---
title: "Road pursuit: API"
package: "@phaser-ae/road-pursuit"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Police chase rules for a pseudo-3D road, where you catch a getaway car against the clock, ram it until its damage meter is full and make the arrest."
url: https://phaser.io/packs/road-pursuit/api
site: Phaser - https://phaser.io
---

# Road pursuit: API

`@phaser-ae/road-pursuit` — Police chase on a pseudo-3D road: catch a getaway car against the clock, ram it until the damage meter is full and make the arrest, as in Chase H.Q. and S.C.I.

## The pack

### `roadPursuit`

```ts
function roadPursuit(): Pack<{ roadPursuit: typeof api }>
```

Install the road pursuit API.

## Helpers

### `CHASE_HQ_CARS`

```ts
const CHASE_HQ_CARS: Readonly<Record<string, TargetCarDef>>
```

Getaway cars by the ROUND list of Taito's manual (white, yellow, silver, blue, unknown) and the attract specs.

### `CHASE_HQ_KINDS`

```ts
const CHASE_HQ_KINDS: Record<string, SceneryKind>
```

Kinds the race and the pursuit spawn: tyre smoke, dust, sparks, the target's smoke and fire, debris.

### `CHASE_HQ_MISSIONS`

```ts
const CHASE_HQ_MISSIONS: readonly MissionDef[]
```

The five rounds. Briefings follow Nancy's pattern on the arcade's radio monitor (StrategyWiki, the frames).

### `CHASE_HQ_SCALE`

```ts
const CHASE_HQ_SCALE: 1.2
```

Chase H.Q. draws traffic and the getaway cars a little larger than the player's scale. Measured at equal depth on
the arcade frames (REFERENCES.md: width / (base row - horizon row)): the Porsche 0.87, a traffic sports car 1.08
(x1.24), the Lotus 0.98 (x1.13). Drawn widths `vw` are 1.2 x true; collision boxes stay inside them.

### `CHASE_HQ_TRAFFIC`

```ts
const CHASE_HQ_TRAFFIC: TrafficKind[]
```

Civilian traffic seen on the arcade frames: sports cars, saloons, a pickup, a truck and a bus. Speeds are estimates.

### `chaseHQPreset`

```ts
function chaseHQPreset(o: ChaseHQOptions = {}): PursuitConfig
```

Chase H.Q. as a pursuit configuration.

### `chaseHQRace`

```ts
function chaseHQRace(o: ChaseHQOptions = {}): RoadRaceConfig
```

The race underneath Chase H.Q. (road-racer configuration).

### `createPursuit`

```ts
function createPursuit(config: PursuitConfig): Pursuit
```

Create a pursuit.

### `leadFromRoad`

```ts
function leadFromRoad(doc: RoadDocument, entry: string, fallback: number): number
```

The road file's `boss` marker carries each round's starting DISTANCE (`data.lead`): the file is the source of truth.

### `PURSUIT_ROADS`

```ts
const PURSUIT_ROADS: Record<string, RoadDocument>
```

The road files of this folder, by name.

### `SCI_CARS`

```ts
const SCI_CARS: Readonly<Record<string, TargetCarDef>>
```

The getaway vehicles (cars 1 to 3 are not identified by any source: shapes from the frames, names generic).

### `SCI_MISSIONS`

```ts
const SCI_MISSIONS: readonly MissionDef[]
```

Six stages: five arrests and the run to the hideout.

### `SCI_TRAFFIC`

```ts
const SCI_TRAFFIC: TrafficKind[]
```

Civilian traffic.

### `sciPreset`

```ts
function sciPreset(o: SciOptions = {}): PursuitConfig
```

S.C.I. as a pursuit configuration: the gun, the bazooka, the biker gang, a flying target and a reach stage.

### `sciRace`

```ts
function sciRace(o: SciOptions = {}): RoadRaceConfig
```

The race underneath S.C.I.

### `stepTarget`

```ts
function stepTarget(t: TargetState, d: TargetDrive, w: TargetWorld): void
```

Move the target one step.

## Classes

### `Pursuit`

```ts
class Pursuit
```

A pursuit. Create with `createPursuit(config)`.

