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Game Engines Arena

Bevy vs Phaser

Phaser wins · 1319 (15 drawn)

Agenticness — how well agents can access and operate the productAgenticness

How well agents can access and operate the product

Agent access

  1. ai-native userPoint an agent at llms.txt or agent-oriented docs

    weight 2 · round to Phaser
    Bevynone0/10

    Direct probes confirm no llms.txt exists (404) and no agent-oriented docs endpoint is served; docs.rs/crates.io provide standard human docs but nothing tailored for agent consumption per the story.

    • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
    • [probe] PROBE docs-md: HTTP 404 at https://bevy.org/learn/.md
    • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
    Phaserpartialprobed6/10

    A live llms.txt was found at phaser.io/llms.txt (an examples-API index) and Phaser Studio publishes agent-oriented docs/MCP server pages (phaser.io/agent/mcp) explicitly for connecting coding agents, but the more commonly probed docs.phaser.io/llms.txt returns 404 and the site root 403s non-browser clients, requiring a browser UA and precise deep links to succeed. Missing for 10: a consistently discoverable llms.txt across the main docs domain, no 403/404 friction for automated agent fetches, and independent confirmation that agents can reliably ingest these docs.

    • [probe] PROBE llms.txt: HTTP 404 at https://docs.phaser.io/llms.txt
    • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
    • [probe] official MCP server documented at https://phaser.io/agent/mcp
    • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
  2. ai-native userRun the product headlessly / in CI for automation

    weight 2 · round drawn
    Bevynone0/10

    The evidence pack contains no mention of headless mode, CI integration, or automated/scripted execution of Bevy apps; only rendering, ECS, editor-live-reload and general community sentiment are covered. Running headless in CI is a reasonable ask for a game engine, but nothing in the pack demonstrates it.

      Phasernone0/10

      The evidence pack covers installation, scenes, physics, animations, editor and MCP agent features, but nothing addresses headless execution or CI-based automation for Phaser games/tests. Since browser-based game engines can in principle support headless rendering or CI test harnesses, this is a fair but unaddressed axis rather than a category error.

      • ai-native userConnect an agent via an official MCP server

        weight 3 · round to Phaser
        Bevynone0/10

        Bevy is a game engine/library, not itself an AI agent, so an MCP server axis applies as a fair question, but evidence explicitly shows no official MCP server exists — only nascent third-party tooling (bevy_brp) built on the Bevy Remote Protocol. No official MCP server is documented.

        • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
        • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
        Phaserfullprobed7/10

        Phaser Studio ships an official 'Phaser Game Agent' MCP server (phaser.io/agent/mcp) documented with 40+ specialized tools and explicit integration with Claude Desktop, Cursor, and GitHub Copilot, letting external agents connect and build games via plain-language commands. Missing for 10: independent/hands-on community validation that the MCP server works as advertised, and clarity on self-hosted/npm distribution (probe found no @phaserjs MCP package on npm, only a hosted endpoint).

        • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
        • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
        • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
        • [claimed-docs] Give the player a double-jump and a coin counter.The jump feels floaty, make gravity stronger.
        • [probe] official MCP server documented at https://phaser.io/agent/mcp
        • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
      • ai-native userUse an official CLI

        weight 2 · round to Phaser
        Bevynone0/10

        No evidence of an official Bevy CLI tool anywhere in the evidence pack; only cargo (Rust's generic build tool) and community projects like bevy_brp are mentioned, not a first-party CLI for AI-native workflows.

          Phaserpartialclaimed5/10

          Phaser docs confirm an official CLI tool for scaffolding projects (interactive selection of templates/demo games), which counts as an official CLI, but it is described as interactive Q&A rather than a scriptable/agent-friendly interface, and there's no documentation of flags or non-interactive mode suited for AI-native automated use. missing for 10: evidence of non-interactive/programmatic CLI flags, AI-agent-oriented CLI documentation, and independent confirmation of CLI usability by agents.

