Phaser AE

Atmospheric environments

Pro packv3.0.0-42D and 3DBackdrop

Thirteen complete backgrounds, each one shader pass with a coordinated palette and gentle motion: night, aurora, nebula, sunset, volcanic ash, underwater, fog, sandstorm, moonlit clouds, a lightning storm, high altitude, dawn and a polar sky. One call gives a level its whole atmosphere.

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Released October 14, 2026 · updated October 20, 2026

Atmospheric environments: 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

Each scene is a backdrop registered under a name with the environment- prefix: environment-night, environment-lightning, environment-glacier and so on. Add one and it fills the screen with a sky graded from the upper colour to the horizon colour, the scene's own detail, and, in most scenes, three layers of craggy, opaque mountain ridges. The detail moves in its own way: cloud fields evolve as they travel, aurora folds brighten and change colour, light shafts sway underwater, mist banks roll, and rain falls through the storm.

The scenes share one set of controls, so a menu or an editor can drive them all the same way, and ENVIRONMENT_BACKDROPS exports each recipe's name, description and default tables for a picker or a reset button. In the scenes that have a sun or moon, bodyX and bodyY place the disc and its halo, and it stays round when the screen is resized. Ridges and stars take a small camera parallax; the sky itself is pinned to the screen.

Everything happens in the shader. There are no particles, no scene objects and no CPU updates, so the background adds nothing to the game's object count or update loop.

Features

  • Thirteen scenes — night, aurora, nebula, sunset, volcanic, underwater, fog, sandstorm, moonlit, lightning, altitude, dawn and glacier.
  • Shared controls — scale, intensity, speed, detail, horizon and silhouettes, all live.
  • Layered ridges — three opaque mountain layers with irregular peaks; silhouettes lightens them with haze or hides them at 0.
  • A sun or moon you place — bodyX and bodyY in the night, sunset, sandstorm, moonlit, dawn and glacier scenes.
  • Star quantity — the night, aurora, nebula and moonlit scenes add stars without moving or enlarging the ones already there.
  • Branching lightning — a continuous main bolt and branches that flash about every 6.7 seconds at default speed, over rain veils.
  • Two live colours — primary for the horizon and the light, secondary for the upper sky and shadow.
  • Recipe data — ENVIRONMENT_BACKDROPS for menus and preset resets.
  • WebGPU and WebGL2 — through the shared backdrop runtime.

Good for

  • Platformers and adventures — a different atmosphere for each world: glacier, volcano, desert, sea floor.
  • Title screens — a finished scene in one call.
  • Arcade backgrounds — a stylised sky that does not distract from play.
  • Changes of weather or time — a dawn swapped for a storm by removing one handle and adding the next.
  • Underwater levels — light shafts, caustics and drifting flecks.

Make it yours

Every scene takes the same six controls and two colours, the star scenes take starQuantity too, and the sun and moon scenes take bodyX and bodyY. A calm night for a stealth level is environment-night with the moon moved high to one side and more stars. A desert boss fight is environment-sandstorm with speed and detail raised, the sun low, and the palette pushed toward red. To change scene, remove the old handle, add the new one, and start from the recipe's own colours rather than carrying one palette into the next scene.

A quick look

A storm with its detail and ridges set, then softened live:

const sky = game.backdrop.add('environment-lightning',
    { speed: 1, detail: 0.8, silhouettes: 1 },
    { primary: '#8cacc6', secondary: '#25344c' });
sky.set('detail', 0.5);
sky.setColor('primary', '#acb8cf');

Works with

Good to know

  • These are stylised shader scenes, not weather simulations: the rain and lightning are painted, not particles a game can react to.
  • Each scene is opaque and fills the screen.
  • Underwater, nebula and altitude have no ridges, and bodyX and bodyY do nothing in scenes without a sun or moon.
  • Setting detail to 0 also removes the lightning highlights.

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