- `readonly config: PursuitConfig` — The configuration the pursuit was created with.
- `race: RoadRace` — The road-racer race under the pursuit: the car, road, traffic and field. It is replaced by a new race at the start of each mission.
- `state: PursuitState` — The pursuit state the presenter reads; replaced on a restore, so read it afresh each frame.
- `riders: RiderState[]` — The gang riders on the road now.
- `constructor(config: PursuitConfig)`
- `get mission(): MissionDef` — The mission being played.
- `start(): void` — Start from attract: the first mission's briefing.
- `tick(dt: number, input: PursuitInput = {}): void` — Advance by `dt` seconds of wall time (fixed steps inside, at most 0.25 s per call). Presses are latched.
- `drain(): PursuitEvent[]` — Events since the last drain.
- `get speedDisplay(): number` — Speed in the vehicle's display units.
- `scene(base?: { back: number; fov: number }): PursuitScene` — What to draw: the race's scene, plus the turbo camera over the view's camera (`base`: the view's `back` and `fov`; road-view-pseudo3d's `RoadScene.camera`).
- `step(input: PursuitInput = {}): void` — One fixed step.
- `snapshot(): PursuitSnapshot` — A plain copy of the whole pursuit.
- `restore(s: PursuitSnapshot): void` — Restore a snapshot taken from a pursuit with the same config.

## Types

### `ChaseHQOptions`

```ts
interface ChaseHQOptions
```

Options for `chaseHQPreset`.

- `difficulty?: Difficulty` — `"easy"`, `"normal"` or `"arcade"`. Default `"normal"`.
- `seed?: number` — Seed for the pursuit's random choices. Default 1988.
- `road?: RoadDocument` — Another road file with the same entries (`stage-1` .. `stage-5`).
- `timer?: number` — The timer DIP: 55, 60 (factory), 65 or 70 s. Default by difficulty (easy 70, normal 65, arcade 60).
- `turbos?: number` — The turbo DIP: 3 (factory) or 5. Default by difficulty (easy 5, normal and arcade 3).
- `startStage?: number` — Start at this round (1-based).

### `ContinueDef`

```ts
interface ContinueDef
```

The continue: after the clock runs out, a count during which a credit carries on from the same spot.

- `countdown: number` — Seconds of the CONTINUE count.
- `clearDamage: boolean` — Damage on the target is cleared on a continue (the factory DIP) or carried over.
- `max: number` — Continues per game (-1 unlimited).

### `ForkWay`

```ts
type ForkWay = "left" | "right" | "random"
```

Which branch at a mission's fork is the way the target went.

### `GangDef`

```ts
interface GangDef
```

A gang that rides out to stop you before the target (S.C.I.'s motorcyclists): bump them off the road.

- `kind: string` — Sprite kind and collision box.
- `w: number` — Collision box width (metres).
- `h: number` — Collision box height (metres).
- `d: number` — Collision box depth along the road (metres).
- `count: ByDifficulty<number>` — Riders per mission (by difficulty).
- `at: number` — They appear when the DISTANCE counter is below this (metres).
- `match: number` — Their speed relative to yours (m/s, they hang around you), lateral speed (m/s) and how often they lunge (s).
- `lateral: number` — Lateral speed (m/s) when a rider moves across the road.
- `lunge: [number, number]` — A rider lunges at you every so many seconds, picked between these two (min, max).
- `knock: number` — A rider hitting you knocks your speed down by this (m/s).
- `points: number` — Points for each rider bumped off (times the stage number).

### `GunDef`

```ts
interface GunDef
```

The partner's gun (S.C.I.: Gibson fires from the roof).

- `rounds: number` — Rounds per credit (-1 unlimited: the S.C.I. pistol).
- `every: number` — Seconds between rounds while the button is held.
- `speed: number` — Round speed relative to your car (m/s).
- `range: number` — Range (metres).
- `damage: ByDifficulty<number>` — Damage of a round on the target.
- `lock: { range: number; window: number }` — The gunsight locks onto the target within this range (metres) and this lateral window (metres): rounds fly at it.
- `points: number` — Points for a round on the target (times the stage number).

### `HeavyDef`

```ts
interface HeavyDef
```

A heavy weapon dropped by the helicopter (S.C.I.'s bazooka): limited rounds, far stronger than the gun.

