Everdust: live physics worlds that move with your music.

Everdust is a particle universe simulator where every world is a live simulation that moves with your music, from colliding galaxies to a slime mold with no brain. It runs on iPhone, iPad, Mac, Apple TV and Vision Pro, and Decosa, Inc., my company, makes it. It is in a free public beta on TestFlight while the App Store release is pending.

Built by
My lab: a team of AI agents I direct
Platforms
iPhone, iPad, Mac, Apple TV and Vision Pro
Status
Free TestFlight beta · App Store release pending

What I found

  1. In its first week of reels, October 13–18, 2026, @everdustapp posted 21 Instagram reels that drew 3.17M views. The top reel drew 754K.

  2. On a 20-prompt eval of Create, all 20 generated games were playable, at a median $0.29 a game.

  3. One agent ported four interactive nebula simulations from the web to the native engine in 81 minutes, and the headless Mac test passed on its first run.

  4. Every VR build I played on October 10 had passed its bots, yet about 30 of the 30 issues I hit in the headset had escaped every eval.

The central idea

Every world is a live simulation, not a video, and the games and the narrated stories run on that same physics.

  1. 01Prototype the physics on the web
  2. 02Port it to the native engine
  3. 03Check parity on every platform
  4. 04Test with bots and in the headset
  5. 05Release it in the beta
How a world gets into Everdust · simplified from the notes linked below
Contents
  1. What I found
  2. What it is
  3. One engine, five Apple platforms and Quest
  4. Create: describe a world, get a game
  5. Tested by bots, AI panels and a person in a headset
  6. Where the Lab lives
  7. The first week of reels
  8. What I am not claiming
  9. Sources & scope

What it is

Everdust is a particle universe simulator. Every world in it is a live simulation, not a video: galaxies colliding, a black hole you can feed, living fluids, a slime mold that thinks without a brain. The music does not sit on top of the worlds; it moves their physics. In Ferrofluid the bass is the magnet, so the spikes rise past a threshold and sharpen as the bass swells.

The engine has 121 live scenes. Around them are 11 space science games built on the same simulations, three of them for two players, and 14 narrated science stories in which every chapter is a simulation you can reach into while the narrator explains it. Two of the stories, Anatomy of a Thought I and II, follow one prompt through a small language model and through one about 16 times larger, the same question as my interactive paper.

One engine, five Apple platforms and Quest

Everdust is in a free public beta on TestFlight for iPhone, iPad, Mac, Apple TV and Vision Pro, and Meta Quest has an alpha list. The App Store release is pending. In the headset the worlds become things to handle: in the Vision Pro beta you can pinch a galaxy’s core and throw it into another, or carry a black hole and watch the stars bend.

One shader source compiles to Metal for the five Apple platforms and to SPIR-V for Quest. AI agents port each new world from a web prototype to the native engine, and parity tests between platforms keep the ports honest. On October 10 one agent ported four interactive nebula simulations in 81 minutes, and the tests caught a power function that returned NaN on Metal.

Create: describe a world, get a game

Create turns a sentence into a playable game. A language model writes the game as data from a list of registered physics parts, and a validator proves that every level can be won, and that the first can be lost, before anyone sees it. On a 20-prompt eval all 20 games were playable, at a median $0.29 a game.

In the app, the scene Creator is in beta on TestFlight. Its Quick mode runs on an open model, DeepSeek V4 Flash, through OpenRouter for now.

Tested by bots, AI panels and a person in a headset

The nightly run before my headset sessions covered 550,948 bot episodes and about 4.2 billion invariant checks. They still missed what a person finds: on October 10 every build I played had passed its bots, and about 30 of the 30 issues I hit in the headset had escaped every eval. Each escaped issue becomes a new eval the same day.

For tuning, panels of AI playtesters scored 21 revisions of one VR physics game. Their mean rose from 5.11 to 7.72 and then stalled short of the 8.5 target. The mechanic they praised most made the game too easy, which a noisy bot and my first play in the headset showed.

Where the Lab lives

Most of the pieces in my Lab live in Everdust: the strange attractors our own search found, the simulated nebulae, the black holes and the artificial life. The space and maths pieces also run in a browser at everdust.ai/play, and the engine renders seamless 4K physics loops for stages, streams and edits.

The first week of reels

In its first week of reels, from October 13 to 18, 2026, the @everdustapp Instagram account posted 21 reels that drew 3.17 million views. The most watched, the second part of a series on how the continents moved, drew 754K. Four reels passed 400K: that one, the first parts of two “2×” what-if series (671K and 578K), and the first continents reel (461K).

Nearly all of those views came from people who did not follow the account: 99.6% for the top reel. The account had 4,025 followers on October 20. A week of views is attention, not installs, and says nothing yet about who keeps the app.

What I am not claiming

There is no App Store listing yet, so there are no ratings or download numbers here. Reel views are Instagram’s own counts for one week. The bot runs and AI panel scores above are evals of builds, not reviews from players.

Join the free beta on TestFlight, or try the live worlds in your browser.

Visit Everdust (opens in a new tab)

Questions about this project? Get in touch.

sipratt@gmail.com