.

Features

  • A sculpted tower — twenty warped lobes, placed with towerX and raised with towerHeight.
  • A bank and fragments — a low bank set by bankHeight, with shoulders, side masses and high wisps.
  • Coverage and detail — from open blue between the lobes to an overcast mass, with billows as fine as you like.
  • Sunlit rims — contrast sets how hard light rolls into shadow, light how bright the rims burn.
  • Drift — speed, in screen widths a second.
  • Its own sky — two colours for the gradient behind, so nothing is needed underneath.

Good for

  • Platformers — a bright daytime sky with weight behind the level.
  • Flight games — a cloudscape behind the plane.
  • Title screens and menus — a painted sky with no image files.

Make it yours

A towering summer storm cloud has towerHeight near its 1.4 maximum, high coverage and a hard contrast. A fair-weather sky moves the tower aside with towerX, lowers coverage so blue shows between the lobes, and drifts slowly. Deepen skyTop for a late afternoon.

A quick look

const sky = game.backdrop.add('clouds', { towerX: 0.3, coverage: 0.7 }, { skyTop: '#00388f', skyBottom: '#70dcff' });
sky.set('towerHeight', 1.1);       // live
sky.setColor('skyTop', '#001a4d');

Works with

  • backdrops — the runtime; required.
  • backdrop-sky — a plain gradient when the clouds are too much.
  • backdrop-environments — thirteen other complete skies, among them moonlit clouds and a lightning storm.
  • skymax — volumetric clouds lit by a physical atmosphere behind a 2D game, on WebGPU.

Good to know

  • It is the heaviest backdrop in the set, twenty-five noise calls per pixel (one per lobe and five more): one is a whole frame's budget on a weak GPU.
  • It is opaque, so anything under it is hidden and anything over it needs alpha of its own.
  • One tower and one bank; a second instance simply paints over the first.
  • The drift is in the shader, so it does not parallax with the world.

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