Phaser is a fast, free, and fun open source HTML5 game framework. It offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps via 3rd party tools. You can use JavaScript or TypeScript for development.
Phaser is available in two versions: Phaser 3 and the [Phaser CE - The Community Edition](https://github.com/photonstorm/phaser-ce). Phaser CE is a community-lead continuation of the Phaser v2 codebase. Phaser 3 is the bleeding-edge next generation of the Phaser framework.
Along with the fantastic open source community, Phaser is actively developed and maintained by [Photon Storm](http://www.photonstorm.com). As a result of rapid support, and a developer friendly API, Phaser is currently one of the [most starred](https://github.com/showcases/javascript-game-engines) game frameworks on GitHub.
Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible [games](https://phaser.io/games/).
After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out and it has been a real labor of love.
Please understand this is a bleeding-edge and brand new release. There are features we've had to leave out, areas of the documentation that need completing and so many cool new things we wanted to add. But we had to draw a line in the sand somewhere and 3.0.0 represents that.
For us this is just the start of a new chapter in Phaser's life. We will be jumping on bug reports as quickly as we can and releasing new versions rapidly. We've structured v3 in such a way that we can push out point releases as fast needed.
We will continue to publish our [Dev Logs](https://phaser.io/phaser3/devlog) in our weekly newsletter [Phaser World](https://phaser.io/community/newsletter) so please subscribe to stay in touch and get all the latest news from us and the wider Phaser community.
You can also follow Phaser on [Twitter](https://twitter.com/photonstorm) and chat with fellow devs in our [Slack](https://phaser.io/community/slack) and [Discord](https://phaser.io/community/discord) channels.
Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. Thank you to everyone who supports our development, who shares our belief in the future of HTML5 gaming, and Phasers role in that.
Developing Phaser takes a lot of time, effort and money. There are monthly running costs as well as countless hours of development time, community support, and assistance resolving issues.
Every Monday we publish the [Phaser World](https://phaser.io/community/newsletter) newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. It also contains our weekly Development Progress updates, where you can read about what new features we've been working on.
Phaser 3 is so brand new the paint is still wet. As such we don't yet have any guides or tutorials! This will change in the coming weeks and we'll update this area as they emerge. For now, please subscribe to the [Phaser World](https://phaser.io/community/newsletter) newsletter as we'll publish them in there first.
During our development of Phaser 3 we created hundreds of examples, with the full source code and assets available. Until these are fully integrated with the Phaser web site you can browser them in the [Phaser 3 Labs](http://labs.phaser.io), or clone the [examples repo][examples]. Note: Not all examples work, sorry! We're tidying them up as fast as we can.
Phaser is provided ready compiled in the `dist` folder of the repository. There are both plain and minified versions. The plain version is for use during development, and the minified version for production. You can also create your own builds.
Phaser 3 has to be built using Webpack. We take advantage of a number of Webpack features and plugins to allow us to properly tailor the build process. You can also elect exactly which features are bundled into your version of Phaser. We will release a tutorial covering the process shortly, but for now please look at our webpack config files to get an idea of the settings required.
You can then run `webpack` to perform a dev build to the `build` folder, including source maps for local testing, or run `npm run dist` to create a minified packaged build into the `dist` folder.
We have always been meticulous in recording changes to the Phaser code base, and where relevant, giving attribution to those in the community who helped. This is something we'll continue with Phaser 3 and you'll see this section expand as we push through the 3.0.0 releases.
- Found a bug? Report it on [GitHub Issues][issues] and include a code sample. Please state which version of Phaser you are using! This is vitally important.
- Before submitting a Pull Request run your code through [ES Lint](https://eslint.org/) using our [config](https://github.com/photonstorm/phaser/blob/master/.eslintrc.json) and respect our [Editor Config](https://github.com/photonstorm/phaser/blob/master/.editorconfig).