Pixel FX Designer alternatives for pixel-art fire, smoke, explosions and water: 7 tools compared

Checked on 19 October 2026 by the makers of Pixelbolt: alternatives to Pixel FX Designer (CodeManu's particle-effect app, US$9.99 on Steam) include its maker's SpriteMancer and Fluid FX, the node-based Pixel Composer, the free browser app PHOSPHOR, BlastFX and Pixelbolt, and all of them except BlastFX run a fluid or material simulation for smoke, fire or liquids, which Pixel FX Designer does not. Pixelbolt, free and MIT-licensed like PHOSPHOR, is the only one of the seven whose docs describe an MCP server for AI agents; measured on one Windows PC, its 0.9.0 release compiled each of its 10 fire, smoke, explosion, magic and water presets three times to byte-identical files in 0.12–0.49 s per command, and Pillow, a decoder independent of Pixelbolt's code, found only palette colours in every exported frame. Pixel Composer and PHOSPHOR also document a way to render effects from a script; the others are used through their own window. We read the other six tools' pages and docs without running them, so the only measured numbers here are Pixelbolt's. Method, sources and data are below.

We make Pixelbolt. Read this as a vendor's page: our own numbers come from runs you can repeat, and everything about the other tools links to the page we read it on. We are not affiliated with CodeManu (Pixel FX Designer, SpriteMancer, Fluid FX) or with the makers of the other tools here. Pixelbolt borrowed several ideas from Pixel Composer's node set, adapted to text recipes, and its README credits them. If we got something wrong, open an issue and we will correct it.

Last checked: 19 October 2026 (UK time) · Pixelbolt release 0.9.0 (2c180d6) and main at d8776d4 · Prices are US list prices on Steam and itch.io; the table also gives the sales running on 19 October and when they end · Next check by 18 November 2026, or sooner when one of these tools releases.

The short answer

Side by side

Pixelbolt's column is measured (see below) or taken from its own docs. The other columns come from each tool's store pages, docs and source, read on 19 October 2026 and linked under Sources; we did not run them. "Not stated" means the pages we read don't say.

