Mission control for the game you're working on. The Project Hub is where every project starts, where you keep track of what you're doing across all your tools, and where you push the big red Publish button when it's time to ship.

If the Code Editor is the engine room, this is the bridge of the Enterprise. Make it so.

Features

  • All your projects in one place. A list of every game you've started — when you last touched it, how far along it is, what's pinned.
  • Per-project dashboard. Open a project and see the whole picture: recent files, current tasks, asset summary, run/preview button, publish status.
  • Quick-launch into any tool. Need to edit a sprite for this project? One click to Pixel Artist, already scoped. Want to tweak the tilemap? One click to the Tilemap Editor, already pointed at the right file. Less navigating, more building.
  • Project settings. Game title, description, cover image, public/private status, default Phaser version, build configuration — all editable in one panel.
  • Publish wizard. When the game's ready, the Publish wizard walks you through it step by step. Title, description, screenshots, tags, version. The wizard does the assembly; you make the calls.
  • Releases and updates. Ship version 1.0, then patch it. Each release is tracked separately. Players get the latest build automatically.
  • New project flow. Start blank, or pick a starter from the Game Templates gallery. Either way, you land in a working scaffold (Boot / Preloader / MainMenu / Game) so the first 10% is already done for you.

What you walk away with

  • A canonical place to start, manage, and ship every game you make.
  • Published Phaser games — real, playable, with their own URL, ready for the world.
  • A history of versions, so you can iterate confidently without fear of clobbering yesterday's work.

This is the tool you'll keep coming back to as projects move from "an idea I had on the train" to "I just shipped my first game." That's the journey it's built to support.