Phaser World Issue 225

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Hey there, game dev! ๐Ÿ‘‹ 

Big week. The Phaser Games Showcase is back and the community has seriously leveled up. We've also got three fresh articles from the web, and Ben's been busy with filters, gradients, and a brand new Noise suite heading straight into the Phaser 4 core.

Plenty to dig into! ๐Ÿš€๐ŸŽฎ

This week:

โญ๏ธ The Phaser Games Showcase is Back!

We've missed this and we know you have too! ๐Ÿ™Œ The community has been busy and the level has never been higher ๐Ÿ”ฅ

We've put together a handpicked collection of incredible games built by our amazing community, from solo devs hustling solo to small studios pushing the limits of what Phaser can do. ๐ŸŽฎ๐Ÿ”ฅ

This month's lineup features amazing titles like Hexstorm, Stranger Land, Hide and Luig, and Trois Riviรจres (Three Rivers), and so much more! Trust us, you don't want to miss these! ๐Ÿ‘€โœจ 

๐Ÿ”ฅ Fresh From the Web This Week

ยป Pixel-Perfect UI, Finally

Tired of blurry pixels and clunky UIs ruining your retro vibe? ๐Ÿ’” 

Phaser PixUI is a brand-new open-source UI library built specifically for pixel art games on Phaser 4. Sharp scaling, customizable components, and TypeScript support.

Your pixels deserve better! ๐ŸŽจโœจ

ยป A Puzzle Game Built for Reddit

Meet Mosaik, a daily visual puzzle game built with Phaser 4 for Reddit.

Match tile patterns across stacked layers, compete on community scoreboards, and even create your own puzzles.

One of the standout entries from our February Showcase! ๐Ÿ€„

ยป The Deck-Builder That Puts You on a Battlefield

Witherheart is a dark fantasy roguelite deck-builder where positioning on the grid battlefield matters as much as your cards.

Inspired by Slay the Spire, built with Phaser, and already earning perfect ratings from early players ๐Ÿ–ค๐Ÿ”ฅ

Become An AI Expert In Just 5 Minutes

If youโ€™re a decision maker at your company, you need to be on the bleeding edge of, well, everything. But before you go signing up for seminars, conferences, lunch โ€˜n learns, and all that jazz, just know thereโ€™s a far better (and simpler) way: Subscribing to The Deep View.

This daily newsletter condenses everything you need to know about the latest and greatest AI developments into a 5-minute read. Squeeze it into your morning coffee break and before you know it, youโ€™ll be an expert too.

Subscribe right here. Itโ€™s totally free, wildly informative, and trusted by 600,000+ readers at Google, Meta, Microsoft, and beyond.

๐Ÿš€ Phaser 4 Dev Log: Ben's Big Noise Week

Ben has had a seriously productive week ๐Ÿ”ฅ

He wrapped up examples for KeyFilter, NormalTools, Wipe, Vignette, and Quantize, a set of powerful visual filters that let you transform how your game looks without heavy performance costs.

KeyFilter in action: isolating and recoloring a sprite's uniform

The Quantize examples in particular showcase some impressive dithering, a technique that creates smooth color transitions using patterns of dots. You really have to see it in action:

From smooth gradient to dithered

Quantize + dither on a real scene

He also fixed a bug in the Gradient system, which now supports up to 1 million color bands, meaning smoother and richer gradients than ever before. On the API side, setTintFill has been replaced by the new TintMode system, giving developers more control over how colors blend on sprites ๐ŸŒˆ

But the real highlight is the Noise suite. In simple terms, noise shaders let you generate organic, natural-looking textures entirely in code. Think fog, water, wood grain, or terrain. No assets needed. Ben has built a full suite of these in 2D and 3D, and the results are honestly stunning. This is going straight into the Phaser 4 core โœจ

Voronoi noise: the building block

Tweak a uniform and you've got wood grain

Phaser 4 is getting closer. Stay tuned ๐Ÿ‘€

20,000 Devs Want to See What You've Built ๐Ÿ‘€

Games, tutorials, tools, videos. If you made it with Phaser, we want to feature it. Drop us a line and let's get it in front of them ๐Ÿคฉ

Happy coding, and see you next week! ๐Ÿ‘พ

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