
Our policy on decompilation
We never decompile games.
Many of our expansion packs recreate how classic games play. None was made by decompiling a game, and no pack contains a game's code, art, sound or music.
in none of our 337 packs
What we never do
Ideas, never files.
- We never decompile a game. We don't disassemble, unpack or decompile any game to make Phaser AE, and we never will.
- No pack holds a game's code, art, sound or music. A pack is engine code we wrote: the logic a kind of game runs on. The art, sound and music are yours to make, or your crew's.
- We never move characters between games. We don't take a character, or any of a game's art, sound or music, out of one game and put it into another.
How a pack is made
The rules of play, written fresh.
A pack is the engine logic a kind of game needs: how things move, collide, score, spawn and end. Some packs set out to play like a particular classic, so you'll find one that could drive an arcade racer, or a bubble-popping platformer.
Where a pack follows a classic closely, a few of its rules are tuned to figures others have published from studying the original: speeds, timings, scores and layouts, from manuals, footage and the work of the fans and historians who document these games. Each pack's docs say where its figures come from.
An expansion pack
- How things move
- What collides
- How points score
- When enemies spawn
- How a round ends
- Options to tune it all
Never
- A game's code
- Its graphics
- Its sound
- Its music
The game search
Start from a game you love. Make your own.
The desk can search hundreds of thousands of published games, so you can start from one you know: its genre, how it plays, what makes it fun. Then you take the idea further: build on it, blend it with another, or add your own twist.
The library behind the search holds each game's facts, a description and screenshots. Your crew looks at them for reference, to understand how a game plays and looks. No screenshot, and nothing else from a game, goes into what you make.
The tradition we follow
How games have always been made.
Taking another game's ideas and making something of your own is as old as games: arcade hits rebuilt for home computers, whole genres grown from one game by hundreds of others. That is the tradition we follow. We take ideas and build on them. We don't decompile games, and we never will.