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Games That Use Farseer Physics Engine 3.x

Aug 23, 2010 at 1:23 AM

If you create a game that uses FPE 3.x, we would like to know about it and link to your project on our Usage wiki page. Reply to this discussion with picture, link and description and we will put it up on our page.

Sep 23, 2010 at 4:30 PM

Hi Genbox. I reached a point that I think I can show my game progress (the game is called Be Stiff!). Anyway, the devblog can be found at: Be Stiff! It's in spanish and (bad) english.

It's a 2D shooter/platformer, where you only see what the character sees (only its line of sight), here is a video. Anyway, I hope you all like it :) 

Sep 23, 2010 at 4:46 PM

Nice effect with the visible area. The border of the visible area has visible pixels - but I guess you already knew that. :) Thanks for showing us the game.

Sep 23, 2010 at 4:53 PM

Yes I know, its because I rescaled the texture I use for the visible area. I have to use a larger texture :P 

Sep 23, 2010 at 5:35 PM

Hey Ian,

I'm working on a Silverlight game Window Phone 7 called "Krashlander"  In it, you ski down mountains and destroy Robots.

I haven't created a good screenshot yet, but here is a link to a video:

-Jeff Weber.

Sep 23, 2010 at 5:44 PM

Very nice game Jeff. Looks to be working very smooth - even in the valley. Are you using any tricks to avoid seem-collisions? I guess you are using the edge shape with connectivity information?

Videos are much better than pictures. Keep them coming. :)

Sep 23, 2010 at 11:25 PM

riddler just posted about his game here:

Sep 24, 2010 at 3:18 AM


The only way I could smooth out the seams was to turn off CCD.  I saw a post on the Box2D forums where Eric mentioned trying that. In fact I think it was someone from here that posted the question.

I'm also running the physics engine @10 ms steps.

Oct 9, 2010 at 2:10 AM
Edited Oct 9, 2010 at 2:11 AM

I just put out beta 3 of my game ASCII Dungeon Shooter.

Download, screenshots and more info ->

Video ->

Dec 3, 2010 at 11:35 PM

I completed my project Asteroid Lander a few weeks back and its based on Farseer 2.x and Silverlight.


Play at:

Dec 4, 2010 at 2:43 PM
Edited Dec 4, 2010 at 2:56 PM

Hi, I made 'Toy Stunt Bike' for XBLIG using Farseer 3 and then rendering the models in 3D. It's not quite out yet but will be very soon.
Video Here
Thanks for a great engine :)

Dec 4, 2010 at 10:54 PM

Very nice. Posted it in our Facebook group. Hope you don't mind.

Dec 5, 2010 at 1:57 AM

Hi Farseer,

I've made games using your Engine too! Snake Jam was done using Farseer 2.x  (Video). And I've teamed up with a friend to make Blossom Tales (Video) using Farseer 3.1.  Thanks to the farseer team!

Take Care,


Dec 5, 2010 at 10:45 PM
Edited Dec 5, 2010 at 10:45 PM

Hi Farseer, here's a beta of my project, currently called LightFlow, check it out at;

I might make it into a Windows Phone 7 game.


Dec 5, 2010 at 10:50 PM

Very cool Mattias!

Dec 5, 2010 at 11:06 PM

Now I know why you need all those small particles. Very cool game indeed.

Dec 6, 2010 at 8:38 AM

Thanks - it's inspired by a game called auditorium but I'm trying to move it away from that by using more farseer physics.

Anyway, if I wanted someone to help me convert the game to Windows 7 and continue work on it, where would be a good place to look? As those who have tried the game may have noticed, it isn't far from being finished for windows, but on a phone - that's a different matter. And I don't have a Windows 7 phone...


Dec 21, 2010 at 10:47 PM

Hey _arty

I just got an Xbox and found your game as the top download.

I tried it and loved it so I'm going to buy it for sure!

Feb 18, 2011 at 5:29 PM

Hi,Yesterday I've published Gravity Maze, and it uses Farseer 3.0.

Thanks for the framework :)

Feb 19, 2011 at 9:41 PM

Great work :)

Feb 20, 2011 at 6:56 PM

I guess I never added "Bad Golf" to this list...  Released December 24th on XBLIG, using Farseer 3.1 (I think?) (Official Preview) (Fan made video)

Mar 21, 2011 at 8:00 PM

7bomb for windows phone 7 has gone out on the app store. The link is here: Any and all advice is welcome.

Mar 21, 2011 at 8:32 PM

Could you work up a youtube clip?

Mar 21, 2011 at 10:10 PM

Do you know of any way to take a video of the gameplay from the windows phone? I don't have any way set up yet... I do have screen shots on the openxlive game page.

Mar 21, 2011 at 10:13 PM

I'm not sure about a video from the device itself. I would think that it is unfeasible. However, you should be able to run the game in the WP7 emulator and capture it on the computer.

Could you link to the screenshots?

Mar 21, 2011 at 10:46 PM Here are the screen shots. I will look into getting a video, but I do not know whether or not I will be able to. Thanks

Mar 22, 2011 at 10:13 PM

You could try Fraps takes good screen video your a bit limited with the free version but should give you what your looking for.

Mar 24, 2011 at 5:42 AM

My as-yet unnamed 2D space-cavern-puzzle-lander-thing game.