- `rounds: number` — Rounds in each drop.
- `damage: ByDifficulty<number>` — Damage per round (by difficulty).
- `every: number` — Seconds between rounds.
- `dropAt: number` — The drop comes once you are within this distance of the target, landing `ahead` metres in front of you.
- `ahead: number` — Metres in front of you where the drop lands.

### `MissionDef`

```ts
interface MissionDef
```

One mission: a criminal, a getaway vehicle, a road, a fork.

- `id: string` — Unique name of the mission (such as `"courier"`); error messages quote it.
- `stage?: number` — Stage number shown and used for scoring (1-based). Default its place in `missions`.
- `kind?: "arrest" | "reach"` — `arrest` (catch and immobilise the target) or `reach` (S.C.I.'s last stage: reach the end against the clock).
- `criminal: string` — The criminal ("RALPH, THE IDAHO SLASHER").
- `charge: string` — "OK! You're under arrest on suspicion of ...".
- `briefing: string[]` — The dispatcher's radio briefing, line by line.
- `frequency?: number` — The radio frequency on the briefing monitor (MHz).
- `car?: TargetCarDef` — The getaway vehicle (arrest missions).
- `entry: string` — A road-data entry of the road file to start from.
- `lead: number` — DISTANCE at the start (metres).
- `approach: ByDifficulty<number>` — How far ahead of you the target notionally travels while out of sight (m/s): DISTANCE closes at your speed minus this.
- `fork?: { way: ForkWay; detour: number; helicopter?: boolean } | null` — The fork: which way the target went (the arrow), the extra DISTANCE for the other way, and a helicopter showing the way.
- `time?: ByDifficulty<number>` — Override the chase clock (S.C.I.'s last stage: 30 s).
- `turbos?: number` — Override the turbos for this mission (S.C.I.'s last stage: 1).
- `noContinue?: boolean` — No continue in this mission.
- `drive?: Partial<TargetDrive>` — Override the drive.
- `gang?: boolean` — A gang rides out in this mission.
- `heavy?: boolean` — A heavy weapon is dropped in this mission.

### `PursuitClock`

```ts
interface PursuitClock
```

The clocks.

- `chase: ByDifficulty<number>` — Seconds to catch up (DIP: 55 / 60 / 65 / 70; 60 factory).
- `extend: ByDifficulty<number>` — Seconds added (or set) when the target is sighted (the DIP value again).
- `extendMode: "add" | "reset"` — `add` the extension to the time left (the US manual) or `reset` the clock to it.
- `sight: number` — The target counts as sighted within this distance (metres).
- `warning: number` — The dispatcher warns that time is running out at this many seconds.
- `max?: number` — Cap on the clock.

### `PursuitConfig`

```ts
interface PursuitConfig
```

A whole pursuit game.

- `name: string` — Display name of the game ("Chase H.Q.").
- `difficulty: Difficulty` — `"easy"`, `"normal"` or `"arcade"`: picks the value of every by-difficulty setting.
- `seed: number` — Seed for the pursuit's own random choices (the target's weave, the gang's lunges, a random fork); the same seed and inputs replay the same pursuit.
- `race: RoadRaceConfig` — The race underneath (road-racer): the road file (one entry per mission), the vehicle (its turbo is a timed `boost` with `charges`), traffic, crashes and the race's distance score. The pursuit replaces its clock start and entry per mission, and scores overtakes itself.
- `missions: MissionDef[]` — The missions in order; at least one. An arrest mission needs a `car`, and every mission a `lead` above 0.
- `clock: PursuitClock` — The chase clock.
- `drive: TargetDrive` — How the getaway vehicle drives (a mission may override parts).
- `ram: RamDef` — Ramming and the arrest.
- `turbos: ByDifficulty<number>` — Turbos per mission and after a continue (the vehicle's `boost.charges` is replaced).
- `gun?: GunDef | null` — The partner's gun. null or left out: no gun.
- `heavy?: HeavyDef | null` — The heavy weapon a helicopter drops (in missions that set `heavy`). null or left out: none.
- `gang?: GangDef | null` — The gang of riders (in missions that set `gang`). null or left out: none.
- `scoring: PursuitScoring` — Points for overtaking, hits, clears and bonuses.
- `continue: ContinueDef` — The continue after the clock runs out.
- `smash?: { slow: number; points: number } | null` — Field kinds that smash out of the way when driven through (barriers, garbage cans), slowing you by `slow` (0..1).
- `scrape?: number` — Tunnel walls: scraping one costs this fraction of your speed per second and throws sparks.
- `briefingTime: number` — Seconds of the radio briefing (any button skips it). The arrest scene lasts at most `ram.arrestTime`.
- `clearTime: number` — Seconds the clear tally is shown after an arrest, before the next mission starts (or the all-clear bonus is awarded).
- `turboCamera?: { back: number; fov: number; ease: number } | null` — Turbo camera: while a turbo burns the camera drops back `back` metres and widens by `fov` degrees, easing in and out over `ease` s.

