From today, every game built with the Phaser Game Agent runs on the updated 3D renderer. You don't need to do anything to get it. Build a new game and it's already there. None of what follows needs hand-crafted art, plugins, or any kind of special setup. You describe the world you want, and it gets built.
Import 3D Models into Your Phaser Game Agent Game
You're no longer limited to the shapes the engine builds for you. You can now drop in finished 3D models, the kind you'll find for free all over the web, complete with their colours and textures baked in. Props, vehicles, buildings, pickups, set dressing: if someone has modelled it, you can put it in your game.
Models that were built to move keep their movement. A windmill's blades keep turning, a truck's wheels keep rolling, a machine's arm keeps swinging. And you can single out any part of a model by name to point it, hide it, or attach something to it, so a tank's turret can track its target or a robot's eye can light up.
"Add a rubber duck and a delivery truck as props, and animate the truck's wheels."
"Place a windmill in the field and keep its blades slowly spinning."

Routes: Rails, Roads, and Tracks for Phaser 3D Games
Anything that needs to follow a set path, a patrolling guard, a convoy of trucks, a shuttle between two docks, a train on a track, can now do exactly that, smoothly and automatically. You lay out where the path goes and the engine drives things along it for you, at whatever speed you like, looping forever, running once, or bouncing back and forth.
Vehicles lean into it. Cars bank into their corners, a coaster train tips over the top of a hill and rides fully upside-down through a loop, everything stays glued to the track exactly as it should. You can even build the visible road or rail from the same path, so your vehicles always sit right on the tarmac.
Branching junctions, staggered convoys where each vehicle trails the one ahead, patrol loops around a level: all of it comes from the same simple idea of "follow this route".
"Build a roller coaster with a lift hill, a big drop, and a vertical loop, and send a train around it."
"Have three trucks patrol a looping road through the town, one behind the other."


Motion Trails for Phaser 3D Games
Give anything that moves a trail streaming out behind it and your scene instantly feels faster and more alive. A missile leaves a smoky exhaust, a magic bolt leaves a glowing streak, a drifting kart lays down tyre marks, a swung sword carves a bright arc through the air.
You've got full control of the look: thick or thin, long-lasting or quick to fade, a single colour or a shifting rainbow, soft dust or bright energy. And trails are smart about teleports: when something jumps across the screen, the trail cleanly cuts off instead of smearing a line across your whole world.
"Give the player's rocket a glowing orange exhaust trail that fades out behind it."
"Add a bright cyan arc trail to the sword so it streaks when the player swings."

Surface Decals: Marks That Stick in Phaser 3D
Every impact in your game can now leave its mark, right where it landed, on the actual surface it hit. Bullet holes in walls, scorch marks from explosions, blood splatters, spray-paint, cracks, footprints: they stamp onto the world, sit there for as long as you want, and then quietly fade away so things never get cluttered.
It's the kind of detail players don't consciously notice but absolutely feel. A firefight leaves a wall pockmarked with holes; a boss fight leaves the arena scorched. The world remembers what happened in it.
"When a bullet hits a wall, leave a bullet-hole mark on it that fades after a few seconds."
"Make explosions leave scorch marks on the ground where they go off."

Pixel-Perfect Aiming and Shooting in Phaser 3D
Shooting and clicking in 3D is now genuinely accurate. A shot can thread through a narrow doorway or fly clean through the hole in a ring and only hit what it actually touches. Tap to select the exact object under your finger, aim a hitscan weapon at a precise point, or bounce a laser off the real surface.
Combined with decals and directional sound, this is everything you need for satisfying shooting galleries, sniper scopes, and point-and-click interactions that feel exactly right.
"Make a shooting gallery where I have to shoot targets through gaps and hit only what's lined up."
"Let the player click to pick up the exact object they tap on, even in a crowded scene."

Dense Forests and Big Worlds in Phaser 3D
You can now fill your world with thousands of things, grass, trees, rocks, crowds, without your game slowing down. Nine thousand blades of grass cost about the same as a single one. That means dense forests, rolling meadows, packed stadiums, and sprawling cities are all fair game.
And it's not just for show: the grass gets trampled flat where the sheep walks, trees can be cut down, a crowd can react. Big, living environments that used to be impossible on the web are now completely normal.
"Cover the hills with a thick pine forest and keep a clear path winding through it."
"Fill the field with swaying grass and flowers, and trample it flat wherever the player walks."

3D Explosions, Fireworks and VFX for Phaser Game Agent Games
The effects system grew up. Explosions now have real weight and variety: a quick pop, a shrapnel burst, a towering mushroom cloud, a cluster of smaller blasts, trailing debris that smokes as it flies. You can layer colour over the life of each effect, add swirling turbulence so smoke churns instead of puffing out, and make sparks and tracers stretch with their motion.

The same toolkit gives you proper fireworks: peonies, rings, willows that rain glittering streamers, strobing shells, and the swirling energy of spell charges, portals, and vortexes. It all runs fast enough to throw around freely.