I found Farseer about a week ago and, apart from the handicap of not having touched C# in about 6 years, it's a joy to work with. Very much looking forward to creating something worth publishing.

Mar 25, 2011 at 8:13 AM
Edited Mar 25, 2011 at 8:14 AM

Gooo for Windows Phone 7.

Video trailer: 


Trial downloads:

Mar 25, 2011 at 12:21 PM

Awesome Goo! based game. I've posted it on Facebook, I hope you don't mind.

Mar 25, 2011 at 4:11 PM

Like hugepedlar, I'm currently working on an unannounced game.  I won't say what it is yet but hopefully I'll have a preview video of it soon.  Right now, I'm at a point where the prototyping is almost done and waiting on new art to replace the placeholder ones.  But I agree, I've only been working with Farseer for a few weeks and it's been great so far!  The performance on the WP7 is pretty good.

Once I have something decent to show, I'll definitely post up info on it.  Thanks for the Farseer dev team for making this all work out so smoothly. :)

Mar 26, 2011 at 7:20 PM
Edited Mar 26, 2011 at 9:04 PM

<object width="480" height="390"> <param name="movie" value="" /> <param name="allowFullScreen" value="true" /> <param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="480" height="390" src="" allowscriptaccess="always" allowfullscreen="true"></embed> </object>

This is a game based on physics.
You are an archeologist who is exploring a volcano, but the volcano is going to erupt. You must escape from the lava!
Let you climb again as high as possible and make your best score. Compare it with other players in all over the world.

Link Zune Marketplace

Mar 29, 2011 at 6:19 AM
Edited Mar 29, 2011 at 6:24 AM

"Pinball League: The Juggler"  for WP7.

Published on the marketplace on 2011/3/23 and currently
placed #41 on Top Paid Games according to zune client.

Using Farseer v3.2 (with some modifications to avoid garbage).
Originally started developing with build 78379 (v3.1).

Review & Video:





Mar 29, 2011 at 10:19 AM

@kuma17: Could you provide a link to a video or some screenshots, so that i can link to them?

@nkast: Really nice! Just added it to the engine usage section.

Mar 29, 2011 at 4:19 PM
nkast wrote:

"Pinball League: The Juggler"  for WP7.

Published on the marketplace on 2011/3/23 and currently
placed #41 on Top Paid Games according to zune client.

Using Farseer v3.2 (with some modifications to avoid garbage).
Originally started developing with build 78379 (v3.1).

Review & Video:





nKast...I've downloaded and played your game.  Great work with that!  I'm still new to Farseer, but I didn't realized you can also use it for 3D games.  :)

Mar 29, 2011 at 5:38 PM
Edited Mar 29, 2011 at 5:39 PM

I created MoonLander which uses XNA and is available on WP7 & XBLIG. Farseer was very useful and I look forward to using it more. My thanks go to everyone involved with Farseer.

Links @ for anyone interested.

Mar 29, 2011 at 5:51 PM
Edited Mar 29, 2011 at 5:52 PM
EricCosky wrote:

I created MoonLander which uses XNA and is available on WP7 & XBLIG. Farseer was very useful and I look forward to using it more. My thanks go to everyone involved with Farseer.

Links @ for anyone interested.

ERIC! Congrats!  It's me, Rey from our old employer, R*.  :)

Mar 29, 2011 at 6:33 PM

Hey Rey! Nice to hear from you - let's chat soon, curious how things are going for you :)

Mar 30, 2011 at 12:54 AM
Elsch wrote:

@kuma17: Could you provide a link to a video or some screenshots, so that i can link to them?

@nkast: Really nice! Just added it to the engine usage section.


Although i would prefer to link at and not to moblilitytechworld.
I allready updated the page to included the review.


Mar 30, 2011 at 1:11 AM
KahunaCoder wrote:
nkast wrote:
"Pinball League: The Juggler"  for WP7.

nKast...I've downloaded and played your game.  Great work with that!  I'm still new to Farseer, but I didn't realized you can also use it for 3D games.  :)


As you had already guess, the action takes place in a single plane. We just used 3D models to render the world! Of course it requires some creative thinking, for example when the ball collides with switches or when we had to build the horizontal mill. Farseer collision categories proved quite useful there.


Mar 30, 2011 at 7:06 AM

nKast...don't be mad!  Like you, I am also developing a pinball game!  But it's nothing as polished as yours!  Honestly, I only found out about your game through your recent post!

Flipper Madness is going to be a 2D pinball game for Windows Phone 7 and perhaps the Xbox 360.  We are still currently developing the game and we're only about 25% done.  But I've reached a point where I can at least share a quick prototype video preview. 

Gameplay video can be watched at my site:

Many thanks for the devs working on FPE!!!  I couldn't have done this without it!

Apr 1, 2011 at 5:07 PM

I must give a big THANK YOU to the Farseer team for doing such a fantastic job.

My friend and I have released our first published game called Letter Glide for Windows Phone 7.  We were more or less just testing the market place process with this title.  It doesn’t really show case a lot of Farseer’s capabilities.


Please let me know if the section giving credit to Farseer is appropriate.

Apr 1, 2011 at 5:19 PM

@nkast: At least for me that link is kind of deadish... i changed it anyway, but you might want to have a look at it.