### `PursuitEvent`

```ts
type PursuitEvent = | { type: "briefing"; mission: number; criminal: string } | { type: "mission"; mission: number; stage: number } | { type: "go" } | { type: "sighted"; time: number } | { type: "warning" } | { type: "turbo"; left: number } | { type: "turbo-end" } | { type: "hit"; damage: number; side: boolean; points: number; spin: boolean } | { type: "shot"; damage: number; points: number; heavy: boolean } | { type: "fire"; heavy: boolean } | { type: "fork"; right: boolean; detour: number } | { type: "smash"; kind: string } | { type: "scrape" } | { type: "overtake"; points: number } | { type: "rider-down"; points: number } | { type: "drop" } | { type: "pickup"; rounds: number } | { type: "arrest"; criminal: string; charge: string } | { type: "clear"; time: number; timeBonus: number; clear: number } | { type: "time-up" } | { type: "continue"; countdown: number } | { type: "continued" } | { type: "escaped" } | { type: "game-over" } | { type: "complete"; bonus: number } | { type: "race"; event: RaceEvent }
```

Events for the presenter and sound.

### `PursuitInput`

```ts
interface PursuitInput extends RaceInput
```

What the player does this step.

- `turbo?: boolean` — Turbo button (a press fires one turbo).
- `fire?: boolean` — The partner's gun (held).
- `start?: boolean` — Start / continue / skip the briefing (a press).

### `PursuitPhase`

```ts
type PursuitPhase = "attract" | "briefing" | "chase" | "arrest" | "clear" | "continue" | "over" | "complete"
```

Phases of a pursuit.

### `PursuitScene`

```ts
type PursuitScene = RaceScene & { camera?: { back?: number; fov?: number } }
```

What `scene()` adds to the race's scene: the turbo camera over the view's camera.

### `PursuitScoring`

```ts
interface PursuitScoring
```

Scoring of a pursuit (the race scores distance; this is the rest). Points marked "x stage" multiply by the stage.

- `overtake: { start: number; step: number; max: number }` — Overtaking traffic: `start` points, `step` more each car passed without a crash, up to `max` (Chase H.Q.: 200, 200, 8,000).
- `hit: number` — Each hit on the target (x stage).
- `clear: number` — Clear bonus at the arrest (x stage).
- `perSecond: number` — Time bonus per whole second left at the arrest.
- `allClear: number` — Bonus for clearing every mission.
- `continued: number` — Points scored in a stage after a continue are divided by this (Chase H.Q.: 10).

### `PursuitSnapshot`

```ts
interface PursuitSnapshot
```

A saved pursuit: plain data.

- `state: PursuitState` — The pursuit state.
- `internal: Internal` — Counters and flags the pursuit keeps besides the state: timers, spawned-object ids and what has happened this mission.
- `riders: RiderState[]` — The gang riders on the road.
- `race: RaceSnapshot` — The race underneath, as road-racer saves it.
- `events: PursuitEvent[]` — Events not yet drained.
- `acc: number` — Seconds of `tick` time not yet spent in fixed steps; less than one step (1/60 s).

### `PursuitState`

```ts
interface PursuitState
```

The pursuit state the presenter reads.

