Move your cursor

A cloud of particles that follows you

Drag your pointer across the field and scroll — the cloud parts, brightens and drifts.

Trusted by

150+

Global brands

Powering brands to scale across

200+

Global markets

Processing

8M+

Cross-border orders annually

The field

Nine states of the cloud

Halftone Drift

Halftone Drift

Density mapped to motion — dots thin out as the field accelerates.

01 — detail

Halftone Drift

Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.

Suspended Field

Suspended Field

Thousands of points held in mist, each one nudged by your cursor.

02 — detail

Suspended Field

Pointer force falls off with distance, letting the outer haze stay still while the core parts around your hand.

Bent Grid

Bent Grid

A regular lattice, warped by scroll velocity into curved light.

03 — detail

Bent Grid

Velocity is smoothed over eight frames, so the lattice bends like a sheet rather than snapping between states.

Contour Map

Contour Map

Elevation drawn from noise, redrawn every frame at sixty hertz.

04 — detail

Contour Map

Contours are traced on a coarse grid, then smoothed on the fly — detail appears only where the slope is steep.

Particle Orb

Particle Orb

Depth layers stacked into a sphere that breathes as you move.

05 — detail

Particle Orb

Six depth shells rotate at slightly different rates, which reads as volume without any real 3D geometry.

Volumetric Bloom

Volumetric Bloom

Soft plumes catching rim light where the pointer passes through.

06 — detail

Volumetric Bloom

Bloom is additive and clamped, so overlapping plumes glow brighter without ever blowing out to flat white.

07

Ripple Rings

Impact rendered as concentric waves radiating from the contact point.

07 — detail

Ripple Rings

Every click seeds a wave with its own decay curve; up to twelve can overlap before the oldest is retired.

08

Long Exposure

Trails stretch along the axis of travel, then settle back to rest.

08 — detail

Long Exposure

Trail length is tied to frame delta, so the effect holds its shape on slower machines instead of smearing.

09

Refraction

Hard edges scattering emerald light across the darkened plane.

09 — detail

Refraction

A single hue is split across three offsets, giving edges a prism fringe that stays subtle at small sizes.

Keep scrolling

Momentum that bends the page

Every scroll impulse skews, stretches and releases the layers beneath you.

In motion

Nine studies in velocity

Contour Map

Contour Map

Elevation drawn from noise, redrawn every frame at sixty hertz.

01 — detail

Contour Map

Contours are traced on a coarse grid, then smoothed on the fly — detail appears only where the slope is steep.

Particle Orb

Particle Orb

Depth layers stacked into a sphere that breathes as you move.

02 — detail

Particle Orb

Six depth shells rotate at slightly different rates, which reads as volume without any real 3D geometry.

Volumetric Bloom

Volumetric Bloom

Soft plumes catching rim light where the pointer passes through.

03 — detail

Volumetric Bloom

Bloom is additive and clamped, so overlapping plumes glow brighter without ever blowing out to flat white.

Ripple Rings

Ripple Rings

Impact rendered as concentric waves radiating from the contact point.

04 — detail

Ripple Rings

Every click seeds a wave with its own decay curve; up to twelve can overlap before the oldest is retired.

Long Exposure

Long Exposure

Trails stretch along the axis of travel, then settle back to rest.

05 — detail

Long Exposure

Trail length is tied to frame delta, so the effect holds its shape on slower machines instead of smearing.

Refraction

Refraction

Hard edges scattering emerald light across the darkened plane.

06 — detail

Refraction

A single hue is split across three offsets, giving edges a prism fringe that stays subtle at small sizes.

07

Halftone Drift

Density mapped to motion — dots thin out as the field accelerates.

07 — detail

Halftone Drift

Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.

08

Suspended Field

Thousands of points held in mist, each one nudged by your cursor.

08 — detail

Suspended Field

Pointer force falls off with distance, letting the outer haze stay still while the core parts around your hand.

09

Bent Grid

A regular lattice, warped by scroll velocity into curved light.

09 — detail

Bent Grid

Velocity is smoothed over eight frames, so the lattice bends like a sheet rather than snapping between states.

Settle in

Depth built from thousands of points

Parallax layers drift at their own pace, so nothing ever quite lands together.

In depth

Nine layers of the field

Ripple Rings

Ripple Rings

Impact rendered as concentric waves radiating from the contact point.

01 — detail

Ripple Rings

Every click seeds a wave with its own decay curve; up to twelve can overlap before the oldest is retired.

Long Exposure

Long Exposure

Trails stretch along the axis of travel, then settle back to rest.

02 — detail

Long Exposure

Trail length is tied to frame delta, so the effect holds its shape on slower machines instead of smearing.

Refraction

Refraction

Hard edges scattering emerald light across the darkened plane.

03 — detail

Refraction

A single hue is split across three offsets, giving edges a prism fringe that stays subtle at small sizes.

Halftone Drift

Halftone Drift

Density mapped to motion — dots thin out as the field accelerates.

04 — detail

Halftone Drift

Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.

Suspended Field

Suspended Field

Thousands of points held in mist, each one nudged by your cursor.

05 — detail

Suspended Field

Pointer force falls off with distance, letting the outer haze stay still while the core parts around your hand.

Bent Grid

Bent Grid

A regular lattice, warped by scroll velocity into curved light.

06 — detail

Bent Grid

Velocity is smoothed over eight frames, so the lattice bends like a sheet rather than snapping between states.

07

Contour Map

Elevation drawn from noise, redrawn every frame at sixty hertz.

07 — detail

Contour Map

Contours are traced on a coarse grid, then smoothed on the fly — detail appears only where the slope is steep.

08

Particle Orb

Depth layers stacked into a sphere that breathes as you move.

08 — detail

Particle Orb

Six depth shells rotate at slightly different rates, which reads as volume without any real 3D geometry.

09

Volumetric Bloom

Soft plumes catching rim light where the pointer passes through.

09 — detail

Volumetric Bloom

Bloom is additive and clamped, so overlapping plumes glow brighter without ever blowing out to flat white.