@kahuna: Added to engine usage ;)

@Postma: Added to engine usage. Credits are perfectly fine the way they are. We are just lucky if you guys spread the word ;)

Apr 1, 2011 at 7:10 PM
Elsch wrote:

@kahuna: Added to engine usage ;)

Elsch, THANKS!!!  We are trying to work quickly on this game so hopefully, we can submit the game in a few months. :)

Apr 1, 2011 at 8:43 PM
Edited Apr 1, 2011 at 8:44 PM

My friends and I just finished getting our prospective one-to-four-player co-op XBLIG release to beta status.  We'd love feedback, so if anyone wants to check it out, the game is Tetramayhem and available from .  If people want to give it a try (warning: you can only play it with gamepads, and we've only tested it with 360 controllers), it would be great to get feedback here, at our email (lessthanroyal [at] gmail) , or on Twitter (@lessthanroyal).


By the way, would it be okay if I post a new thread asking for feedback?  I can't see any precedent for that, but again, we really want to hear what people think of the game.


Here's a description of Tetramayhem, copied from the ReadMe:

A four-player, physics-based, dual-stick action puzzle arena platformer. Really.

The world as we know it is no more. The yellow sky hangs heavy over our cities like an infection, colored only by the thick brown smog that oozes sickly through the empty streets — an environment incapable of sustaining human life, poisoned by our own polluting ways. Worse, something grew in our landfills and toxic waste dumps, a vengeful race of brutal garbage mutants that rose up and decimated the unprepared human population. Known only as The Swarm, they now roam the countryside seeking out the last few pockets of human resistance. Now, the players must take up the task of cleaning up the atmosphere, destroying The Swarm, and restoring life to the world.

Fight back against the swarm with seven satisfying weapons and up to four players in frantic cooperative gameplay. Every player gets an avatar to fight against the Swarm with, but only Player One can control your most powerful tool — the Block Dropper that hovers above the battlefield. Drop tetramino-shaped building blocks onto the battlefield to build fortifications and climb above the waves of enemies, and match blocks of the same color to spawn power-ups or clean the environment. Play through our randomized Arcade campaign for hours of replayable entertainment, tackle the punishing difficulty of the unassisted Hardcore mode, or go for the high-score with a single life in Survival mode.

Apr 3, 2011 at 9:29 AM


Almost finished my pinball game, the physics are working great. I just have to improve gameplay  sounds and scores, It is based on the Farseer 3.2 Hello world example, using Xna Windows game.

Here is a link to a short video to show what can be done with the Farseer Physics Engine:

On the video the framerate is slow due to the screen capture program, but normally its very smooth.

Thanks for the great work,



Apr 4, 2011 at 9:36 PM


sorry for not posting a video before but I had problems with a bug.


"Escaping lava!" for windows phone 7

This is a game based on physics.
You are an archeologist who is exploring a volcano, but the volcano is going to erupt. You must escape from the lava!
Let you climb again as high as possible and make your best score. Compare it with other players in all over the world.

Apr 19, 2011 at 8:32 AM

Zombie Circus for Windows Phone 7

YouTube Demo

Zombie Circus in Zune Marketplace

The survival mode and leaderboard described below is in an update I just submitted, so it will be available a few days after I post this.

Can you stop the zombie clown horde from taking over the circus? Non-stop ragdoll physics action awaits you as you battle the zombie infestation. Protect the tent by tossing and throwing the zombies around with real multi-touch finger action. Unlock powerful weapons as you progress from night to night and upgrade them in the Weapon Shop! Gain the favor of the Carnival Allies and unleash devastating super attacks against the zombies! Create your own battles in the Sandbox Editor!

-30 progressively difficult levels of addictive ragdoll physics action!
-Survival Mode! Wave after wave of zombie attacks! How long can you survive?
-Online Leaderboard - show off your skill to the world!
-Sandbox Editor - create your own battles!
-True multi-touch support: fling up to 2 zombies around at once! Hold one zombie while shooting it with the other finger! Limitless possibilities to your attacks!
-Powerful particle system for explosions, fire, smoke, gas, and zombie damage effects!
-Full carnival themed musical scores!
-Beautiful hand-drawn graphics draw you into the carnival atmosphere!
-Touch-based weapons that make YOU part of the action!
-Progressive weapon upgrade and unlocking system makes you want to keep playing!
-New zombie types introduced as you progress - face them all!

Apr 19, 2011 at 2:21 PM

@GlowPuff- Zombie Circus looks pretty slick! I'm really curious how you did your character animation and how you manage your transition to rag doll. Looks like maybe a sequence of regular animated frames that you then switch to ragdoll that is posed to match the animation? Or do you just pop it to a default pose? I've been working on a similar problem lately so I'd be interested in any comments you might have. Thanks.

Apr 20, 2011 at 1:11 AM
Edited Apr 20, 2011 at 1:13 AM

Thanks!  You are correct, the walk cycles of all the zombies are done with traditional cel animation.  As the zombies walk, their ragdoll body is literally dragged along with them, but hidden obviously, until touched.  When a zombie is touched (or blown up, or shot), the cel animated sprite disappears, and the ragdoll becomes visible.  Ideally, I'd like to "pop" the ragdoll onto the zombie's position when they get touched/shot, as opposed to continually simulating them even when not needed, but I'm not sure how.  I keep reading how it's not good to flat out set the position of bodies.  That's why I hide and "drag" the ragdoll along with the animated sprite until it is needed.  But this solution works fine, and performance is good on the phone.

