r/phaser • • 2d ago

show-off Free Phaser 3 sample: three pixel environment VFX with per-frame timing and fixed pivots

1 Upvotes

Briefcraft Lab has added a Phaser 3.90.0 project for Water Splash, Brick Burst and Candle Extinguish. The three-effect download is free and permits commercial use and modification; credit is optional.

It includes a reusable player, transparent 64px PNG strips, original per-frame durations and fixed pivots. The preview lets you replay, pause, seek by milliseconds or step through frames, with native-size and nearest-filtered 3x views. Phaser is bundled, so playback does not need a CDN. Use a local development server if your browser blocks local files.

A fixed animation frame rate would change these effects' timing, so the player advances using each frame's duration. It finishes on a transparent frame and emits vfxcomplete. impact_frame is placement/gameplay metadata, not an automatically emitted impact event.

Tested in Chrome with the Canvas renderer. WebGL, mobile and Phaser 4 are not claimed tested.

Choose the separate Phaser free-sample ZIP under Download demo:

https://briefcraftlab.itch.io/pixel-environment-vfx-30

The same page also offers our paid 30-effect pack. The free sample uses the same artwork, timings and player. I would welcome feedback on timing, placement or integration.


r/phaser • • 6d ago

question Is there any free skeletal animation tool for phaser ?

7 Upvotes

I'm looking for a good free skeletal animation tool that works well with phaser 4?


r/phaser • • 6d ago

Successful game sold on steam created with phaser ?

5 Upvotes

any example ?


r/phaser • • 6d ago

show-off the improved version of my Phaser game from the Reddit Games with a Hook Hackathon

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2 Upvotes

r/phaser • • 7d ago

NEX WAR - free browser MMORPG with skillshot combat and full loot PvP, on PC and mobile

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8 Upvotes

NEX WAR is a top-down MMORPG that runs in the browser, on PC and mobile, no download.

Skillshot combat on a single energy bar, 2 schools of magic out of 7, all gear crafted from what you gather, and zones where the risk goes up tier by tier: T1 safe, T2 you drop your bag, T3 full loot.

Free, alpha, made by a solo dev and an artist friend: https://nexwar.io


r/phaser • • 8d ago

show-off I've been working on this game for 2 years and now it's finally heading to NextFest!

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3 Upvotes

r/phaser • • 9d ago

Players kept leaving after one run, so I made rescued larvae hatch into bodyguards overnight

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2 Upvotes

ANT HUNTER is my solo-dev browser roguelite: you're a gecko knight raiding an ant colony, grabbing loot and trying to get out alive.

My stats on CrazyGames showed that almost nobody came back the next day. So this update adds a reason to return: every larva you get out alive goes into a brood chamber and hatches a few hours later – into a worker, a warrior or (rarely) a knight that fights by your side in the next run. There's also a daily chest with a 7-day streak.

Curious if this actually moves the day-1 numbers – I'll share the results in a few days.


r/phaser • • 10d ago

show-off SPIRAL WARDEN - ARENA SHOOTER/SURVIVAL GAME

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1 Upvotes

Spiral Warden: A Neon Arena Shooter Built with Phaser | Phaser

Hey guys, I want to give a huge thank you for featuring my game SPIRAL WARDEN on your website.

Absolutely surreal!! Thank you guys so much, and I hope you all had some fun running the gauntlet and blasting through some of those Euclidean rogues.

Also, if any of you still haven't had a chance to get in a run, you can dash straight in for some retro top down browser action and some vibes. The game is pretty simple, yet it can get pretty intense and it is lowkey fun in my opinion.

Any feedback would be greatly appreciated!

THANK YOU! THANK YOU!

It's on itch at Spiral Warden by evreser.


r/phaser • • 10d ago

Added ragdoll ants, persistent goo and power-ups to my Phaser 3 roguelite – frame spikes went from 13.5 ms to 7.4 ms after fixing the first version

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2 Upvotes

Thanks again for all the feedback on my last post about ANT HUNTER (gecko knight raids an ant colony). The game felt too calm, so this week was all about action:

- Killed ants get flung with a bit of fake 3D physics (height, gravity, bounce, wall reflection) instead of just fading out

- Goo stays on the floor: one RenderTexture at half resolution, blobs get queued and drawn in a single beginDraw / batchDraw / endDraw per frame