Seven tools for pixel-art effects, as of 19 October 2026
PixelboltPixel FX DesignerSpriteMancerFluid FXPixel ComposerPHOSPHORBlastFX
How effects are made A JSON source compiled on the CPU: a fluid simulation (gases and liquids) or seeded particle emitters, baked into palette pixels frame by frame Particle emitters tuned with sliders, or particle motion drawn with the mouse, in a desktop app Layers of particles, emitters and fluids, plus a node graph and imported 3D models, in a desktop app A fluid simulation started from 20+ presets and tuned with sliders, in a desktop app A node graph with hundreds of nodes (its site says over 300), including particle, smoke, FLIP liquid, rigid-body, strand and verlet simulation nodes A browser app: cellular materials (water, sand, smoke, fire, lava and more), rigid and soft bodies, cloth, ropes, force fields and particle emitters, on a keyframe timeline GPU particle emitters with render layers and chains of post-effects, in a desktop app
Fluid simulation Yes: gases with a grid solver (stable fluids, vorticity, buoyancy) and liquids as FLIP particles, one grid cell per pixel, up to 128×128 None described Yes: a "Fluids" element that simulates fluid pressure for smoke, fire and explosions; the method isn't stated Yes: a "fluid/pressure simulation", powered by Mytino's Fluid Dynamics for GameMaker, which runs on shaders; the method isn't stated Yes: smoke simulation nodes and FLIP liquid nodes (the docs give a FLIP-to-PIC ratio) Cellular materials (water, smoke, fire, steam) and liquid and gas emitter behaviours; no grid fluid solver described None stated
Runs on Node.js 20 or newer on Windows, macOS or Linux (its CI tests all three; we measured on Windows) Windows; an older macOS build on itch.io Windows Windows Windows, macOS, Linux A desktop browser (Canvas 2D), from itch.io or a local folder; not phones Windows, macOS, Linux
Price (US list price; sales on 19 Oct 2026) Free US$9.99 on Steam (US$6.99 in a week-long Steam deal that ran until 19 Oct); US$19.95 on itch.io (US$14.96 in a sale until 10 Nov 2026), with a Steam key US$24.99 on Steam, Early Access (US$17.49 in the same Steam deal); US$29.95 on itch.io (US$22.46 until 10 Nov) US$9.99 on Steam (US$6.99 in the same Steam deal); US$19.95 on itch.io (US$14.96 until 10 Nov) US$14.99 on Steam; US$15 on itch.io Free (donations optional) US$19.99 on Steam or itch.io (itch.io includes a Steam key)
Source code MIT No source offered No source offered No source offered MIT on GitHub; building it needs the GameMaker IDE, and the newest free binary on GitHub is 0.8.2 (2022) MIT (its itch.io code licence) No source offered
Exports PNG sprite sheet with atlas JSON, numbered PNG frames, animated PNG, GIF, CSS, a Canvas player, and frame folders for video editors PNG sprite sheet or frame by frame (Steam page); GIF (marked experimental in its docs); the emitter data as JSON PNG sprite sheet, a PNG per frame, GIF (without alpha), MP4, WEBM Trimmed PNG sprite sheet; GIF for previews Sprite sheets (a Render Spritesheet node); PNG, JPG or WEBP images and sequences (PNG also indexed); GIF, APNG, MP4, WEBM (MP4 needs a separate FFmpeg) PNG frames (the current frame, or a sequence from its render tool), sprite sheet (with a JSON sidecar from its render tool), looping GIF, scene JSON, an HTML player, layers as a ZIP Sprite sheet, PNG sequence, GIF; video (uncompressed AVI per the store page; MP4, WebM and AVI through a separately installed FFmpeg per its docs)
Palette control Colours come only from the source's palette (measured: no other colour in any frame), with ordered dither Import a palette of up to 256 colours; custom dithering No palette lock stated; a Scale setting gives the render a pixelated look Not stated Palette and dither nodes; indexed PNG Palette lock with ordered dithering (PICO-8, Game Boy, NES or your own) Palette Map and Pixelate post-effects
Without the GUI An MCP server (8 tools), a command line and a JavaScript API None documented None documented None documented A headless mode runs a saved project and triggers its export nodes, with variables set from the command line; a persist or server mode stays open for console commands such as set and render Command-line tools render (through an installed Chrome or Edge), validate and summarise JSON scenes; a SKILL.md for AI agents; its page mentions no MCP server None stated
Same output every run Measured: byte-identical across runs, and the same recipes in Node, Chromium, Firefox and WebKit Not stated A render option sets the random seed Not stated Seed inputs on some nodes; repeatability not stated Its page says the engine is "deterministic and seed-based" A random seed per emitter (its docs); repeatability not stated
GPU Not used Steam minimum lists a GeForce GTX 670 Not stated Steam minimum lists a GeForce GTX 670 An OpenGL GPU or integrated GPU None stated (Canvas 2D) OpenGL 3.3
Latest version 0.9.0, 18 October 2026 1.1.8.0, April 2024 (a 2.0 beta from 2022) 0.4.0.0, 1 October 2026 1.1.0, January 2022 1.22, 28 September 2026 (current build 1.22.0.5, October 2026) 0.1 (its devlog is from August 2026) 2.0.6, August 2026

Pixelbolt's presets, as exported in our run

These are six of the 1× GIFs our run exported from Pixelbolt 0.9.0, shown at 3× with nearest-neighbour scaling on a dark background. They are the same files the checks below decoded. The explosion is a one-shot effect, so it plays once; reload the page to see it again.

A campfire: flames lick up from crossed logs, embers drift up and smoke curls away Steam puffs from a pipe, rises, curls and thins A magic swirl: two glowing sources orbit and leave purple mana that spirals An explosion: a white flash grows into an orange fireball that rises, cools into smoke while sparks fly A waterfall: a thin stream runs down a stepped stone cliff into a basin that spills over its far rim A green potion bubbles in a round flask

What we measured on Pixelbolt

On 19 October 2026 we ran Pixelbolt 0.9.0 and the newer main on one Windows 11 PC (AMD Ryzen 9 7950X3D, Node.js 24.19.0). Every file in the pixelbolt.mcpb bundle on the 0.9.0 release, whose SHA-256 matches the published .sha256, is byte-identical to the tagged source we compiled from, except the manifest the release generates (check). The tag's 241 tests pass (log), and so do main's 256 (log). Each claim below links to its data.