Apr 20, 2011 at 2:12 AM

Snow Spill has been playable online in Silverlight for over a year now.

Just last week I released it to the Windows Phone marketplace. The free trial is ad supported and not missing any features.

And I have a game play video

Jun 3, 2011 at 8:00 PM

Almost done with another game that uses Farseer, Star Ninja. There is a beta build that runs on x86 and also WP7.

I'd love to get any feedback people might have, thanks!


Jun 6, 2011 at 3:09 PM

The videos look amazing in gameplay terms, its a very nice and unique twist to the overused "catapult" game mechanics (a la Angry Birds clones).

I mean, I thought at first that it was another "launch the stuff over the structures and enemies", but after watching the video I realized that I was completely wrong. I'll try it later and give feedback :)

Jun 7, 2011 at 1:02 AM

Just completed my first WP7 game: Asteroid Lander.

Uses Farseer 3.2.

Early game video:

Maretplace link:

And more game details:

I'm based in Sweden so I don't have access to the Marketplace yet so please let me know if you can actually download the game from the link above.

And please do send feedback!

Jun 7, 2011 at 1:27 AM

The marketplace link doesn't work and I can't find it with a search. How long ago did you publish it? It can take a while to actually become available to download.

Jun 7, 2011 at 9:35 AM

@liserdarts thanks for helping me test the link. I'm feeling very annoyed since I cannot tell if its there or not since I only get a message that the app is not available in my location.

I waited about 2 hours before I posted on this forum and twitter etc. But so far it seems like nobody has been able to download its.

If possible can you try later tonight and let me know if it still doesn't work?

If you got Twitter you can tweet me at:


Jun 7, 2011 at 12:30 PM

@dweebster I see your game Asteroid Lander in the Zune desktop client.  Seems to be published now.

Jun 7, 2011 at 2:02 PM

@Glowpuff thanx a lot for letting me know. Started to get very nervous as I've already started to ask people to try it and they couldn't find it...

Since this is my first WP7 game and the fact that I cannot try any other game on the markeplace I would appriciate very much if you can try it and send me some feedback.

In the game there is a feedback button that you can use.

As usual I would like to thank the Farseer crew for a great engine!

PS I used the wrong account before ;) So I'm Dweebster!

Jun 10, 2011 at 1:45 PM

Hi everyone

i've just submit an entry for the DreamBuildPlay Challenge 2011, the  should also be available on XBLIG in some time.

And of course my game is Farseer powered ! ( farseer physics 3.1)

Here is the first trailer :

And the facebook page :

many thanks to the Farseer team !

Jun 10, 2011 at 4:56 PM

@mog - looks great, best of luck with the contest.

Jun 14, 2011 at 12:03 AM

A colleague of mine and I are currently creating a game for XBLIG that uses Farseer Physics. Would it be all right if we displayed the Farseer Physics logo on startup immediately after our company logo?

Jun 14, 2011 at 12:05 AM

Yes, that would be all right.

Jun 14, 2011 at 12:11 AM
Edited Jun 14, 2011 at 12:12 AM

Great! And keep up the incredibly work! Our project may not have been possible without Farseer and we intend on using it for all of our future 2D projects. I'll post links once the game has its own corner on the web. It has also been entered into this year's Dream.Build.Play contest.

Jun 14, 2011 at 1:18 PM

I've been working on an update to Chicks'n'Vixens:


Uses farseer of course :)

Jun 20, 2011 at 2:45 PM
Edited Jul 16, 2011 at 2:01 PM

Apple Bin, having a light hearted dig at our smart phone brethren.

It's using Farseer through the physics helper library that Andy Beaulieu wrote.

Game Play:

Featured in Channel 9 Hot Apps (She scares me a little)

Zune Link: 

Jun 22, 2011 at 5:41 AM

I released Lair of the Evildoer using Farseer 3.1 for Xbox Live Indie Games this week. Here's a trailer:

Screenshots and whatnot can be found here:

Oh and it was also submitted to Dream. Build. Play. 2011.

A huge thank you to everyone that contributes to the Farseer engine!

Jul 12, 2011 at 2:28 PM


I have just released a Windows Phone 7 game that uses Farseer. It's called GravBowl (

Here you can find some screenshots:

Long live Farseer! Keep up the good work!


Jul 16, 2011 at 4:41 AM

Hi everyone, I have had an awesome time creating "Tumbler" for Windows Phone 7 using the Farseer Physics Engine. 

Zune Link:

Thank you, Thank you, Thank you to everyone envolved in maintaining and improving the Farseer Physics Engine.  As I grow as a developer I look forward to providing some sort of contribution, thanks again!



Jul 16, 2011 at 5:20 AM
Edited Jul 16, 2011 at 5:21 AM

Used for Capsized ;)

Jul 21, 2011 at 9:48 AM


My game is named "RecycleIT" we created it with another student from my School for the Imagine Cup 2011 and we won the third place in the French National Chamionship of the Imagine Cup (just behind 2 future world champion -_-'') this is a game for windows phone 7.