          • [claimed-docs] This CLI tool presents an interactive selection of official project templates and demo games.
          • [claimed-docs] This CLI tool presents an interactive selection of official project templates and demo games. Issue the command, answer some questions and t…
        • ai-native userDrive the product through a documented public API

          weight 3 · round to Phaser

          Bevy ships a documented Rust API (in-depth reference docs, docs.rs) and even a first-party 'Bevy Remote Protocol' that a nascent community tool (bevy_brp) uses to drive the engine externally, but there is no AI-oriented public API surface: no llms.txt, no OpenAPI/swagger spec, and no official MCP server, and the remote-protocol tooling is described as nascent/community-only rather than a robust public API for programmatic driving. Missing for 10: an official machine-readable API spec (OpenAPI/llms.txt), first-party remote-control docs beyond community wrappers, and evidence of stable AI-agent usage against the API.

          • [claimed-docs] Learn how to use Bevy's types, traits and methods using the in-depth reference documentation, complete with inline examples.
          • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
          • [probe] PROBE openapi: all candidate paths 404 (https://bevy.org/openapi.json, https://bevy.org/swagger.json, https://bevy.org/api/openapi.json, htt…
          • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
          Phaserfullprobed8/10

          Phaser ships an extensive, versioned public JS/TS API (Scenes, physics, input, loader, animations) documented at docs.phaser.io with full TypeScript definitions, which is exactly the kind of documented public API an AI agent needs to generate/drive game code programmatically; the runtime probe also shows phaser.io/llms.txt now serving a live, programmatic examples-API index tailored for AI consumption. Missing for 10: a formal machine-readable spec (OpenAPI) for the core API surface — probes show OpenAPI/swagger endpoints all 404 — so discovery still relies on human-oriented docs rather than a fully machine-consumable contract.

          • [claimed-docs] Full TypeScript definitions can be found inside the types folder
          • [claimed-docs] This will allow you to control the Sprite using the built-in physics functions, such as velocity, acceleration, gravity, etc.
          • [claimed-docs] Phaser maintains a unified input system that works across all browsers and devices.
          • [claimed-docs] Common asset types include images, texture atlases, sprite sheets, fonts, audio files and JSON data, but there are many more that Phaser can…
          • [claimed-docs] Animations are created via the Animation Manager.
          • [probe] PROBE llms.txt: HTTP 404 at https://docs.phaser.io/llms.txt
          • [probe] PROBE openapi: all candidate paths 404 (https://docs.phaser.io/openapi.json, https://docs.phaser.io/swagger.json, https://docs.phaser.io/api…
          • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
        • ai-native userBuild against official SDKs

          weight 2 · round to Phaser

          Bevy itself ships as an official, versioned Rust SDK (the `bevy` crate on crates.io) with first-party API reference docs, quick-start guides, and migration guides, which is what an AI-native developer would build against (bevy-docs-21, bevy-docs-27, bevy-docs-15, bevy-probe-rt-1). However, pre-1.0 status with breaking changes on nearly every release, community complaints about docs being thin once you leave the intro book, and confirmed absence of llms.txt/AI-consumable doc formats make it harder for AI agents to reliably target the 'official SDK' surface (bevy-probe-rt-1, bevy-comm-12, bevy-comm-14, bevy-probe-1, bevy-probe-rt-2). Missing for 10: llms.txt/AI-friendly doc export, stability guarantees across versions, and independent evidence of AI agents successfully building against the SDK.