- `phase: PursuitPhase` — Where the pursuit is: briefing, chase, arrest and so on.
- `phaseTime: number` — Seconds spent in the current phase.
- `mission: number` — Mission index (0-based) and stage number (1-based).
- `stage: number` — Stage number shown and used for scoring (1-based).
- `time: number` — Seconds on the clock.
- `score: number` — Points scored so far: the race's distance score plus the pursuit's awards, carried across missions.
- `topScore: number` — The best score reached so far.
- `distance: number` — DISTANCE to the target (metres; never below 1 once sighted) and the mission's starting lead.
- `lead: number` — The mission's starting DISTANCE (metres).
- `sighted: boolean` — The target has been sighted this mission (dome light on, siren, damage meter).
- `damage: number` — Damage on the target 0..1.
- `turbos: number` — Turbos left; seconds left of the turbo burning; 0..1 of the turbo camera.
- `turbo: number` — Seconds left of the turbo burning; 0 when none is.
- `zoom: number` — How far the turbo camera has pulled back, 0..1, easing in and out over `turboCamera.ease`.
- `rounds: number` — Rounds left (-1 unlimited, 0 none) and heavy rounds left.
- `heavy: number` — Heavy-weapon rounds left; 0 until one is picked up.
- `locked: boolean` — The gunsight is on the target.
- `continues: number` — Continues used, and whether this stage was continued (its points are divided).
- `continued: boolean` — Whether this stage was continued, so its points are divided by `scoring.continued`.
- `countdown: number` — Seconds left of the CONTINUE count.
- `chain: number` — The overtake chain's next award.
- `award: number` — The last award (shown under the score) and seconds since.
- `sinceAward: number` — Seconds since the last award was made; Infinity before the first.
- `typed: number` — The briefing: characters of the text shown so far.
- `arrow: number` — The fork arrow being shown (-1 left, 1 right, 0 none) and the way the target went (-1, 1).
- `way: number` — The way the target went at this mission's fork: -1 left, 1 right, 0 when there is no fork.
- `detoured: boolean` — Took the wrong branch at this mission's fork.
- `bonus: { time: number; timeBonus: number; clear: number } | null` — Bonuses of the last clear (for the tally).
- `target: TargetState | null` — The getaway vehicle once it has been sighted this mission; null before that, and in a mission with no car.

### `RamDef`

```ts
interface RamDef
```

Ramming and the arrest. Damage is a fraction of the meter (1 = immobilised).

- `damage: ByDifficulty<{ rear: number; side: number }>` — Damage of a hit to the rear and to the side (Chase H.Q.'s manual: side hits do more), by difficulty.
- `sideOverlap: number` — A hit counts as a side hit when the cars overlap sideways by less than this fraction of their mean width.
- `closingBonus: number` — Extra damage per m/s of closing speed above `minClosing`, as a fraction of the base damage.
- `minClosing: number` — Closing speed (m/s) below which a touch does no damage (a nudge).
- `cooldown: number` — Seconds after a hit before another counts.
- `rebound: { drop: number; push: number; time: number }` — Your car after a hit: speed to the target's speed minus `drop` (m/s), pushed `push` m/s away, skidding `time` s.
- `shove: { x: number; z: number }` — The target is shoved sideways (m/s) and forward (m/s) by a hit.
- `outsideSpin: { kappa: number; time: number } | null` — Hitting it from the outside of a bend spins you out (Chase H.Q.'s manual): on a bend of at least this curvature (1/m), when you are on the outside of the target. null = never.
- `arrestTime: number` — Seconds of the arrest: the target pulls over and stops, then the clear.
- `segments: number` — Segments of the damage meter (Chase H.Q.: 20), for the presenter.

### `RiderState`

```ts
interface RiderState
```

A gang rider.

- `id: string` — The id of the field object that stands for the rider in the race's scene.
- `z: number` — Course position (metres along the course, the race's z).
- `x: number` — Lateral position across the road (metres, positive right).
- `speed: number` — Forward speed (m/s).
- `hold: number` — Its offset from you it holds (metres ahead) and its lateral line.
- `line: number` — The lateral position (metres, positive right) it is moving to.
- `lungeIn: number` — Seconds until it next lunges at you.
- `down: boolean` — Knocked off: tumbling away.

### `SciOptions`

```ts
interface SciOptions
```

Options for `sciPreset`.