You can find the description and some screenshot here :

Try it from the marketplace and Enjoy !

Fraseer was an important part of our game, so thank to the Farseer Team for this great physic engine.


Aug 22, 2011 at 10:24 PM
Edited Aug 22, 2011 at 10:25 PM


we created "Motorbike Stunt Agent Julie", a combination of 2-Stick-Shooter and Motorbike racing game using farseer physics engine 3.3. Your engine is a big part of the game, it enables collision detection and nice bike physics, so thanks a lot!

A video can be found here:

Keep up the good work!



Sep 7, 2011 at 12:58 PM
Edited Nov 16, 2011 at 12:41 AM


Name: Air Soccer Tour (v3.1)

Air Soccer Tour is a fast paced swipe soccer game with realistic physics and 12 exciting soccer fields. Choose from the 94 available teams to play against computer or human player. You can have 1, 2 or 3 strikers per team. Play friendly matches as well as tournaments to compete against the world on match win leader board, tournament win leaderboard and goal count leaderboard. Simply swipe your strikers to kick the ball into the opponents goal or defend your own goal while making sure to not get booked by the match referee. Its a dynamic turn-based game, you can swipe your strikers when they are lit up. Turn is switched when one team takes their turn or when the designated turn time is over, whichever comes first. It may look like just another Air Hockey game but its not, give it a try to find out.

  • 94 Teams/Flags
  • 3 Game Modes: 1 Player (Player against Computer), 2 Player (Players on the same Phone), Tournament
  • 12 Soccer Fields: Grass, Mud, Ice, Space, Galaxy and much more
  • 3 Game Speeds: Slow, Medium, Fast
  • 4 Skill Levels: Beginner, Amateur, Professional, World Class
  • Match Referee: Yellow and Red cards are given on 2 foul types - hitting opponent's striker directly and blocking your own goal with a striker placed inside.
  • Match statistics to see your progress
  • 3 Leaderboards: Matches, Goals, Tournaments
  • 8 Achievements
  • 7 team specific crowd chants for USA/England/Scotland/Spain/Japan/Germany/Netherlands
  • Free game with adverts - no trial mode or feature limitation

Upcoming Features:

Multi-Player over WIFI

Twitter: @danglingneuron



Oct 9, 2011 at 10:49 PM
Edited Oct 9, 2011 at 10:51 PM


All of your games look so good, put my meagre contribution to shame.

Two games for the Windows Phone 7 called Pushooka Arcade and Push Things, I've made a website for them here:

They also use the PhysicsHelper library



Dec 23, 2011 at 1:20 PM

Hi there :)

Nothing much to write here, so just have a look at this humble trailer of my oncoming game:


It is in the certification process, so You must wait a bit to get it from Marketplace. Will be for free ofc :)

Dec 24, 2011 at 11:05 AM

Great job everyone. I love to watch the games that uses Farseer Physics Engine and Mercury Particle Engine. Keep up the good work!

Dec 28, 2011 at 9:18 PM

I released a FREE sequel to Zombie Circus earlier this month.

North Pole Invasion


North Pole Invasion is the highly anticipated expansion to Zombie Circus, the definitive ragdoll physics action game on Windows Phone. Continue the mayhem in the latest Zombie Circus adventure! The zombie clowns are back, and this time they've invaded the North Pole! The clowns are out to steal presents and ruin the holidays, so it's your job to stop them. Use a variety of physics based weapons to stop their attack. Or use your fingers to toss and fling the zombies around! The choice is yours as you progress through 60 levels of ragdoll physics action.

  • Stellar art and animation
  • 60 progressively difficult missions of addictive physics action. Starts off easy before leading you into over the top action
  • The popular Survival Mode returns!
  • 9 unique zombie types, each with their own powers, plus 5 big bosses to battle!
  • 14 brand new physics based weapons to deal out massive damage to the zombie clown horde, including a couple returning favorites from the original Zombie Circus!
  • NEW Interactive weapons - tilt your phone to control them!
  • NEW Epic boss battles!
  • NEW Bonus rounds! Launch giant snowballs from Santa's truck to smash ice skating zombie clowns!
  • Full musical soundtrack
Dec 29, 2011 at 2:10 PM

Hey there... it has been a while, since i had a look at this thread... 

Just updated the Engine Usage list with all the new entries here.

Keep up the awesome work! :)

Jan 7, 2012 at 4:55 AM

Never got around to posting this but, I used Farseer in my game Icebreaker. It's a brick-breaker game with lots of action!

Jan 7, 2012 at 11:02 AM

Fantastic! I will download that, I, been looking for things to spend my xbox points on

Jan 8, 2012 at 3:04 PM

I'm developing a new game with Farseer, called Sticky Bump. It's a 4-player local multiplayer game and will be on XBLIG when finished. 

This video shows how it looks right now:

Jan 22, 2012 at 2:30 PM
Edited Jan 22, 2012 at 2:32 PM

I made a game with Farseer Physics.

Bamboo Ninja Training

Description of Marketplace:

This amazing game is a fun ninja training using only bamboos.
The Master Ninja will teach you some essentials skills for a true ninja.
The goal of this training is to stay on the red bamboo and remove all the others.

