Phaser AE

Smoke and dust

Pro packv3.0.0-42DVFX

Twelve effects for everything that burns, vents, lands or skids. They are drawn with normal blending, so they darken what is behind them as real smoke does, and read over bright skies and dark ones.

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Released October 14, 2026 · updated October 19, 2026

Smoke and dust: 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

Every effect is soft puffs that swell as they rise, cool from pale to sooty grey, thin to nothing and waver on curl noise. Only the glow and bubbles of poisonGas are additive.

Spawn one with game.particles.effect(name, opts). Loops such as smoke and chimney stay until kill(); one-shots such as puff and dustCloud remove themselves, so you fire one per event. smokeTrail lays puffs per unit travelled behind whatever it follows, and its smoke stays in the air when the missile dies. scale sizes everything, and angle aims the exhaust and the skid and turns the drift of the dust and mist; the smoke still rises whatever the angle.

Features

  • Columns — a heavy billowing smoke, thin chimney wisps and white steam from a vent.
  • Ground effects — drifting dust, a mist bank about 220 units wide, and green poisonGas with bubbles.
  • Event one-shots — a landing puff, a smokeRing, a skidDust kick and a big dustCloud.
  • Trails and jets — smokeTrail behind a moving object, and an aimed exhaust.
  • Light on particles — the biggest loop holds about 90 live particles, a fast trail a few hundred.
  • Data you can copy — a black smoke or a purple gas is a copied definition.

Good for

  • Action games and shooters — wrecks smouldering after a fight, missiles trailing smoke.
  • Platformers — landing puffs, dash dust and steam vents in a factory level.
  • Racing and driving games — exhaust from the tailpipe and dust on every skid.
  • Villages, swamps and traps — chimneys, mist banks and poison gas.

Make it yours

Size with scale: dustCloud at 0.4 is a small landing and mist at 3 fills a valley. A racing game puts exhaust on each car, aimed backwards, and fires skidDust on every slide; a village gives every house a chimney and the bakery a steam vent.

A quick look

A chimney, an exhaust that follows a car, a missile's smoke trail and a puff on every landing:

game.particles.effect('chimney', { x: house.x + 24, y: house.y - 40 });
const pipe = game.particles.effect('exhaust', { follow: car, offset: { x: -30, y: 6 }, angle: 180 });
game.particles.effect('smokeTrail', { follow: missile });
const land = (x: number, y: number) => game.particles.effect('puff', { x, y, scale: 0.6 });

Works with

Good to know

  • Pale smoke fades into a white sky; copy an effect with darker colour stops for a bright level.
  • Nothing collides or does harm: a damaging gas is game logic, and dust falls past its spawn point with no floor.
  • smokeTrail draws only while what it follows moves; use smoke for a fixed source.

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