Closing as won't fix. I can reproduce, but what is happening is you are creating one-shot particles that effectively are never destroyed. The size of the particles object is a box bounding all the particles, and as particles wander off in all directions, the box gets bigger and bigger. The engine uses collision cells as an essential optimisation to keep collision testing fast, but one thing it has to do for that is update which cells an object is in, and a huge and continually expanding object requires an increasing burden of collision cell updating, which is what happening. Also significantly you have set a gravity, so it's not just a linear rate the object expands: it's accelerating.
I can't imagine why it's useful to do this anyway: either you want the particles to disappear after a while, in which case you should let them be destroyed, or you want to keep the particles on-screen, in which case you should make them continuous and have a timeout, or just use sprites which wrap to the layout.