In this game you'll be led to an incredible and hard training, where you'll see:

- Physics Powered
- Ninja Thematic
- Different kinds of bamboos
- Multi-touch interactions
- 40 levels
Link to Marketplace
Feb 15, 2012 at 5:02 PM

Hey Guys, as usual awesome work on the farseer physics engine. I use it for my Terraria like game on Windows Phone 7. It is called Paradox Exit. All the information is here:

Feb 20, 2012 at 11:59 AM

I ported Farseer Physics Engine Samples to Android using Mono and MonoGame :

The samples app is not yet as perfect as it is on Windows Phone 7 as there are still some issues with MonoGame Android.

You will only see DebugView for most demos at this stage.

I am working with the MonoGame team and hopefully see if this can eventually become a perfect port.

Mar 2, 2012 at 8:29 PM

MotoRider is a silverlight game that I am working on.  It includes a level editor, top score, and of course, some awesome physics!

Check it out Here.

 Here are some picts:

the plan is to port this to android and iphone, but we will see...

Check it out Here.



Mar 12, 2012 at 4:09 PM

Gerbil Physics is out for Windows Phone on 14th March 2012 and it makes use of the 3.3 engine. 

Gerbil Play at the Beach

The game is published by Microsoft Game Studios and features Xbox LIVE Leaderboards and Achievements.  Thanks to all who contributed to Farseer - the engine is at the heart of the game.  You can read more here:

Gerbil Physics LIVE Tile 

Mar 15, 2012 at 10:24 AM

I never got around to posting here. Tentacles that have been available on the Windows Phone marketplace for quite some time also uses Farseer.


Mar 22, 2012 at 9:36 PM

Hi guys, keep up awesome work

Check out my newborn Abby's Basketball for WP7. I've written it in Silverlight, uses FPE and Physics Helper with additions like new/modified joints, modified PhysicsControllerMain, and new behaviors, among other things. Otherwise, tried to stick to Metro style as much as possible for a game design.



Direct link:

Just started a FaceBook page:


May 29, 2012 at 5:20 PM

I published 3 apps for Windows Phone 7 that use FPE 3.3

Plinko: - based on the Price is Right game

Bubble Pop: - for little kids to keep them occupied

Pachinko 3D: - view the pachinko board from various angles





May 29, 2012 at 10:03 PM

There is some really cool stuff here!  Congrats everyone.

I just released a puzzle platformer game for Windows Phone that is completely driven by physics.  I call it Wizard's Tower, and it's free.

Demonstration Video:

Jun 20, 2012 at 2:53 AM

i think this is the first OpenGL game with farseer...

Grandshot 2 is an awesome shooter that use Farseer for ragdoll physics and vehicles, please check it out :)



Jun 22, 2012 at 10:13 PM

Hi guys, here's the current state of my 2D stealth/action platformer:


Jul 7, 2012 at 10:13 PM

Just recently we finished integrating Farseer Physics Engine into Assault Wing - Galactic Battlefront. Assault Wing is a fast action multiplayer shooter, completely free of charge, where physics simulation plays an important role. You can break (most) walls, you can ram your enemies against other objects. Some weapons push other players around and bullets as well.

You can play online with up to 16 players over the internet, or locally on your computer one-on-one. There are also computer-controlled bots to play against. Each player can choose from a variety of spaceships, weapons and ship modifications. Battles take place in 2D arenas with gravity pulling the ships and bullets downwards on the screen. The players score points by killing other players or bots.

You can register yourself pilot on the Battlefront website and follow your battle performance. By winning battles against other players you gain ranking. There are most players online usually on Wednesdays and Sundays starting from 21:00 EET (UTC+2 or +3 during summer time). New pilots are always welcome!


Assault Wing screenshot

Jul 13, 2012 at 8:41 PM

My platform game with the possibility to draw lines and other objects into the Level to help the character reach the Exit:

Unique controls, there are no arrow Buttons on Screen to control the hero "Doodle Ü". You direct him through the worlds by drawing coins and greedy as he is he tries to reach them ;-)

Aug 19, 2012 at 8:52 PM
Edited Aug 19, 2012 at 8:59 PM

My game Sticky Bump is finished! It's a local multiplayer game featuring bumper cars.


Official Trailer

Sticky Bump Page


Thanks for this great engine! This game wouldn't be possible to make without it.

Aug 28, 2012 at 12:30 AM

Wow, I REALLY like the games that you guys post. It warms my heart to see such great games based on FPE! Keep it up!

Aug 28, 2012 at 10:50 PM

I just wanted to mention our project that we're working on with a small team.

It isn't very far developed yet but you can go check it out at

And a little video demonstrating one of the features in the game:

Sep 13, 2012 at 2:50 AM
Edited Sep 13, 2012 at 2:54 AM

Cronus has released! 

We use farseer physics 3.3, although we edit some little parts in it

download link :

We submit it for the Microsoft Imagine Cup 2012 Australia Sydney, and we reach the finalist stage and travel to Sydney

Cronus video trailer(submitted for Imagine Cup 2012) :

here is screenshot of the gameplay : 

Thank you Farseer!! 

