MatterForge — 2D Voxel Sandbox Engine
Launched May 2026 13d
Updated May 2026 13d Active
OUMARi.dev
Price history
Tracked store price
Price history from $34.99 to $34.99 between May 30 – Jun 11, 2026. Latest price $34.99 (store sale). Marked events: May 30 full price, May 31 store sale.
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Price change log 2
- May 30, 2026 Full price $34.99
- May 31, 2026 Store sale $34.99
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Description
MatterForge gives you a complete foundation for building 2D voxel-based worlds inside Unity.
Create destructible terrain, simulate sand, water, lava, oil, acid, smoke, steam, fire, heat, reactions, lighting, and rigidbody interactions — all using a chunked cell-grid system designed for real gameplay experiments.
The package includes both runtime systems and editor tooling. You can generate infinite procedural worlds, create bounded puzzle rooms, paint authored levels in the editor, import runtime saves as level assets, place voxel structures, and extend the simulation with custom materials, reactions, generation passes, and simulation passes.
MatterForge is suitable for:
- 2D sandbox games
- Falling-sand / powder-toy games
- Destructible terrain games
- Puzzle and arcade rooms
- Physics playgrounds
- Noita-inspired prototypes
- Procedural cave / terrain experiments
- Educational simulation projects
The package ships with demo scenes, one-click setup menus, a reaction lab, debug overlays, level authoring tools, sample player/controller code, save/load examples, and showcase scenes for rendering, reactions, procedural generation, PixelBodies, and persistence.
MatterForge is not a 3D voxel engine and does not include built-in networking. It is designed as a customizable 2D voxel toolkit for Unity projects.
documentation
If you have any questions or issues, you can contact me via mooumari2@gmail.com
Key features
Key features:
- 2D voxel / falling-sand simulation engine
- Chunked 64×64 cell world system
- Streamed infinite procedural worlds
- Bounded room mode for puzzle / arcade games
- Burst + Jobs powered simulation passes
- Powders, liquids, gases, fire, heat, and reactions
- Built-in materials: stone, dirt, sand, gravel, wood, water, lava, oil, acid, fire, smoke, steam, ores, decorations, and more
- Scriptable material system with custom phases, colors, temperatures, density, durability, flammability, lighting, and transitions
- Binary reaction system for chemistry-style interactions
- Procedural generation with biomes, caves, ore veins, lava pockets, water pools, crystals, decorations, and structures
- Custom world generation pass support
- Custom simulation pass support
- Smooth liquid, gas, and fire rendering modes
- Dynamic per-cell lighting with skylight and emissive materials
- Chunk-based BoxCollider2D terrain colliders
- PixelBody rigidbody bridge with buoyancy, drag, lava/fire/acid contact events
- Runtime save/load using compressed binary files
- LevelAsset support for authored levels
- Edit-mode LevelEditor with painting, erasing, rectangle fill, undo, material palette, selection, and structure export
- One-click scene creation menus
- Reaction Lab demo scene
- Feature showroom demos
- Debug chunk overlay for dirty rects, sleeping chunks, lighting state, and runtime inspection
- Demo player controller, HUD, particles, audio, day/night cycle, and sandbox tools
- API surface for gameplay code, tools, and advanced extension
Requirements:
- Unity 2022 or later
- Unity 6 supported
- Built-in Render Pipeline or URP
- URP recommended for bloom/emissive visual polish
- Burst / Collections / Mathematics packages
Limitations:
- 2D only
- No built-in multiplayer/networking
- CPU simulation, not GPU simulation
- Maximum 256 simultaneously registered materials
- Fixed 64×64 chunk size