For fast action games, bullets glow, muzzles flash, hits spark, and kills explode: a whole arcade shooter's worth of feedback out of the box.

"When an enemy dies, set off a big explosion with a fireball, flying debris, and a smoke cloud."
"Add a fireworks finale over the city skyline with different colours and burst shapes."
3D Lightning Effects for Phaser Game Agent Games
Crackling electricity is now a first-class effect. Run a continuous arc between two tesla coils, chain a bolt from enemy to enemy, or call down a strike from the sky. The lightning re-jags itself constantly, so it always looks alive and dangerous, and it tracks its targets as they move.
"Add a tesla coil that arcs lightning between two posts and zaps any enemy that walks past."
"Give the storm boss a lightning attack that strikes down from the sky onto the player."

Real 3D Water for Phaser Game Agent Games
Real, moving water is now built in: rolling swell, rippling reflections of the sky, and a sparkling path of sunlight across the surface. It looks the part and it behaves: boats ride the swell, bobbing and pitching over the waves as they pass, because the water genuinely rises and falls beneath them.
Pair it with the matching sky and you get a convincing seascape for fishing games, boat races, island hoppers, and pirate adventures.
"Make an open ocean with rolling waves and put a little fishing boat that bobs on the swell."
"Add a shimmering sea with the sun reflecting off it, stretching to some hills on the horizon."

3D Magic and Spellcasting Effects for Phaser Games
Everything you need for a fantasy game's magic is here. Glowing rune circles spin beneath a caster, energy gathers and spirals inward as a spell charges, bolts fire and leave a scorched glyph where they land, portals swirl open, and blessing light columns rise from the ground. The runes and symbols are generated fresh, so no two wards or spell circles look quite the same.
"Give my wizard a spell circle that glows and spins under them while they cast."
"Open a swirling magic portal the player can walk through to change levels."

Normal-Mapped Surfaces in Phaser 3D
Flat surfaces can now show real, tactile relief: the mortar grooves between bricks catch a passing torch, stone stops looking like painted paper, hammered metal glints along its dents. It costs nothing extra to build and it makes everything look far more solid and expensive.

The effect really comes to life when a light or the camera moves past it: a swinging lantern in a crypt makes every brick and flagstone seem to pop out of the wall.

"Make the dungeon walls look like real bricks with grooves that catch the torchlight."
"Add a swinging lantern to the crypt so the shadows move and the stone looks three-dimensional."
Glass, Ice, and Crystal
See-through materials now look genuinely like glass, ice and crystal: near-invisible bodies that still catch a hard, bright glint on their edges. Glass windows, a crystal orb on an altar, an ice statue whose surface subtly warps the light behind it. The same shimmering sheen also gives you glowing ghosts, energy shields, and glossy car paint on anything you like.
"Put a glowing crystal orb on the altar that catches the light."
"Make an ice sculpture of an angel that looks frozen and slightly bends the light behind it."

God Rays and Lens Flares in Phaser 3D
Two classic cinematic touches are now automatic. Shafts of light slant down through windows, with dust drifting inside them, tinted by whatever's shining through. And a lens flare bursts off the sun or any bright source, sweeps as you turn, and snaps out the moment something passes in front of the source, just like a real camera. It's the kind of polish that instantly makes a scene look professionally lit.
"Add sunbeams streaming through the cathedral windows with dust floating in them."
"Put a warm lens flare on the setting sun that reacts as the camera turns."

Spatial Audio: Sound That Comes from Somewhere
Sound in your 3D scenes now has a sense of place. An explosion off to your right thumps from the right, footsteps behind you pan behind you, and distant events sound distant. Players locate things by ear before they see them, which makes the whole world feel bigger and more immersive, and gives action games a real edge.
"Make off-screen explosions sound like they're coming from their direction and distance."
"Let the player hear enemy footsteps panning around them before they come into view."
Hyperspace Warp Tunnel Effect for Phaser Games
That hyperspace, faster-than-light tunnel effect, streaks of light rushing past as you punch into warp, is ready to drop into any space game as a level transition or a special move.
"Add a hyperspace warp effect when the ship jumps to the next system."
"Play a light-speed tunnel transition between levels."

New 3D Building Blocks: Ramps, Rooms and Spotlights
Alongside the headline features, the kit of basic shapes grew too: ramps and slopes, rounded capsule shapes, and proper walled rooms with floors and ceilings, so building interiors, platforms and levels is quicker and more natural than ever, all lit with real spotlights and shadows.
"Build a small stone cellar with crates, lit by a single spotlight that casts shadows."
"Add some ramps and platforms the player can climb around."
There's also a full physics engine in this update: objects that fall, stack, tumble, and collide for real. That's worth an article of its own.
Every one of the scenes above was made without writing a single effect by hand. You describe what you want, and it gets built. So the best way to explore all of this is simply to ask for the world you've been imagining and watch it come together.

Try it now
All of this is live. Every new game you build gets it automatically.