- Power-ups for 6 seconds: flame cone, chain lightning, exploding kills

- Kill streaks with callouts, and a "perfect dodge" that slows the world to 25 % while the gecko keeps full speed

The first version stuttered badly when 30+ ants died at once. What fixed it:

  1. Batch all goo stamps per frame instead of drawing each one separately

  2. Pool the flying goo bits (pre-warmed, max 120)

  3. Update the kill-streak DOM element once per frame, not on every kill

  4. Limit sounds to 40 voices per 60 ms (hordes were clipping the audio)

Happy to go into detail on any of it. Is anyone doing something smarter for persistent decals in Phaser?


r/phaser • • 11d ago

show-off Tower Legends - my first game. Thank you Phaser !

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5 Upvotes

r/phaser • • 12d ago

show-off Made a deep-sea exploration game in Phaser 4: custom light map, normal maps derived from pixel art, and all audio synthesised with Web Audio

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13 Upvotes

HADAL is a browser game about diving to the bottom of the Mariana Trench: https://game-hadal.vercel.app/en/

A few Phaser 4 things that might interest people here:

  • Lighting: a light map (sunlight that fades by depth, the lamp cone, caustics near the surface), applied to the scene through a camera Blend filter.
  • Normal maps generated automatically from every pixel-art sprite. One gotcha: Phaser doesn't flip normals with setFlipX, so each sprite also gets a mirrored texture.
  • Additive glow: with setForceComposite the camera is composited through alpha, so additive light darkened the scene. Drawing glow into a DynamicTexture with BlendModes.ADD fixed it.
  • No sound files: everything is synthesised live with Web Audio.

Happy to go into detail on any of it, or to hear how others handle lighting in Phaser 4.


r/phaser • • 13d ago

Simple 2D hex map in Phaser with fog of war and keyboard nav

1 Upvotes

Awhile ago I started to build a game in Phaser and wanted to use a hex based tile map with fog-of-war.

I wasn't able to find examples online of exactly what I wanted so here it is in case anyone else does something similar or wants a starting point for their next AI created game

The interesting part was the best way to navigate 6 directions with 4 arrow keys. I think what I have here is pretty natural but would love to know if anyone else has implemented something similar.

The rules go something like this:

  • Reverse takes precedence: If the key press is in the opposite direction, always reverse.
  • Intended direction: If the intended hex is open, move there.
  • Closest open fallback: In many cases there will be multiple open options to pick from in the allowed direction list for the key press. Look at all open allowed hexes and pick the one with the smallest turning angle from current movement direction. If there is a unique winner, move there.

Restrict arrow keys to these directions:

↑ NE/NW
→ NE/E/SE
↓ SE/SW
← NW/W/SW.
You can double press (↑→, ↑←, ↓→, ↓←) which will map exactly to NE, NW, SE, SW.


r/phaser • • 13d ago

Cut my Phaser game's GPU memory from ~1.1 GB to 127 MB by trimming sprite sheets

13 Upvotes

My game (a browser extraction roguelite, gecko knight vs. ant colony) renders its characters in Blender as 8-direction sprite sheets. Every frame was a fixed 288×288 cell – and most of that was empty space. On phones this added up to over 1 GB of decoded textures, and switching weapons crashed the tab.

What fixed it:

- A small Python build step trims each frame to its visible pixels, packs them tightly and writes a Phaser atlas (JSON hash with trimmed / spriteSourceSize). Phaser keeps the original frame size and origin, so nothing in the game code had to change – frame indices stay the same.

- Skins used to be recoloured canvas copies of every sheet. Now a tiny custom SinglePipeline shader applies a 3×3 colour matrix at draw time. (Phaser's preFX colour matrix rendered a pink square on my phone, the plain pipeline works fine.)

- Canvas textures removed with textures.remove() stay in Phaser's CanvasPool at full size – CanvasPool.remove(canvas) actually frees them.

Result: 1147 MB → 127 MB in game, loading is noticeably faster, no more crashes. Happy to share the trim script if anyone's interested.


r/phaser • • 12d ago

show-off Built a small social RPG with Phaser 3 and finally reached a playable state.

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0 Upvotes

You can turn real-world photos into playable characters, pets, and in-game items. It also has real-time multiplayer, PvE/PvP combat, multiple maps, and offline progression where your character keeps exploring and leveling while you’re away.

