Inside the breakdown, you’ll find a link to the interactive demo where you can explore the system and inspect the wind field, depth buffer, density mask, and more. The developer also cites Ghost of Tsushima’s GPU-driven grass and God of War’s wind system, among other inspirations, and provides additional resources for further reading.
Read the full Simple 2D Grass Rendering with WebGPU article here.
Aside from open-world exploration, Jarl features base building, resource management, crafting, boss fights, interactions with NPCs, combat, trading, and more. Most of the game is developed using Aseprite, FMOD, and Visual Studio Code or Zed. A Steam page is on the roadmap, until then, you can follow development and hear about upcoming playtests via the official website.