- `difficulty?: Difficulty` — `"easy"`, `"normal"` or `"arcade"`. Default `"normal"`.
- `seed?: number` — Seed for the pursuit's random choices. Default 1989.
- `road?: RoadDocument` — Another road file with the same entries (`stage-1` .. `stage-6`).
- `timer?: number` — The timer DIP: 55, 60 (factory), 65 or 70 s. Default by difficulty.
- `turbos?: number` — The turbo DIP: 3 (factory) or 5.
- `startStage?: number` — Start at this stage (1-based).

### `TargetCarDef`

```ts
interface TargetCarDef
```

The getaway vehicle: what it is.

- `kind: string` — Sprite kind in the field (the presenter's art key).
- `name: string` — Display name ("WHITE SPORTS CAR").
- `w: number` — Collision box (metres).
- `h: number` — Collision box height (metres).
- `d: number` — Collision box depth along the road (metres).
- `vw?: number` — Drawn width (metres) when the art is drawn larger than the box. Default `w`.
- `top: number` — Top speed (m/s): it sprints up to this when you are on its tail (Chase H.Q.'s attract specs).
- `cruise: number` — Speed while it cruises ahead of you (m/s).
- `flying?: number` — It flies (S.C.I.'s stage 5 helicopter): it cannot be rammed, only shot, and it ignores traffic. Height (m).
- `data?: Record<string, number | string | boolean>` — Plain values handed to the presenter (colour, art hints).

### `TargetDrive`

```ts
interface TargetDrive
```

How a getaway vehicle drives once it is on the road with you.

- `pace: ByDifficulty<number>` — Multiplier on its cruise and top speeds by difficulty (arcade 1).
- `sprintRange: number` — Within this distance behind it (metres) it puts its foot down to its top speed.
- `accel: number` — Acceleration and braking (m/s^2).
- `brake: number` — Braking deceleration (m/s^2), a positive number.
- `lateral: number` — Lateral speed (m/s) when it swerves, weaves and blocks.
- `weave: [number, number]` — It picks a new line across the road every `weave` seconds (min, max).
- `blockRange: number` — Within this distance behind it it moves across in front of you to block. 0 = never.
- `block: number` — 0..1 of the way toward your line it moves when it blocks.
- `lookAhead: number` — It swerves around traffic this far ahead (metres).
- `shaken: number` — Seconds it swerves away and sprints after a hit.
- `match: number | null` — Level with you or behind you it goes this much faster than you (m/s), whatever its top speed: Chase H.Q.'s target cannot simply be overtaken (Japanese Wikipedia). null = it keeps its own top speed.

### `TargetState`

```ts
interface TargetState
```

The getaway vehicle's live state.

- `id: string` — The id of the field object that stands for the vehicle in the race's scene.
- `z: number` — Course z and lateral x (the race's frame).
- `x: number` — Lateral position across the road (metres, positive right).
- `speed: number` — Its own forward speed (m/s), before the shove of a hit is added.
- `line: number` — Lateral line it is moving to.
- `weaveIn: number` — Seconds until it picks a new line.
- `shaken: number` — Seconds left of a hit's swerve and sprint.
- `vx: number` — Lateral and forward shove from the last hit (decaying).
- `vz: number` — Forward shove from the last hit (m/s), decaying.
- `stopping: boolean` — Pulling over for the arrest.

### `TargetWorld`

```ts
interface TargetWorld
```

What the target sees this step.

- `dt: number` — Seconds the step advances.
- `playerZ: number` — Your car: course z, lateral x, speed.
- `playerX: number` — Your car's lateral position across the road (metres, positive right).
- `playerSpeed: number` — Your car's speed (m/s).
- `road(z: number): { left: number; right: number }` — Tarmac edges of the road it is on (the strips the race drives).
- `traffic: readonly { z: number; x: number; speed: number }[]` — Traffic (course z, lateral x, speed). A flying target passes over it.
- `rng: () => number` — Seeded uniform [0, 1).
- `cruise: number` — Cruise and top speeds for the difficulty (m/s).
- `top: number` — Top speed for the difficulty (m/s).
- `flying?: boolean` — It flies (no traffic to avoid).

---

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- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

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`.
