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Physics System
February 23, 2026 at 04:00 AM
Comprehensive article on the physics system
The physics system is one of the defining features of Of Peaks and Tides. CyancookGames built a custom physics editor within Unreal Engine 5 to support the game's emphasis on environmental interaction. Nearly every object in Everland has physical properties that affect how it behaves under different conditions.
System | How it works |
|---|---|
Fire propagation | Fire spreads across flammable materials at a rate determined by the material type and environmental conditions. Wind accelerates and redirects fire. Rain and water extinguish it. |
Weight-based damage | Heavier objects deal more damage when dropped or thrown. A boulder pushed off a cliff onto an enemy does far more damage than a hand-thrown rock. |
Wind interaction | Wind affects smoke, projectiles, glider flight paths, and light objects. During wind calamities, these effects are amplified dramatically. |
Tidal erosion | Water tides gradually carve new paths through terrain over time. Coastlines shift, caves open, and previously dry areas may flood. |
Structural integrity | Built structures obey gravity and weight distribution. Removing a support beam can collapse a section of a building. |
CyancookGames developed a proprietary physics editor that sits on top of Unreal Engine 5's built-in physics. This editor allows the team to define material properties, interaction rules, and environmental responses at a granular level. The result is a world where objects react to each other and to environmental forces in consistent, predictable ways.
The physics system is not a separate feature; it is woven into every aspect of gameplay. Combat uses physics for knockback, projectile trajectories, and environmental kills. Crafting produces items whose behavior depends on material properties. Base building requires understanding of structural integrity. Calamities interact with every physical object in the world simultaneously.
Running a complex physics simulation in an open world is computationally expensive. CyancookGames has discussed their use of spatial partitioning and level-of-detail physics to maintain performance. Objects far from the player use simplified physics calculations, while nearby objects receive full simulation. During calamities, the engine prioritizes physics calculations in the player's immediate area.