Oct 18, 2012 at 12:53 AM
Edited Oct 18, 2012 at 12:56 AM

Dream.Build.Play 2012 prize winner NINJA CRASH is out now on Xbox Live Indie Games and uses Farseer Physics.

Release trailer:

Xbox Live marketplace page:

Oct 18, 2012 at 1:39 AM

We've create a simple physics example to test deterministic behavior in our game engine. 

The video of the test can be found at:

The game-engine is opensource/licence-free and its development is discussed at

Nov 5, 2012 at 7:43 AM
Edited Nov 5, 2012 at 10:42 AM

We have just released "Cat Sorcerer" to iOS store :

iPhone :

iPad :

This game uses the following engines :


Farseer Physics Engine

RC Optics (built on top of FPE, added support for geometric optics)




Nov 8, 2012 at 8:37 PM
Edited Nov 16, 2012 at 11:14 AM

I've made ski jumping game called Skijumper. My first game and thanks to Farseer and XNA it was relatively easy. 

Skijumper Lite



- More hills compared to Lite version.

- Replays

- Global world records.


Poor quality video of the gameplay: Video

Another poor quality video of the replay feature: Replay

Dec 1, 2012 at 12:30 AM
Edited Mar 1, 2013 at 2:22 AM
Cat Sorcerer is an optical puzzle game available on iOS, Android and Windows Phone :

Geometric optics effects such as refraction and total internal reflection are added on top of Farseer Physics :

Feb 19, 2013 at 11:36 AM

Portal Ball is my free physics puzzle game on windows phone 7 and 8. It uses the Physics Helper.
More about the game on the Marketplace.


Feb 20, 2013 at 1:16 AM
Edited Feb 20, 2013 at 1:16 AM
Puggle for Windows Phone.
Image Image

link to marketplace
Mar 25, 2013 at 9:52 PM
Edited Mar 25, 2013 at 9:54 PM
We have published a game for Windows Phone recently, and of course it uses FarseerPhysics 3.3.1. ;]

Image Image
(more screenshots on the Marketplace)

We would appreciate very much any reviews! ;] It's been few days already and we still have very little feedback. The game showed up on something like 8th page of New+Rising Action+Adventure games, so we don't get many downloads for now. :/
It's free to play, without any blocked content. We plan on releasing more levels for purchase if the game does well.
It is, by the way, our first game! ;]
Mar 26, 2013 at 9:48 AM
Edited Mar 27, 2013 at 7:58 AM
Collapsticks is a physics based matchstick puzzle game on Windows Phone 7 (and 8), using Farseer Physics 3.3.1, XNA and C#. It has also been recently ported to iPhone/iPad thanks to MonoTouch/MonoGame.

The idea is to remove a matchstick from a structure and make the rest of the matches collapse. You get points for matches that fall off the screen -- the goal is of course to get as many points as possible. There's different kinds of objects (pens, erasers, bullets, snails, dice, etc.) that can either help or hinder you in reaching this goal. Here's a gameplay trailer on YouTube.

More information from the App Stores:
Windows Phone Store:
iOS App Store:

Image Image Image Image Image Image

It's the first game from our small indie games studio called Rumilus Design Farseer was very nice to work with, a million thanks to everyone who have contributed to it!!!
Apr 10, 2013 at 10:39 AM
Edited Apr 10, 2013 at 5:04 PM
Prospector - ( Do not kick me :) ) is breakout/arkanoid game based on Farseer physics engine 3.3.1. for Windows Phone 7 and 8 ... :) In this game you must smash freeform block, collect gold and after use it in shop :) In Prospector you will see real time destructions with good perfomance, on Nokia lumia 620 - we have 80+ dynamic objects and 27 fps. Farseer - really good engine, thanks Jeff Weber for your work.

Marketplace link:

Apr 16, 2013 at 9:06 AM

Portal Ball Up! is my latest free physics puzzle game for windows phone 7 and 8. It uses the Physics Helper. The game is a variant of my game Portal Ball.
More about the game on the Marketplace.



Check it out :)

Apr 17, 2013 at 7:07 PM
Hola, wanted to post something about this project of mine.

I'm doing (yet another) 2D Game framework targetting multiple platforms. It's being done in XNA and monogame and hopefully I will be able to utilize most of it with Android, iPhone etc.

At the same time I am doing my first game with the framework, footage can be seen here:

Techdemo 3 of smithNgine

It's yet another space shooter game with "Kind of" planetary physics. And it's using Farseer Physics for that.

I still have long way to go but please follow my progress @ Codesmith blog. I'm also on twitter as @CodesmithHQ.

May 19, 2013 at 5:41 PM
Gerbil Physics is now available for Android devices, phones and tablets from the Google Play store, and coming soon to the Kindle Fire via Amazon's App Store.

This is a port from the WP7 version to Android using MonoGame. I don't think I needed to make any changes for Farseer to work under MonoGame, it Just Worked.

Thanks to all behind Farseer for making this possible.

May 19, 2013 at 10:03 PM
May 21, 2013 at 8:54 AM
Pinball league: The World of Dr. Pickaxe

Pinball game for Windows Phone & Windows Store.
Developed on XNA/monoGame.