Pixelbolt 0.9.0's fluid presets, measured on 19 October 2026
PresetKindSizeFramesSource JSON (bytes)Compile, 3 runs (ms)Colours usedPixels changed at the loop seam
CampfireGas32×48242,742227 / 235 / 2299 of 992 (others 73–115)
DripLiquid16×32243,944147 / 137 / 1364 of 76 (others 2–25)
ExplosionGas64×64328,497267 / 265 / 2688 of 8one-shot
Magic swirlGas48×48245,733233 / 233 / 2405 of 5274 (others 222–285)
Bubbling potionLiquid32×40245,168217 / 213 / 2177 of 712 (others 10–37)
Smoke puffGas32×32192,747124 / 123 / 1215 of 5one-shot
SplashLiquid48×40402,564196 / 195 / 1934 of 4one-shot
Steam ventGas32×48245,736216 / 218 / 2217 of 7169 (others 89–168)
TorchGas16×32162,070126 / 125 / 1259 of 923 (others 12–23)
WaterfallLiquid48×64246,265492 / 492 / 4919 of 9109 (others 84–129)

Compile times are whole pixelbolt compile commands, Node's start-up included. "Colours used" counts the distinct colours in all exported frames against the palette's size. The seam column counts pixels that differ between the last frame and the first; "others" is the range between neighbouring frames inside the loop.

main (d8776d4, not yet released) passed the same compile, render, browser, Pillow and MCP checks with 12 presets; we ran its MCP server from the checkout, not from a bundle. It adds honey (viscosity) and slime (a yield stress). Its drip and potion differ slightly from 0.9.0's, because it stopped fast particles passing through thin obstacles. Its waterfall differs because of that fix, a depth-band fix and a retuned preset. The other seven presets compile to the same recipes as in 0.9.0.

Each tool, and when to choose it over Pixelbolt

From each tool's own pages, read on 19 October 2026; not run by us.

Pixel FX Designer (CodeManu)

A desktop app for particle effects: emitters, motion, a timeline, physics such as attractors and gravity points, post-effects (glow, outline and others) and custom particle shapes, set with sliders, or with the particles' motion drawn with the mouse. You can import a palette of up to 256 colours and your own dithering, and make an animation loop. It exports a PNG sprite sheet or single frames. GIF export is marked experimental: its docs say to use it only with at most 60–120 frames, Scale 4 and a 400×400 canvas, as other settings may crash. A JSON export holds the emitter data so you can rebuild the effect in your engine. It comes with 1,000+ particle images and ready-made projects. It was released on Steam in 2018. The latest stable version is 1.1.8.0, from April 2024; a 2.0 beta from 2022 rewrites it with layers, a node graph and MP4 export. Its docs describe no command line or scripting, and none of its pages describes a fluid simulation.

Choose it over Pixelbolt when you want to shape a particle effect by eye, with sliders or by drawing the particles' motion with the mouse, on Windows and for little money, with your own palette of up to 256 colours and your own dither pattern, plus 1,000+ bundled particle images and ready-made projects.

SpriteMancer (CodeManu)

A newer, broader tool from the same maker, in Steam Early Access since January 2023; version 0.4.0.0 came out on 1 October 2026. It combines particles, emitters, a "Fluids" element (its docs say it "simulates fluid pressure" for smoke, fire and explosions), images, imported .obj models and a node graph. It exports PNG sprite sheets, a PNG per frame, GIF (without alpha), MP4 and WEBM; a render option fixes the random seed, and a Scale setting gives the render a pixelated look. Windows only. Its docs mention neither a palette lock nor a command line.

Choose it over Pixelbolt when you want one visual app for particles, fluids, 3D models and node effects, edited by hand, with video export.

Fluid FX (CodeManu)

A Windows app built on a "fluid/pressure simulation", powered by Mytino's Fluid Dynamics asset for GameMaker, whose own page says its physics and visualisation run on shaders. You pick one of 20+ presets, tune sliders, and export a trimmed PNG sprite sheet with alpha; you can render your own reference image into it, and export and import presets. GIF export is for previews. Version 1.1.0 is from January 2022. Its pages don't mention palette control, seeds or a command line. The effects they list are explosions, blood, smoke, dust and magic; water is not among them. Its Steam page carries the same SpriteMancer notice as Pixel FX Designer's.

Choose it over Pixelbolt when you want a quick smoke, blood or explosion sheet from one of 20+ presets, tuned with sliders on Windows, with alpha in a trimmed sheet and your own reference image rendered in.

