Two drums and a cymbal fell off a cliff: Physics. A ball knocked over a triangle: DeltaPhysics.
Explore and help restore balance to the world of DeltaPhysics as you master physics-platforming - featuring clean, fluid platforming in a dynamic, interactive environment with puzzle elements.

Game Features
Physically-simulated ability upgrades
Nonlinear map of interconnected puzzles and challenges
Physics-inspired level design

Note: The game is still in development, and some footage may not accurately reflect gameplay experience.
Hello DeltaPhysicists! \n0.7 is now live after a few more fixes from the beta, thanks for the reports and feedback as always! For new features introduced in 0.7, please refer to the beta notes .\n\n
Changes / Fixes
\n- \n
- Adjusted Reel camera to unlock sooner, allowing player to see left\n
- Top / Reel area now stays unloaded for more of the map, which should help with performance hotspot\n
- Some optimizations to rope and Momentum wind code\n
- Other general optimizations\n
- Engine update to 2022.3.62f3, which addresses a memory leak in certain platforms\n
Hello DeltaPhysicists! \n0.7 beta is out with the changes hinted in devlog #5 , and estimated to be out in public after about a week. Reminder that game price will increase then!\n\n
Features
\n- \n
- Map System - find out where you are using the new tab in pause menu\n
- Top area redesign - added some extra paths, overhauls some parts.\n
Changes
\n- \n
- Sharpened some UI\n
- Tentatively changed how some timers are synced, which should prevent the conveyor belt in rotation area from clogging, after running the game for a long time. Additional syncing to be done in later updates.\n
- Gamepad now hides mouse cursor.\n
Known Issues
\n- \n
- Certain input setups may fail to hide mouse cursor.\n
- Lower-end devices can lag while the wind area is loaded. Optimizations planned for next update hopefully fixes this.\n
Hey DeltaPhysicists, a bit late for this devlog, but very excited to share some progress to anticipate.\n\n
Map System
\n
\nFinally, a proper exploration system. Currently functional, but still have more assets to be added. Join the Discord for a longer demonstration video :)\n\nFuture Price Increase
\nThe game has gotten lots of content since Early Access and is gettting closer to 1.0, so this is a good opportunity to bump the price up. After the 0.7 update releases, the price will increase from $5 to $10.\n\nReel Area Redesign
\nAnother review over the map really showed how much the area is lacking in coherence, compared to more recent areas. 0.7 will also adjust the area to improve the level experience.\n\nStill a lot more work before 0.7 is ready, and in the interest of making the game even better, DeltaPhysics 1.0 was initially planned for this quarter, but will be pushed to Q1 2026 - sorry for the delay.Hello DeltaPhysicists,\nThis update addresses the Unity security concern CVE-2025-59489 patched today, along with a few more persistence and other tweaks added. The usual security tip applies: be wary of suspicious pages and downloads. Demo to be updated soon.
\nChanges
\n- \n
- Engine has been updated to 2022.3.62f2, along with some package updates.[/*]\n
- Adjusted some objects persist through area loading and unloading. Certain areas still require an initial \"windup\".[/*]\n
- More tweaks to planetary gears to prevent trivializing or softlocking the puzzle.[/*]\n
Hey DeltaPhysicists, \nFixed a rare issue with save backups, and added some saving improvements while at it. This will be in beta for a bit over a week to ensure no new save issues.\n\n
Changes
\n- \n
- Explode Diagram now includes keybinds as reminder.\n
- Reduced collision of bouncy part of BumperCar (Small), to reduce uncontrollable bounce when jumping on it.\n
- Reduced width of special platforms in Gear area.\n
- Adjusted a Pulley\'s background layout, to prevent the line \"twisting\" issue.\n
Save System Upgrade - World Changes
\n- \n
- Certain world changes, such as unlocking a shortcut, are now saved.\n
- Pulleys now lock when completed.\n
- More world changes to be implemented!\n
Hey DeltaPhysicists, \nSome major fixes and optimizations in this one. Thank you for all the feedback and reports!\n\n
Fixes
\n- \n
- Capped a situation where reeling with upgrade causes abnormal force on the rope, which caused a physics explosion.\n
- Fixed the vehicle being missed during unloads, which let it fall inside collision.\n
- Fixed a certain wall section being incorrectly set to slippery.\n