          • [claimed-docs] Bevy is just a normal Rust dependency. You can either add it to an existing Rust project or create a new one.
          • [claimed-docs] Learn how to use Bevy's types, traits and methods using the in-depth reference documentation, complete with inline examples.
          • [claimed-docs] Every Bevy update brings new functionality and improvements. Follow these guides to migrate your project to the latest Bevy has to offer!
          • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
          • [community] Things have started to stabilize, but unless you're willing to get your hands dirty and deal with regular breaking changes, I don't yet reco…
          • [community] I'm put off by the limited docs. I've read the Bevy book, only takes a few minutes, and just like that I'm out of resources to turn to when …
          • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
          • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…

          Phaser itself is the official SDK: it's distributed via npm, an official CLI, a CDN, and ships full TypeScript definitions, all documented in first-party docs and corroborated by community usage (games built in JS/TS, TypeScript experience feedback). Missing for 10: independent/third-party audit of the SDK's completeness and explicit multi-platform SDK packaging (e.g., official native wrappers) beyond docs claims.

          • [claimed-docs] npm install phaser
          • [claimed-docs] Full TypeScript definitions can be found inside the types folder
          • [claimed-docs] Install via [npm](https://www.npmjs.com/package/phaser): npm install phaser
          • [claimed-docs] This CLI tool presents an interactive selection of official project templates and demo games. Issue the command, answer some questions and t…
          • [claimed-docs] Phaser is on jsDelivr which is a "super-fast CDN for developers". Include _either_ of the following in your html
          • [github] You can use JavaScript or TypeScript for development.
          • [community] I've spent the past 6 months building a game using Phaser and TypeScript. On the whole, it's been a great experience... one of the worst par…
          • [community] Phaser 4 was announced ~four years ago and was an attempt to get the project written natively in TypeScript. It looks pretty dead in the wat…

        Agentic features

        1. ai-native userGet AI-generated insights and suggestions from my data inside the product

          weight 2 · round drawn
          Bevynone0/10

          The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

            Phasernone0/10

            The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

            • ai-native userSet up automations that run autonomously in the background

              weight 2 · round drawn
              Bevynone0/10

              The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                Phasernone0/10

                The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                • ai-native userDelegate tasks to a built-in AI assistant inside the product

                  weight 3 · round drawn
                  Bevynone0/10

                  The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                    Phasernone0/10

                    Phaser's AI-related evidence (phaser-docs-13/14/15) describes an MCP server that lets *external* coding agents (Claude Desktop, Cursor, Copilot) call Phaser Editor tools — the opposite relationship of a built-in assistant living inside the product that a user delegates tasks to. No evidence shows a native, in-product chat/assistant feature.

                    • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                    • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                    • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
                    • [probe] official MCP server documented at https://phaser.io/agent/mcp
                  • ai-native userOperate the product with natural-language commands

                    weight 2 · round to Phaser
                    Bevynone0/10

                    Bevy is a Rust game engine/library with no evidence of any natural-language command interface; probes confirm no llms.txt, no MCP server, and only nascent third-party remote-protocol tooling (bevy_brp), not a natural-language control layer.

                    • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
                    • [probe] PROBE docs-md: HTTP 404 at https://bevy.org/learn/.md
                    • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                    Phaserfullprobed7/10

                    Phaser ships an official hosted 'Game Agent' MCP server that lets users describe changes in plain language (e.g., 'Give the player a double-jump...') and have the agent call over 40 specialised tools inside the Scene Editor, integrating with Claude Desktop, Cursor, and Copilot — directly matching natural-language operation. This is corroborated by a runtime probe confirming the live MCP endpoint at phaser.io/agent/mcp. Missing for 10: independent/community hands-on validation of the MCP agent's reliability and no npm-distributed MCP package (only hosted), so evidence is vendor-only.

                    • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                    • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                    • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
                    • [claimed-docs] Give the player a double-jump and a coin counter.The jump feels floaty, make gravity stronger.
                    • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                    • [probe] official MCP server documented at https://phaser.io/agent/mcp
                    • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …

                  Api quality

                  1. ai-native userExplore an interactive API reference with runnable examples

                    weight 2 · round drawn

                    Bevy advertises 'in-depth reference documentation, complete with inline examples' and a separate gallery of wasm-compiled examples that run directly in the browser, giving some interactive/runnable exploration of the API surface. But these are two disconnected resources rather than a unified interactive API reference, docs.rs is static/crawlable with no live-run capability, and there's no llms.txt, MCP, or agent-facing interactive console. Missing for 10: a single integrated interactive reference (e.g. rustdoc playground-style 'run' buttons on API docs), agent-facing tooling (llms.txt/MCP) to programmatically explore it, and independent confirmation the wasm examples are tied to the API reference itself.