Pixel Composer (MakhamDev)

A node-based compositor for pixel art and effects on Windows, macOS and Linux. Its simulation nodes include smoke (a domain with pressure, dissipation and emitters, written as GPU shaders in its source), FLIP liquids (with viscosity, friction and a FLIP-to-PIC ratio), particles and VFX with many affectors, rigid bodies, strands and verlet. Palette and dither nodes and indexed PNG export keep a pixel-art look. It renders sprite sheets and exports images, sequences, GIF, APNG, MP4 and WEBM. It can also import 3D objects with lighting and cameras, and .aseprite files. Its headless mode (-h) runs a saved project and triggers its export nodes, with variables set on the command line, and a persist or server (TCP port) mode keeps it open for console commands such as set and render. Its docs, labelled "pre 1.18", put persist and server in a separately downloaded CLI wrapper, since the app prints nothing to the console; the current source also parses them in the app. No MCP server is mentioned. Its source is MIT-licensed on GitHub, but current builds cost US$14.99, and building it yourself needs the GameMaker IDE. It needs an OpenGL GPU or integrated GPU.

Choose it over Pixelbolt when you want a visual node graph with more kinds of simulation (rigid bodies, strands, verlet meshes such as cloth), 3D objects with lighting and cameras, .aseprite import, video export and a GUI for building new effects. Pixelbolt's fluids stop at 128×128 and are written as JSON; Pixel Composer's docs state no domain limit.

PHOSPHOR VFX (Sinopsky)

A free, MIT-licensed effects studio that runs in a desktop browser with Canvas 2D, from itch.io or a downloaded folder. It simulates cellular materials (water, sand, smoke, stone, lava, fire, oil, steam and more, with chained reactions), rigid bodies that fracture, soft bodies, cloth, ropes and force fields, plus particle emitters with seven behaviours, on a keyframe timeline with 61 presets. Canvases run from 16 to 256 pixels. Its post-effects include a palette lock with ordered dithering (PICO-8, Game Boy, NES or your own), posterize, outline, chromatic aberration, scanlines and bloom. It exports PNG frames, sprite sheets, looping GIFs, scene JSON, an HTML player and layers as a ZIP. Scenes are plain JSON. Command-line tools render a scene to a sprite sheet, frames or GIF through the Chrome or Edge you have installed, validate it and summarise it, and a SKILL.md explains the format to AI agents. Its page says the engine is deterministic and seed-based, and mentions no MCP server. The download is version 0.1, and its one devlog is from August 2026.

Choose it over Pixelbolt when you want a free visual editor in the browser, with physics Pixelbolt doesn't have (falling-sand materials, fracturing rigid bodies, cloth and ropes), post-effects it lacks (bloom, chromatic aberration, scanlines), larger canvases (Pixelbolt's fluids stop at 128×128), and still want JSON scenes an agent can write. Of the tools here, it is the closest to Pixelbolt's approach.

BlastFX (MNKY)

A desktop app for Windows, macOS and Linux, on Steam since 2018, with GPU-accelerated particle emitters and render layers, each with a chain of post-effects: Palette Map, Gradient Map, Glow, Outline, Pixelate, Blur, Seamless Tile and others. It exports sprite sheets, PNG sequences and GIF, and video: uncompressed AVI per its store page, or MP4, WebM and AVI through a separately installed FFmpeg per its docs. Its docs give each emitter a random seed and a seamless-looping option. It costs US$19.99 on Steam or itch.io, needs OpenGL 3.3, and its demo can't export. Its pages describe no fluid simulation and no command line.

Choose it over Pixelbolt when you want GPU particles with soft glows and blur that you then pixelate and palette-map, edited by hand, with video export.

When to choose Pixelbolt

When an AI agent should make, check and change the effect over MCP, seeing each result as an image: the agent writes a few kilobytes of JSON (palette, obstacles, emitters and how fields map to colours), compiles it, looks at the contact sheet it gets back, and changes one setting at a time, with the same file every time. (PHOSPHOR also takes agent-written JSON scenes, through command-line tools rather than MCP.) The result is an ordinary Pixelbolt recipe, so the same agent can inspect it, patch single pixels, and export sprite sheets, atlases, GIFs or frames for a video editor. It is free and needs only Node.js: no account, API key or network service. Install it from the GitHub repository, or as pixelbolt.mcpb for Claude Desktop from the latest release.

Pixelbolt's limits

Other tools we looked at

Juice FX, Smear FX, the pre-made packs and Pixa's page came up in the four searches named under Method; Pixelpart, Heos Explosions, Particles Editor and BlastFX came from further searches while we researched (BlastFX from a search about Effekseer). All of them are listed in the searches file.

Method

Sources

All read on 19 October 2026.