- Increased some gear collision to continuous, which should ensure gears lock properly.\n
Changes
\n- \n
- Adjusted weights for the pulley puzzle, increasing difficulty for the unintended solution.\n
- Background glow for save points changed to player color.\n
- Adjusted loading zones so that unloaded zones are less obvious.\n
- Reduced particle opaqueness for reduced visual noise.\n
- Many behind-the-scenes performance optimizations.\n
Hello DeltaPhysicists! 0.6 is here, marking the final map expansion! After some more tuning and optimizations, development will shift towards additional systems to improve player experience.\n\n
Map Expansion - Torque & Gears
\n
\nLearn the intricacies of rotational motion to open the path towards the final upgrade! Took a while to iron out the design and softlocks, but be sure to leave feedback if the puzzle is unclear.\n\nKnown Issues
\n- \n
- Performance may stutter, especially while offscreen objects load/unload - looking to optimize this soon.\n
- A certain pulley puzzle can easily be sequence-broken; to be tuned after more feedback.\n
DeltaPhysicists, the promised devlog is here - bringing news of 0.6 in a month! Personal situation is still ongoing, so this will be a short one.\nSide note: outdated store description has been removed - new trailer will come later.\n\n
New Area - Torque & Gears
\n
\n\nThe remaining map is themed around torque, topped by a puzzle-platforming challenge in the form of planetary gears. Don\'t worry if the concept looks confusing - there will be additional mini-puzzle objectives to break up the necessary steps.\n\nPost 0.6
\nAlthough map content is set to finish in 0.6, many more changes are left in the roadmap before 1.0, including but not limited to:\n- \n
- features to help gameplay experience, such as minimap\n
- more backgrounds and sound to be added\n
- proper ending\n
Small patch to fix some issues and annoyances, and some performance optimizations. 0.6 devlog coming soon!\n\n
Fixes
\n- \n
- Fixed possible rope-related NullReference error, most notably locking the game by dying in Title screen.\n
Changes
\n- \n
- Rope camera now uses the average velocity when attached to a dynamic object, making it more stable despite the erratic movements of 2-body systems; most applicable to Plinko area objects.\n
- Plinko area balls are now heavier and not affected by wind, to help with getting to Momentum area.\n
- Object \"permanence\" - objects pulled by the player to another area will not despawn, as long as it stays with the player. Currently only activates when attached to player\'s rope, still figuring out other methods of moving the object.\n
- Force from explosion is now rounded from 360 to 16-direction. The jump to Launcher Upgrade is now more consistent.\n
Hello DeltaPhysicists! A couple of minor tweaks this time; most should be barely noticeable.
Read more about the 0.5 area in the previous post!
Update 0.5.1 Notes
- Some physics for wind currents have been balanced to enforce certain routes.
- Attempted to adjust visual particle paths for smoother & more indicative wind.
- Added missing diagram for new upgrade.
With this patch, the new area is also available to default/public branch. Enjoy!
Hello DeltaPhysicists! Thank you for the wait - 0.5 is now available via Steam beta/branches! As with before, the plan is to be out of beta in 2 weeks.
Map Expansion - More Wind Currents
The wind mechanic might take a second to get familiar with, but be sure to master it before challenging the deeper platforming sections. A note about development
Development for 0.6 will be slow due to personal circumstances. While a devlog is planned at two months around the end of July, the update is expected to take longer. Sorry for the delay.Be sure to leave feedback in Steam discussions and/or the Discord, especially about the new area's difficulty.
Hello DeltaPhysicists! 0.4 has been pushed to public/live. Also took the chance to update the demo, see demo section below for details.
Below is a summary of changes you might already know from previous patch notes.
Summary of 0.4 Changes (from previous patch notes / devlogs
New Area - Rotational Mechanics
Continuing with the physics-based inspiration, the key idea and theme behind this area is a Rube Goldberg machine that has the enemy demonstrate various rotation-based phenomena. Mechanics-wise, a new upgrade is waiting, as well as a new transportation gimmick to explore the map with!New Upgrades & Icons