                    • [claimed-docs] Learn how to use Bevy's types, traits and methods using the in-depth reference documentation, complete with inline examples.
                    • [claimed-docs] Browse bevy examples compiled to wasm and running directly in your browser!
                    • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                    • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
                    Phaserpartialprobed5/10

                    Community evidence confirms Phaser has an extensive examples library ('many examples and docs to work from' — phaser-comm-7), and a runtime probe shows docs.phaser.io/llms.txt now serves as a programmatic examples-API index with endpoints to fetch full source code per example (phaser-probe-rt-1), which is useful for AI-native exploration. However, there is no first-party evidence of an interactive, runnable-in-browser API reference (no OpenAPI/API-reference page found, docs-md and llms.txt initially 404'd per probes), so the story is only partially substantiated. Missing for 10: dedicated interactive API reference UI with live code execution, confirmation the examples API is documented/stable, independent hands-on account of using it.

                    • [community] I've made a couple toy projects with Phaser, after comparing other Javascript based 2d engines. Phaser is the most fully featured amongst th…
                    • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                    • [probe] PROBE llms.txt: HTTP 404 at https://docs.phaser.io/llms.txt
                    • [probe] PROBE docs-md: HTTP 404 at https://docs.phaser.io/phaser/getting-started/what-is-phaser.md
                  2. ai-native userDownload a machine-readable API spec (OpenAPI or equivalent)

                    weight 2 · round to Phaser
                    Bevynone0/10

                    The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                      Phaserpartialprobed4/10

                      Phaser ships full TypeScript type definitions (phaser-docs-4) which function as a machine-readable description of its API surface and can be consumed by tooling/agents, but there is no formal OpenAPI/Swagger spec or comprehensive llms.txt for the full API — probes confirm openapi.json/swagger.json 404 and the only live llms.txt is a narrow examples-index API, not a full API spec (phaser-probe-1, phaser-probe-3, phaser-probe-rt-1). missing for 10: a dedicated OpenAPI/JSON-schema style spec covering the full public API, and an official downloadable machine-readable spec beyond TS typings/examples index.

                      • [claimed-docs] Full TypeScript definitions can be found inside the types folder
                      • [probe] PROBE llms.txt: HTTP 404 at https://docs.phaser.io/llms.txt
                      • [probe] PROBE openapi: all candidate paths 404 (https://docs.phaser.io/openapi.json, https://docs.phaser.io/swagger.json, https://docs.phaser.io/api…
                      • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                    • ai-native userTest against a sandbox environment without touching production data

                      weight 1 · round drawn
                      Bevynone0/10

                      The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                        Phasernone0/10

                        The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                        • ai-native userRely on versioned APIs with a documented deprecation policy

                          weight 2 · round to Bevy

                          Bevy publishes migration guides for each release (bevy-docs-15) implying some versioning discipline, but there is no documented deprecation policy, and hands-on evidence shows the API is pre-1.0 with frequent breaking changes each release requiring real rework (bevy-comm-12, bevy-comm-13, bevy-probe-rt-1), directly undercutting reliability for an AI agent trained on prior APIs. Missing for 10: an explicit deprecation/versioning policy document, semver guarantees, and evidence that breaking changes are flagged/deprecated before removal rather than silently changed.