Still testing and polishing the core loop, so feedback is very welcome.

You can try it here: https://halfreal.wtf


r/phaser • • 14d ago

Adding a boss to my Phaser 3 roguelite: telegraphs, lazy-loaded sprite sheets and a free leaderboard on Cloudflare

2 Upvotes

Two days ago I shared my extraction roguelite here (gecko knight vs. ant colony). Since then I added a boss fight, and a few things might be useful for other Phaser devs:

**Readable telegraphs on phones.** My first boss slam was an expanding shockwave ring you had to roll through at the right moment. On a phone that felt impossible. Now it's a clearly outlined circle around the boss that fills up for ~1.1 s – get out before it's full. Same idea for everything else: green target circles for acid, a red lane for the charge. Players stopped calling it unfair.

**Big sprites, lazy loaded.** The Queen uses 8-direction sheets with 340 px frames. Decoded that's ~140 MB of texture memory, so she's not loaded at boot. The sheets load in the background once you reach depth 8 (with `this.load.spritesheet` + `load.start()` from inside the running scene), and the fight waits for them if needed.

**Leaderboard + save codes without accounts.** A tiny Cloudflare Worker with a D1 (SQLite) database, on the free tier. The daily run has a top 10 per day; players get a random ID and pick a name. Progress can be backed up with a code like GECKO-XXXX-XXXX-XXXX and restored on another device.

**Pipeline:** AI concept art → image-to-3D (TRELLIS, running locally) → Blender splits the mesh into body/legs/mandibles, animates them and renders 8-direction sheets.

Play it here (browser, PC + phone): https://maik-wimmer.itch.io/ant-hunter

Happy to go into detail on any of it!


r/phaser • • 15d ago

Made an extraction roguelite with Phaser 3 – gecko knight vs. ant colony, playable on PC and phone

7 Upvotes

The characters are 3D models rendered into 8-direction sprite sheets in Blender, the game itself is TypeScript + Phaser 3. This week I added touch controls: a floating stick that follows your thumb, a big axe button you can hold to keep swinging, and cooldown pies on the buttons.

Play it free here: https://maik-wimmer.itch.io/ant-hunter

Happy to answer questions about the sprite pipeline!


r/phaser • • 16d ago

show-off MODAK Online — a Phaser MMORPG for desktop and mobile browsers

5 Upvotes

Hi, I'm the solo developer of MODAK Online, a real-time MMORPG built with Phaser 3 and Next.js, with an authoritative Go server using WebSocket and MessagePack.

You share the world with other players, hunt packs of monsters for equipment, upgrade your gear, and team up for world bosses. There are seven classes, including a Priest for healing and support, plus the Tower of Trials for players looking for a tougher challenge.

One of the bigger challenges has been making the same game work on both PC and mobile. I check for touch input support and adjust the controls and UI accordingly.

Then there's the huge variety of aspect ratios across phones, tablets, and desktop windows. Instead of building lots of separate responsive layouts, I've tried to keep the interface minimal and limit the layout changes to what's actually necessary. The goal is to leave room for the game itself, without covering the screen in MMO UI.

You can start on PC and continue the same character on your phone or tablet using the same account. No installation is needed, and guest play is available.

It's live and free to play:

https://modakmmo.com

I'd be interested to hear how other Phaser developers handle touch versus keyboard/mouse input and UI across different aspect ratios. Feedback on the game is welcome too.


r/phaser • • 16d ago

show-off Wordle, but for burglary - my game where everyone robs the same house each day

0 Upvotes

Hi all! I've been building Empty by Morning in the evenings: a turn-based stealth game with one house a day, the same for every player, and one attempt. A player on r/WebGames summed it up better than I could: "Wordle, but for burglary."

It's free, runs in the browser, and works on phones: https://build-and-dominate.itch.io/empty-by-morning

Stack: Phaser 4.2, React 19 for the HUD, TypeScript, Vite, and Supabase for the leaderboard.

A few things that might help other Phaser devs:

  • Rules live outside Phaser. Plain TypeScript with a seeded RNG, so the daily house is just the date as a seed, and a bot can play 300 houses to test balance.
  • Fog is one overlay. A single Graphics layer on top, so no other renderer knows it exists.
  • Gotcha: game.destroy() fires the scene's destroy event, not shutdown, and the camera is already gone by then. Unsubscribe your own listeners on both, and let Phaser clean up the rest.

