FAQ
Questions worth a straight answer
Do I really never have to write code?
Correct. Scenes are built by dragging, and gameplay rules are authored as a node graph that the runtime executes directly. There is no hidden step where you have to drop into JavaScript to finish a game. If you want to write code you can attach script nodes, but nothing requires it.
What is the difference between an endless game and a level-based one?
Endless games run one scene forever and stream content in as you play — the runner and shooter kits work this way. Level-based games have an ordered list of scenes with a completion condition and a transition between them. You choose per project, and you can change your mind later.
Can I use my own art and music?
Yes. Upload PNG, JPG, WebP, GIF and SVG for images, MP3, OGG, WAV and M4A for audio, plus fonts, tilemaps and glTF models for 3D. Every template also generates its own art procedurally, so you can start with zero files and replace them piece by piece.
Do exported games work without an internet connection?
Yes. An export is a self-contained folder of HTML, JavaScript and assets with no external requests and no licence check. Open the HTML file from a hard drive or a USB stick and it runs. The PWA export additionally installs to a phone or desktop home screen.
Who owns the games I make?
You do, completely. You can sell them, licence them, put them on any storefront and keep every penny. We claim no rights over your projects, your art or your exports.
What happens to my projects if I stop paying?
They stay yours. Projects beyond the free tier limit become read-only rather than being deleted, and you can export any of them at any time. Nothing is held hostage.
Does it work on a tablet or a phone?
The editor is designed for a screen of about 1024px and up, so a tablet works well and a phone is cramped. Games you make run everywhere — touch, swipe, virtual joysticks and gamepads are supported from day one.
How is this different from writing Phaser by hand?
It is not a replacement for code so much as a different entry point. Under the hood your game runs on a real browser game runtime, and the export is ordinary JavaScript you can read. The difference is that designing, tuning and iterating happen visually, with live preview, instead of in a text editor and a build step.