---
title: "Phaser v4.1.0 \"Salusa\": Smarter Rendering, ESM Fixes & a Reworked Layer"
subtitle: "The first major point release of Phaser 4 ships cleaner architecture, more powerful mipmap control, and important fixes for the ESM module build."
date: 2026-04-30T10:00:00.000Z
category: news
url: https://phaser.io/news/2026/04/phaser-4-1-0-salusa-release
site: Phaser - https://phaser.io
copyright: © 2026 Phaser Studio Inc. All rights reserved.
---

# Phaser v4.1.0 "Salusa": Smarter Rendering, ESM Fixes & a Reworked Layer

*The first major point release of Phaser 4 ships cleaner architecture, more powerful mipmap control, and important fixes for the ESM module build.*

The Phaser team has released **v4.1.0, codenamed "Salusa"**, the first significant update since the **Phaser 4** launch. The name is a nod to Salusa Secundus, the harsh prison world from Frank Herbert's _Dune_ and the original home of House Corrino. There is also a hidden joke in there, courtesy of Phaser team member Ben Richards: _Secundus_ means second in Latin, and this is indeed the second **Phaser 4** release.

Wordplay aside, this release focuses on expanding rendering flexibility, resolving architectural inconsistencies in the `Layer` game object, and fixing a set of bugs in the **ESM build** that affected plugin developers and module-based projects. As with any community-driven release, many of these improvements were shaped by user feedback, so keep it coming 😉

Here is a guided tour of everything new in this release.

​

## What's new in v4.1.0

* 🧱 **Layer is now a GameObject**Full type compatibility and maintenance improvements across the board
* 🖼️ **Mipmap Regeneration**Dynamic textures can now regenerate mipmaps on re-render, opt-in via config
* **📐 Filter Padding Rounding&#xA;**&#x4E;ew `getPaddingCeil()` method resolves quality loss from fractional padding values

​

### Layer is a GameObject

The `Layer` game object now properly extends `GameObject`, as you would intuitively expect. Previously, `Layer` existed in an awkward intersection: it needed to live in a scene like a game object, and contain children like a list, but technical constraints made full inheritance difficult. Multiple inheritance simply is not possible in this context.

The practical consequence was type incompatibility: a `Layer` could not be passed to any function that expected a `GameObject`. That is now fixed. The code change itself was straightforward, though the type declarations required multiple passes. During the process, the team also discovered a set of properties that had been added years ago but never appeared in the documentation. These are the properties inherited from `EventEmitter`, and they are now properly surfaced.

> Layers must still sit at the top of a scene or inside other Layers. They cannot be children of Containers. That constraint remains unchanged.

​

### Mipmap Regeneration for Dynamic Textures

Mipmaps improve rendering quality for textures that are scaled down. They require power-of-two dimensions and, until now, only worked reliably with static textures. Dynamic and render textures would not regenerate their mipmaps after updates, leading to blurry or degraded results when scaling.

**Phaser v4.1.0** introduces `RenderConfig#mipmapRegeneration`, a new game config option. It is **off by default** for performance reasons, since regenerating mipmaps each frame has a cost and most textures are static. Setting it to `true` enables **mipmap regeneration** on `DynamicTexture` and `RenderTexture` objects when they re-render:

```
const config = {
  type: Phaser.AUTO,
  render: {
    mipmapRegeneration: true
  },
  // ...
};
```

Note that filters do not support mipmaps, due to performance costs and the unpredictable sizing introduced by filter padding.

​

### Filter Controller Padding Rounding

A new method, `Controller#getPaddingCeil()`, has been added. It returns the same value as `getPadding()`, but rounds up to the nearest integer. This resolves a subtle but visible quality regression that occurred when filter padding values were not whole numbers.

If you maintain code that calls `getPadding()` during filter rendering, it is recommended to replace those calls with `getPaddingCeil()` going forward. This change is primarily internal, but external plugin developers should take note.

​

## Bug fixes

### ESM Build Fixes

**Phaser 4** changed its export configuration, which exposed several latent bugs in the **ESM build**, the JavaScript module version now used by all `import Phaser from 'phaser'` statements. Two issues in particular affected developers:

* ✅ There was no default export, forcing users to write`import * as Phaser from 'phaser'`instead of the standard import syntax.
* ✅ The`Class`constructor was missing from the **ESM build**, breaking a number of plugins that relied on it.

Both are now fixed. Note that by design, the **ESM build** does not add Phaser to the global `window` namespace, as modules should be encapsulated. If you need `window.Phaser` for legacy reasons, you can set it manually:

```
import Phaser from 'phaser';
window.Phaser = Phaser;
```

### Other Fixes

* ✅ Regressions in rounded rectangle handling have been resolved. Thanks t&#x6F;**@laineus**for the report.
* ✅ A duplicate function definition and exposed internal code documentation were removed from`RectangleCanvasRenderer`.
* ✅ `RenderTexture#saveTexture`no longer produces duplicate texture names. Thanks t&#x6F;**@UnaiNeuronUp**.
* ✅ `Utils.Array.GetRandom`no longer returns`null`unexpectedly when only`startIndex`is specified.

​

## How to upgrade

Updating to **Phaser v4.1.0** is straightforward for most projects. Pull the latest version from npm:

```
npm install phaser@4.1.0
```

If you use the **ESM build** and were relying on `import * as Phaser`, you can now switch to the standard `import Phaser from 'phaser'` syntax. If you maintain a plugin that calls `getPadding()` directly, update those calls to `getPaddingCeil()` to benefit from the improved rounding behavior.

​

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​[Explore Phaser Editor](https://phaser.io/editor)​

---

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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