New progression upgrades have already been implemented and mostly tested, just waiting for the respective level designs to implemented for highlighting their capabilities. New icons have been added along with the upgrades, and the existing icons have been redone to better fit the game's style.
NOTE: The later 3 "super"-upgrades are designed to highlight the interactions between the 3 earlier upgrades, and require the corresponding upgrades before taking effect. For example, the new upgrade in 0.4 requires both the Spin and Rope upgrades.
NOTE2: The existing rope icon has been repurposed to a later upgrade.
Patch Notes
Air Particle Changes
- smoother wind trail by decreasing distance between vertices
- adjusted force field for smoother and more consistent path
Audio
- rolling SFX now also factors in linear speed; will sound quieter at lower speeds
- decreased range for some SFX, to be less audible when off-camera
Misc.
- added trigger to de-spawn certain objects in the Loop, to help restabilize the simulation
- slightly decreased size of some collision hitboxes, to prevent unintended physical interactions
- adjusted some more loading zones, to prevent player from seeing unloaded map parts
- fixed some misaligned graphics
Demo Update
To better reflect the current state of the game, the demo has been updated with the new graphics and bugfixes. The previous version can still be accessed through Steam Branches/Beta.What will be changed
- Spin and Rope maps are replaced by their corresponding redesigns
- updated Graphics and Audio
- bug-fixes and Physics tweaks made after the previous demo
- new save system ([u]full-version saves are NOT compatible and can break[/u])
What will [u]NOT[/u] be changed
Enjoy exploring the new area and mechanics!

Hey DeltaPhysicists, mostly polishing tweaks for this one. No significant bugs discovered, so will be pushing 0.4 to main/public branch next week.
Air Particle Changes
- smoother wind trail by decreasing distance between vertices
- adjusted force field for smoother and more consistent path
Audio
- rolling SFX now also factors in linear speed; will sound quieter at lower speeds
- decreased range for some SFX, to be less audible when off-camera
Misc.
- added trigger to de-spawn certain objects in the Loop, to help restabilize the simulation
- slightly decreased size of some collision hitboxes, to prevent unintended physical interactions
- adjusted some more loading zones, to prevent player from seeing unloaded map parts
- fixed some misaligned graphics
Hey DeltaPhysicists! Thank you for the wait - you can now play 0.4 via Steam beta/branches! The build should be relatively softlock-free, but the content is still under testing and has minor bugs. The plan is for 0.4 to be out of beta in 2 weeks (the branch will remain playable).
New Area - Rotational Mechanics
Although many of the design ideas are already mentioned in (DevLog #3 , the layout have become very different with the implementation of a few additional ideas:- a wide open, zero-danger area for the player to experiment with a wider range of motion
- without the correct upgrades, the player should be discouraged from getting the new upgrade
- incorporate level design for a certain new mode of transportation
New Known Bugs
- new mode of transportation does not work well with tight spaces - please report screenshots!
- launcher glows even without the new upgrade
Hello, hope everyone's having a great holiday (or day in general). The promised progress update is here, to showcase some things you can look forward to! (no game update - will still take a while).
New Area
Rotational Mechanics

Continuing with the physics-based inspiration, the key idea and theme behind this area is a Rube Goldberg machine that has the enemy demonstrate various rotation-based phenomena. If you remember the spin area from the NextFest demo version, the spinning blocks are also planned to be brought back as platforming challenges.
As with typical game development, the design you see will undergo even more changes: not because of the incomplete parts, but because of how unstable the enemy path is - the second enemy already fails the loop-elevator jump (not to mention the number of invisible forces in place to move enemies along).
Other Areas
The designs are being implemented at various speeds, but will definitely not make this update.- The area near the windy area will be a significant platforming challenge compared to current areas - the general layout is implemented, with finer details tuned for difficulty.
- The remaining major area still has implementation challenges to solve, with a possibility of redesigning the area gimmick. (Spoiler: [strike]Really hoping we can get planetary gearsets as a controllable gimmick[/strike])
New Upgrades & Icons

