Jelly in the sky
Released Dec 2017
Experimental approach to 2d artillery genre: everything is realistically destructible, because the game world is a physics simulation. There are no sprites in the game. All you see is made of dynamically simulated matter, and thus can be destroyed. This innovative approach opens the new layer of physics based gameplay features.
54% positive · 124 reviews
Done
All announced content has been released
High confidence
Done
All announced content has been released
High confidence
Where to buy
Steam $9.99
Can't confirm — worth a look
We couldn't confirm these stores carry this game.
Green Man Gaming Steam key Search IndieGala Steam key Search Prices in USD, as listed by each store.
Buying through an affiliate store helps support the site
Evaluation
Jelly in the Sky launched on December 11, 2017. The developer shipped a handful of feature patches in the months surrounding launch — adding campaign levels, mouse and gamepad controls, and hot seat maps — followed by a bug fix on May 19, 2021 addressing a game speed issue on high-end graphics cards. That May 2021 post is the last communication from the developer on record, and it is purely a maintenance fix rather than a signal of ongoing content work. Across more than 12 news posts spanning nearly four years, there are no major content drops, no roadmaps, no announced future content, and no unreleased DLC on the store. The store description invites player feedback and ideas but makes no promises of future updates. With no content planned, no update pattern suggesting more is coming, and the developer silent since May 19, 2021, the game is considered a finished product.
Evidence
Five hot seat maps added along with minor bug fixes — the last feature patch before a multi-year gap.
Last developer communication: a bug fix for game speed running too fast on powerful video cards. No content additions, no mention of future updates.
Media
Details
Developer
Publisher
Zolden Games
Achievements
—
Platform
Windows
Controller
—
Steam Deck
Not rated
Players
Single-player · Multiplayer · PvP · Local/Split Screen
About this game
This is an innovative, physically realistic 2d artillery game. The whole game world - is a physics simulation! But on a deeper level than you ever seen in games. There's no sprites, no constantly shaped physical blocks. Everything is made of dynamically and realistically permutating matter.
Tens of thousands of tiny interacting particles form this dynamic matter, which is being simulated in real time. Everything in the game is made of this matter, no excuses: ground, player characters, enemies, projectiles, bonuses. And everything can be blown up in a realistic way.
The calculations required to run this simulation in real time are enormous, but luckily we have supercomputers inside our computers. Modern videocards provide enough computational power to run this kind of simulation in a real time. Computational performance of GPU is usually 50-100 times higher than a CPU can provide. And this whole power is used to calculate the physics of the game world. So, the game literally runs on GPU instead of CPU.
On the big picture it is an alternative branch of games' evolution. The games used to evolve towards better graphics. My game has rather simple graphics, but is pretty advanced on physics level. From the different point of view, modern technologies like VR or AR bring virtuality to reality. While physics simulations bring reality to virtuality.
This approach is innovative technically, but also opens new physics related gameplay mechanics. Some are already implemented. But collective imagination is wider than individual one. So, I invite the players to play and share their ideas and thoughts. Together we can make the gameplay unique and exclusive.
Tens of thousands of tiny interacting particles form this dynamic matter, which is being simulated in real time. Everything in the game is made of this matter, no excuses: ground, player characters, enemies, projectiles, bonuses. And everything can be blown up in a realistic way.
The calculations required to run this simulation in real time are enormous, but luckily we have supercomputers inside our computers. Modern videocards provide enough computational power to run this kind of simulation in a real time. Computational performance of GPU is usually 50-100 times higher than a CPU can provide. And this whole power is used to calculate the physics of the game world. So, the game literally runs on GPU instead of CPU.
On the big picture it is an alternative branch of games' evolution. The games used to evolve towards better graphics. My game has rather simple graphics, but is pretty advanced on physics level. From the different point of view, modern technologies like VR or AR bring virtuality to reality. While physics simulations bring reality to virtuality.
This approach is innovative technically, but also opens new physics related gameplay mechanics. Some are already implemented. But collective imagination is wider than individual one. So, I invite the players to play and share their ideas and thoughts. Together we can make the gameplay unique and exclusive.
Last evaluated Jun 27, 2026
Something about this evaluation looks wrong Report illegal or harmful content