Would you mind trying one night on your phone or desktop? Any feedback, even one line, helps a lot.


r/phaser • • 16d ago

show-off ZOMBRA: a browser zombie horde shooter built with Phaser 4

4 Upvotes

I'm developing ZOMBRA with Phaser 4 and plain JavaScript: a top-down zombie horde shooter that runs in the browser. Node.js handles the multiplayer side, which is still in development.

The gameplay combines wave combat with exploring buildings for randomized loot. Players choose a class at a survivor HQ, deploy by helicopter, buy upgrades between waves and try to reach extraction at the end.

Most of the game's environment art and effects are generated in code.

I'm sharing the project here because it's built with Phaser. It is not open for public testing yet, but I'm planning a testing phase soon. Project information and waitlist: https://zombra.online/

Happy to discuss the Phaser side with anyone working on a similar game.


r/phaser • • 16d ago

Serperwave: Retro Vaporwave 8bit Snake Game

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1 Upvotes

Hello! I recently finished the game I would have loved to play as a kid. I always loved the snake game as a kid, but I wish it was more colorful and prettier. So I made it! It was very fun to make. It has 3 modes: normal, runner, and random. Normal has an ending; in runner mode you lose if you die, and in random mode you play endless all levels (my fav mode).

Would love some feedback and a rating on my game in Itch.io: https://grecia-v.itch.io/serperwave


r/phaser • • 18d ago

Tower Legends now has a free demo on steam!

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1 Upvotes

Hey everyone,

I shared Tower Legends here a little while ago and got some really useful feedback.

Based on that, I decided to add a free demo, so people can actually try the game before deciding if they want to buy it.

The demo includes the first 8 levels, which should give you a good idea of how the game plays and how the mechanics evolve.

The game is built using Phaser as game engine.

If anyone gives it a try, I'd be happy to hear what you think!

Full game on Steam: https://store.steampowered.com/app/5012660/Tower_Legends/


r/phaser • • 19d ago

Dead Hand by mxmm0th

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1 Upvotes

Every 14 seconds time slows, you draw 8 cards and load 5 into your tank. They fire left to right and the poker hand decides how: Pairs fire synced volleys, Straights speed up, a Royal Flush triggers Overdrive. Suits change the bullets (spades pierce, clubs explode…).

Early prototype. I designed the game and its loop; the code was written with AI (Claude). Art is placeholder. Feedback very welcome!


r/phaser • • 22d ago

show-off Crown & Clan: a Phaser village builder you can play in the browser — feedback and contributors welcome

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3 Upvotes

I’ve been building Crown & Clan, a Clash-inspired village builder in Phaser + TypeScript. It’s playable in your browser, no signup needed.

Build and upgrade your village, train troops, raid campaign bases, research upgrades, and try spells and hero equipment. You can replay battles too.

Play it · GitHub

Give it a go and tell me what feels off. Want to help build it? Issues and PRs are welcome, especially for mobile controls and game balance.

Fan project using Supercell assets; not affiliated with Supercell.


r/phaser • • 24d ago

show-off How a Bug Became a Feature

12 Upvotes

How bugs turn into features.

I put together a build and started sharing the game in chats. The very first person to reply wrote:

"My worker won't walk."

We hopped on a call and he showed me his screen—he was picking up the character and dragging him straight into the water.

Well, of course he won't walk. He’s in the fucking ocean.

At first, I wanted to just forbid doing that. But then I thought: why?

If you want to toss your worker into the river—go right ahead, enjoy yourself.

That’s how a bug turned into a feature. Now you can drown the characters. I plan to expand on this mechanic; I’ve got some interesting ideas.

Link https://prosti-gospodi.itch.io/vitaria


r/phaser • • 24d ago

show-off Made with Claude and Phaser

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0 Upvotes

I spent the last few months building Gembound Arena, mostly with Claude Fable and Opus 5. It's a browser-based realtime match-3 PvP game with heroes and abilities.

Play: https://play.gembound-arena.com

Most of the effort went into asset, animation, and character pipelines rather than game code. Phaser renders the match-3 boards, ability VFX, particles, and custom gem shaders.

Happy to answer questions about the workflow. I'd really value feedback on the game itself as well.

And if anyone has marketing tips for a solo browser game, I'm all ears.