New progression upgrades have already been implemented and mostly tested, just waiting for the respective level designs to implemented for highlighting their capabilities. New icons have been added along with the upgrades, and the existing icons have been redone to better fit the game's style.
[u]NOTE: the existing rope icon has been repurposed to a later upgrade.[/u]
That's all for this devlog, and thanks for reading!
Hey all, just a small polish update to improve immersive-ness and consistency. Going to start work on new map content, but no promises on delivering before the year ends - will aim to post a devlog within a month. Happy holidays, and enjoy the update!
Additions
- Turrets launchers are now animated and display reload, similar to player launcher
- Different SFX and particle FX color to green, when hitting bouncy (green) objects
- Added SFX to "bumper cars", pulleys, and rope
Fixes / Adjustments
- Adjusted volume balance (with some behind-the-scenes code changes)
- Fixed unexpected stretch on ropes (rope-swinging is affected as a result)
Known Issues Introduced This Patch
- rope sfx contains crackle/grainy noise
Very excited to announce that you can now purchase DeltaPhysics!
As mentioned in the Early Access description, please note that the price will increase as more content are released. Have fun!
Hey everyone, very excited to announce that DeltaPhysics is now set to release into Early Access (EA) next week, on November 15! Here's a bit more sneak-peeks into the updates between the NextFest demo and EA release version:
General Tweaks
- fixed some movement boosts that were missing from the demo - should help controls feel more responsive
- aiming with a mouse is now continuously updated (compared to only when the mouse moves) - aiming should be more consistent (but will still have gravity-affected trajectory)
- keybind UI now have icons for controllers; KB+M will be updated later
- a few graphics tweaks to help art consistency and immersion
Map Updates
- Sequence breaking is now more difficult and punishing: requires 0% movement tech and knowledge to hopefully block players to getting lost in a difficult area
- Spin area changed to really focus on teaching the spin mechanic (aka Magnus effect)
- Rope / Plinko area has been redesigned and expanded to improve exploration

Other than that, there are some backend updates such as the save system shown in the "Next Fest Wrap-Up & Roadmap" post previously. As for timeline, updates are planned to focus on feedback and existing content for the first month, then a short holiday break, before adding pieces of new content.
Hope everyone's also excited for the release, and looking forward to all the feedback!
First of all, big thank you to all the players that participated and also to those who joined before then too! It's great to see so many players sequence breaking, but the confusion afterwards also showed the need for a few more iterations before the game is ready for Early Access.
NOTE: The demo is planned to stay, but will be outdated during Early Access. Demo saves are unlikely to be compatible, but the new save system should prevent save resets (not including exceptions).
(Tentative, subject to change) ROADMAP:
Before Early Access
- more robust save system, particularly the item-respawning bug
- redesigning the spin area, to hopefully better tutorial for that ability
- other movement tweaks, including preparation for more abilities (includes locking some movement options from the demo, sorry :) )
Early Access Launch
If all goes well, the hope is to launch within a month. That said, delays will most likely happen, but the plan is to still release before the year ends.During Early Access
Many features are planned, but here are a few from the list- new areas/upgrades
- mini-map system
- better audio
After Early Access
Reminder from the Early Access info: Early Access is planned to last six months to a year, but there are still lots of content planned for post-1.0. However, that is still too far in the future to confirm the details.
Thanks for playing, and be sure to leave feedback and comments!
Minimum Setup
- OS: Mint 21.3+ or Equivalent
- Processor: Intel Core i5-2410M 2.3GHz or EquivalentMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 100 MB available spaceAdditional Notes: Lowest tested specs. Performance may vary.
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