Fluid Art · Press
Press kit
Fluid Art is a fluid simulation toy for iOS and Android, released on August 5, 2026. It turns touch into living paint across 13 physics worlds, with reactive ASMR sound synthesized per world.
The app is free with six worlds. A one-time $2.99 Pro unlock adds seven worlds, two palettes, video recording and a session timer. It has no ads or accounts and works offline.
Facts
| Release | August 5, 2026 |
|---|---|
| Version | 1.1.1 |
| Platforms | iOS 16.3+, Android 9+ |
| Price | Free; $2.99 one-time Pro |
| Size | About 9 MB (iOS) |
| Languages | English |
| Developer | Dmitry Shurco, Presenza |
| Contact | fluidart@presenza.app |
| Website | https://fluidart.presenza.app |
| App Store | apps.apple.com/app/fluid-art |
| Google Play | play.google.com/store/apps/details?id=app.presenza.fluidart |
| Tech | Zig, raylib, GLES 3.0, thin Swift and JNI hosts |
| Base | Pavel Dobryakov’s MIT-licensed WebGL fluid simulation |
What it is
Fluid Art turns the phone screen into a pool of moving paint. Every finger is a brush. You can drag currents, tap to drop paint, or leave the screen alone and watch it paint itself in ambient mode. Sound mode uses the microphone to turn music into currents, processed on the device.
Thirteen physics worlds change how the paint behaves:
Fluid, Ripple, Oil, Fire, Orbit, Slime, Coral, Marble, Sand, Watercolor, Kaleidoscope, Frost, Smiley.
Six are free. Seven are part of the one-time Pro unlock, along with two palettes, video recording and a session timer.
Each world has its own reactive ASMR voice, synthesized live. Ripple plinks, oil gurgles, fire crackles, slime squishes. There are no samples and nothing repeats exactly.
The story
Fluid Art started as a native port of Pavel Dobryakov’s open-source WebGL fluid simulation. The port grew into thirteen separate solvers, a per-world audio engine, native iOS and Android hosts, video recording and a session timer. It is built by one developer in Zig and raylib, with no game engine.
The technical angle: a real-time Navier-Stokes simulation, twelve additional solvers, GLES 3.0 without compute shaders, and a 9 MB binary.
The human angle: a solo developer shipping a calm, one-time-purchase app in a market full of subscriptions.
Founder bio
Dmitry Shurco is a solo developer based in Spain. He builds Fluid Art under the Presenza label. He writes the simulation, the hosts, the store builds and the marketing himself.
Assets
Download all assets (.zip)- Icon — PNG, 1024×1024
- Screenshots — 7 iPhone, JPEG, 1290×2796
- Clips — 3, H.264 MP4, 1080×1920, 7 s
Usage permission
You may use the screenshots, clips and icon in coverage of Fluid Art. Please do not alter the UI in screenshots or imply an endorsement.
Story angles
- A solo developer rebuilt a 10M-install fluid simulation in Zig. The same open-source base, twelve new solvers, a 9 MB native app.
- The calm app with no subscription. One $2.99 purchase, no ads, no account, works offline.
- Sound as part of the simulation. Every world has its own synthesized ASMR voice, generated from the simulation state.
- A design story. A rare mobile app where the landing page runs the real product in the browser.
Q&A
- Is this affiliated with Fluid Simulation?
- No. Fluid Art is built on Pavel Dobryakov’s MIT-licensed open-source simulation, credited in the app and in the repository. It is not an official successor or partner.
- Why $2.99?
- It is a one-time purchase for seven additional worlds, two palettes, video recording and a session timer. Six worlds are free, so people can decide after playing.
- Is there a subscription?
- No.
- Does it collect data?
- No account, no ads, no analytics SDK. Sound mode measures loudness on the device and never records or uploads audio.
- Is it for children?
- It is rated 4+ and safe for children, but it is made for adults first.
- What devices?
- iPhone and iPad on iOS 16.3+, Android phones and tablets.
Contact
Dmitry Shurco
fluidart@presenza.app
fluidart.presenza.app






