Early Access · Real-time VFX simulation · Windows

Fire, smoke and explosions for your engine.

Simulate on your GPU in real time, export flipbooks and VDBs, drop them straight into Unreal. Buy once, runs offline, no subscription.

Early Access – coming soon Join the Discord

Launching soon for €49 · Beta testing now on Discord

1000 KBlackbody color, physically based6500 K

Studio-grade detail, in real time.

Everything runs on your graphics card while you drag the sliders. What you see is what you export.

01 · SIMULATE

Real-time on the GPU

Fire, smoke, explosions, clouds with condensation, tornadoes and sparks. Debris can trail smoke or flames.

02 · SHAPE

Fine detail tools

Disturbance and shredding, wavelet turbulence, vorticity, uneven burning and cooling, and upres: a high-res re-simulation guided by your preview.

03 · DIRECT

Emitters, colliders, keyframes

Sphere, disc, ring, plane or your own OBJ. Multiple emitters, obstacles, a lit ground plane, and a timeline that keys almost every value – camera included.

From preset to Unreal in a minute.

The import script sets up every texture correctly, and ready-made material snippets do the rest.

  1. 1 · Pick a preset. Campfire, torch, explosion, mushroom cloud, cumulus, tornado, vortex and more.

  2. 2 · Tweak it live. Material presets like wood, oil, gas or copper; color by gradient or by Kelvin.

  3. 3 · Export. Flipbook atlases with seamless loops, or OpenVDB sequences.

  4. 4 · Drop into Unreal. Run the import script, apply the material, done.

Everything your engine needs.

One simulation, every output a game effect asks for.

Flipbook atlases

Color, emission, density, motion vectors, normal map, six-way lighting, heat haze.

Seamless loops

Automatic loop search, plus variants from different seeds.

OpenVDB sequences

For Unreal Sparse Volume Textures, Houdini and Blender.

Sparks for Niagara

Spark data ready to drive your own particle systems.

High-res stills

Pre-roll fast at low resolution, render the hero frame big.

Five languages

Interface and illustrated manual in English, German, Spanish, Russian and Chinese.

PRICING

Buy once. Keep it.

€49 Early Access · later €89

  • Every update up to version 1.0 included – shaped by the community on Discord
  • No subscription, no license server, no cloud
  • Everything you export is yours – royalty-free, also in commercial games
  • Free trial with every feature – exports limited to 512 px with a watermark, no VDB export
Coming soon Follow on Discord

SYSTEM REQUIREMENTS

Runs on your machine.

System
Windows
Graphics
GPU with OpenGL 4.3
Internet
Not required – works fully offline

FAQ

Is there AI in my effects?

No. Voxfire is a physics simulation: the same settings give the same result every time, and what you export is your own work. Voxfire is made by a solo developer who used AI assistance while programming the app.

Can I use the effects in a commercial game?

Yes. Everything you export belongs to you, royalty-free – including effects made from the bundled presets.

Does it only work with Unreal?

Flipbooks work in any engine. VDB sequences open in Houdini and Blender too. The import script and material snippets are made for Unreal.

Mac or Linux?

Windows only for now.

What does Early Access mean?

Voxfire is fully usable today and keeps growing. New features are shaped by suggestions from the Discord community. The price rises to €89 with version 1.0 – buy now and every update up to 1.0 is included.

What is in the free trial?

Every feature and every preset. Exports are limited to 512 px and carry a watermark, and VDB export comes with the full version.

Light it up.

Voxfire launches soon in Early Access for €49. Join the Discord to follow development, see the first effects and help shape what comes next.

Join the Discord