Dr Pickaxe for Windows Phone:

Dr Pickaxe for Windows 8/RT:
May 23, 2013 at 6:35 AM
Granny Bash

Early work in progress. Currently being developed for Windows using XNA, Farseer and tIDE. The game doesn't have a definite direction at the moment and is being developed gradually in my spare time while not working (paid 9-5 work, that is).


Steam Greenlight:
Jun 15, 2013 at 10:10 PM
Edited Jun 15, 2013 at 10:11 PM
Hi! Recently published our game Wok 'em All for W8 using FPE. Enjoy!

Jul 22, 2013 at 6:47 PM
Just finished "Blondies Killing Zombies" for Windows Phone. The game is super fun. I'm a big fan of Farseer!



Aug 27, 2013 at 2:59 PM
Hello :)
Few weeks ago i realase simple and orignal game called Run The Shadow.
I use FPE for enemy AI (movment on dynamic A* grid and for some steering behaviors), for shadows (i calculate shadow on rectangles and convex hull vertices), for obstacles collision and some other stuff. This engine is really nice and really usefull.

Run The Shadow


Please also visit my site for some previous games :)
Aug 29, 2013 at 3:12 AM
Hey, A while back I released a game called MoonBus.

Nov 2, 2013 at 2:11 PM
I just released a game called Explodimals 3D on Xbox Live Indie Games using Farseer Physics. I'm also planning to start a Kickstarter soon to get it onto other platforms.

It looks like this:


May 4, 2014 at 11:56 PM
Hey everyone, we just launched our game using Farseer on the Windows Store.
It's called Momentum and it allows the user to control the gravity of the world using the accelerometer.


Here is a trailer:
May 16, 2014 at 1:29 PM

Here is our latest game that uses farseer.
Its available on Windows Phone



Thanks to the team. :)
Jul 26, 2014 at 5:35 PM
Edited Jul 26, 2014 at 5:36 PM
Hi Farseer Physics Engine community!

I'm developer of AltSoftLab Team

We are glad to present the Farseer Physics Engine integration to our .NET AltSketch Vector Graphics Library

AltSketch Description:

AltSketch is a pure C# CLS compliant 100% managed, without unsafe blocks Vector Graphics Library with Software and Hardware Render Backends for Games, Scientific Applications & other uses of Computer Graphics. All core functionality collected in one lightweight library AltSketch.dll for Microsoft .NET Framework or Mono (including Silverlight / Moonlight). It depends only on System, System.Data & System.Xml assemblies (.NET Framework 2.0).

AltSketch has Software and Hardware Render Backends (solid and texure AA visual data triangulation), contains a subsystem AltNETType - port of wonderful font rendering library Freetype and subsystem AltNETImage for Image manipulations (loading, saving, transformations).

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.

AltSketch has Virtual File System support with Zip containers for resources loading. All AltSketch functionality & extensions works via VirtualFS and all resources can be loaded as from real file system, so from Zip containers (from files or memory streams).

AltSketch SDK includes wide variety of open source extensions: ported to AltSketch popular libraries (GUI, Plot, GIS, Computer Science, Physics, Graphics etc.): NPlot, OxyPlot, PieChart, ZedGraph, MigraDoc, PDFsharp, GMap.NET, HTML Renderer, Box2D, Farseer Physics, etc.

AltSketch SDK includes many Integration Demos with a wide variety GUI-s & frameworks (all Integrations & HW Render Backends are open sourced, so you can easily adapt it to your applications or improve it if you need):

Unity Game Engine
Windows Phone
Silverlight / Moonlight
XNA / MonoGame
OGRE 3D Engine
Axiom 3D Engine
NeoAxis 3D Engine
Irrlicht 3D Engine
OpenTK / AltOpenTK
SdlDotNet / AltSdlDotNet
Windows Forms (throw System.Drawing, OpenGL, DirectX, DirectDraw)
WPF (throw System.Windows.Media, OpenGL, DirectX, DirectDraw)
GTK (throw Gtk.Image, OpenGL)
Qt: Qyoto & Qt4Dotnet​ (throw Qt.Image, OpenGL)
wxWidgets (throw wxWidgets.Image)

Licensing: Free for No Commercial Uses

Only fist application start may take some seconds because AltSketchDemo finding system fonts. This information cached and next starts became more faster

AltSketch Unity Farseer Physics

AltSketch NeoAxis Farseer Physics Path Test

AltSketch Axiom Farseer Physics

AltSketch XNA MonoGame Farseer Physics Car

AltSketch OGRE Farseer Physics

AltSketch Irrlicht Farseer Physics Pinball

AltSoftLab Team
Aug 22, 2014 at 11:09 AM
Edited Aug 22, 2014 at 11:11 AM
The upcoming Seasons after Fall uses Farseer.
Video teaser:


A look at the editor (green/orange/red lines are ChainShapes, color depends on slope):

So far we actually don't use any physic elements, only the collision detection: custom shape-casts for the main character, and sensors for triggers etc. That may change though, at least for cosmetic elements (dangling lianas and whatnot), though the gameplay will most likely not use any physics at all.

The game is made with Unity (4.6 at the moment, 5.0 soon), but we still decided not to use the Box2D integration and roll our own Farseer integration. The reason for that is Unity just doesn't give us enough info (fixture, edge index etc) during collisions and raycasts/shapecasts. Also the collision groups are merged with layers, also used for rendering, which is just plain dumb.