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Phaser Game Source Code

2D games built on Phaser 4.2.1, with TypeScript source and the shared platform packages each game uses. We don't claim compatibility with Phaser versions we haven't tested.

45 games in this collection

Ragdoll Rooftops

  • Phaser
  • Build-verified source

Launch and swing a floppy ragdoll across rooftops, grabbing anchors, bouncing on trampolines and flipping for style to travel as far as possible.

Slice Rush

  • Phaser
  • Build-verified source

Swipe-slicing arcade: cut jelly, fruit, wood, glass and crystal clean, chain perfect cuts, never touch a spark core.

Filters

What our Phaser game source code includes

Every 2D game we sell, 41 in all, is built on Phaser 4.2.1 and written in TypeScript. Each one is a complete project rather than a code sample: Vite for builds, pnpm for packages, Vitest unit tests, Playwright end-to-end tests, and the shared platform packages the game uses. The genres run from sorting puzzles and merge games to tycoons, tower defense and survivor shooters.

GenrePhaser gamesExamples
Puzzle14Liquid Lab, Arrow Grid Escape, Bounce Architect
Simulation8Cozy Farm, Theme Park Manager, Airport Flow
Strategy6Pocket Tower Defense, Hex Kingdoms, Card Combo Rogue
Action6Neon Survivor, Mech Arena Lite, Hook Hero Neon
Merge5Gem Forge, Pocket Planet Merge, Dino Hatchery Merge
Other genres2Color Rail Jam, Stack & Balance

How a Phaser project is laid out

The ZIP for each game has the same shape, so once you know one, you know them all:

Download layout
README.md                quick start: install, build, test, deploy
THIRD_PARTY_NOTICES.md   open-source libraries and fonts, with licenses
SOURCE_MANIFEST.json     every file with its SHA-256
package.json
pnpm-lock.yaml
games/<id>/
  src/                   the game's TypeScript code
  data/                  JSON tuning: levels, waves, costs, economy
  public/                static files served as-is
  tests/                 unit and end-to-end tests
  README.md
  ASSETS.md              where every asset comes from
packages/                shared code the game uses

The shared packages cover the parts every game needs: game shell, input, audio, save, localization, UI, achievements, math utilities and analytics hooks. Because they ship inside the ZIP and the lockfile pins every dependency, the project installs and builds without access to our repository. Before a game goes on sale, its ZIP is unpacked on its own and must install, build, typecheck and pass its tests. The quick start shows the commands.

Why we build 2D games on Phaser 4

Phaser is an open-source, MIT-licensed 2D framework with a scale manager, touch, mouse, keyboard and gamepad input, tweens, particles and two physics systems built in, plus TypeScript definitions. Phaser 4 replaced the WebGL pipeline system of Phaser 3 with a new renderer made of render nodes, each responsible for one rendering task. FX and masks were merged into a single Filters system that works on any game object or camera. The Canvas renderer still exists but is deprecated. The Phaser documentation and the Phaser repository on GitHub have the details, as of October 2026.

A note for Phaser 3 developers

These are Phaser 4 projects. We don't claim they run on Phaser 3, and we don't sell Phaser 3 versions. If your team maintains a Phaser 3 codebase, expect changes when moving code in either direction, mostly in rendering:

  • FX and BitmapMask became Filters, with internal and external filter lists.
  • setTintFill became setTint() with setTintMode(FILL), and there are new tint modes.
  • Point gave way to Vector2, and the value of Math.TAU changed.
  • Mesh and Plane game objects were removed, and custom WebGL pipelines must be rewritten as render nodes.

Game rules, data files and tests carry over more easily than rendering code. Phaser's official migration notes list the breaking changes in full.

Phaser game templates and examples

The official Phaser examples show one feature at a time, and Phaser's own project templates give you an empty, well-configured starting point. Our games sit at the other end: complete games with levels, menus, saves, translations and tests, which you can use as a template for your own release. If you are learning, start with our Phaser tutorial, then read a finished game's source to see how the pieces fit at scale.

Frequently asked questions

Do these games work with Phaser 3?

No. They are written and tested against Phaser 4.2.1, and Phaser 4 changed APIs that game code commonly uses, such as tints, filters and masks. We only state compatibility with versions we have tested.

Can I update to a newer Phaser release?

You can. The lockfile pins Phaser 4.2.1 because that is the version we tested. If you update it, run the game's unit and end-to-end tests afterwards and check the release notes for changes to the APIs the game uses.

Do I need to know Phaser to customize a game?

Not for content and balance: levels, waves, costs and economy values are JSON data files. New mechanics, scenes or effects need TypeScript and some Phaser experience. The customization guide shows which changes need code.

Are the Phaser games mobile-ready?

Yes. Every game supports touch, mouse, keyboard and gamepad, and plays in portrait, landscape or both. Initial downloads for the Phaser games range from 500 to 750 KB. See mobile game source code for the specs that matter on phones.