                          • [claimed-docs] Every Bevy update brings new functionality and improvements. Follow these guides to migrate your project to the latest Bevy has to offer!
                          • [community] Things have started to stabilize, but unless you're willing to get your hands dirty and deal with regular breaking changes, I don't yet reco…
                          • [community] On the last update 0.10 -> 0.11, I had to make quite a few changes on my app, but this time it compiled out of the box!
                          • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                          Phasernone0/10

                          No evidence of a documented deprecation policy, semver commitments, or API-stability guarantees; the only version-related evidence notes Phaser 2→3 broke compatibility ("States"... won't work in Phaser 3) with no stated migration/deprecation process, and probes found no OpenAPI/versioned docs artifacts.

                          • [claimed-docs] If you find any reference to States in code or a tutorial you've found online, it's for Phaser 2 and likely won't work in Phaser 3.
                          • [community] Phaser 4 was announced ~four years ago and was an attempt to get the project written natively in TypeScript. It looks pretty dead in the wat…
                          • [probe] PROBE openapi: all candidate paths 404 (https://docs.phaser.io/openapi.json, https://docs.phaser.io/swagger.json, https://docs.phaser.io/api…

                        Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows

                        AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference

                        Agent editor

                        1. ai-native userAn agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface

                          weight 3 · round to Phaser

                          Bevy has a first-party Bevy Remote Protocol that could support programmatic scene/entity manipulation, and a community tool (bevy_brp) built on it, but there is no official documentation, no llms.txt, and no official MCP server — the community tooling itself is described as nascent (70 stars). Since Bevy is a code-first Rust crate, most 'scripting' is done by writing/recompiling Rust code rather than through a documented runtime scriptable interface for driving an editor. Missing for 10: first-party documented API/schema for the Remote Protocol, official MCP or agent-facing tooling, evidence of hands-on agent use creating scenes/nodes and triggering builds via that interface.

                          • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                          • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
                          • [claimed-docs] Create, save, and load ECS worlds using Bevy's Scene system
                          Phaserfullprobed8/10

                          Phaser Studio ships an official 'Phaser Game Agent' MCP server with 40+ specialized tools that integrates with Claude Desktop, Cursor, GitHub Copilot and other MCP clients, letting an agent create particle emitters, reorganize scenes into layers, rename objects, tweak physics/animations, and add filters via natural-language commands routed through documented tool calls — directly matching the 'agent drives the editor programmatically' story. Runtime probe confirms the hosted MCP endpoint is live and documented at phaser.io/agent/mcp. missing for 10: independent/hands-on third-party verification that the MCP tools reliably perform builds/edits, and a published open API/tool reference (npm package) beyond the marketing page.

                          • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                          • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                          • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
                          • [claimed-docs] Give the player a double-jump and a coin counter.The jump feels floaty, make gravity stronger.
                          • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                          • [probe] official MCP server documented at https://phaser.io/agent/mcp
                          • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …

                        Codegen

                        1. ai-native userLLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen

                          weight 2 · round to Phaser

                          Bevy has abundant examples and reference docs (bevy-docs-16, bevy-docs-22, bevy-docs-27) which help LLM familiarity, but concrete community evidence shows the API is unstable pre-1.0 with breaking changes almost every release, requiring real migration work each time (bevy-comm-12, bevy-comm-13, bevy-probe-rt-1) — meaning LLMs trained on older versions likely generate code that fails to compile against current APIs. Docs are also reported as thin/outdated relative to the pace of change (bevy-comm-14, bevy-comm-15), and there's no llms.txt or first-party AI-consumption docs (bevy-probe-1, bevy-probe-rt-2). missing for 10: evidence of first-try success rate for LLM-generated Bevy code, stable API surface across versions, and first-party AI-friendly documentation.

                          • [community] Things have started to stabilize, but unless you're willing to get your hands dirty and deal with regular breaking changes, I don't yet reco…
                          • [community] On the last update 0.10 -> 0.11, I had to make quite a few changes on my app, but this time it compiled out of the box!
                          • [community] I'm put off by the limited docs. I've read the Bevy book, only takes a few minutes, and just like that I'm out of resources to turn to when …
                          • [community] There's an unofficial complement to the docs... Unfortunately it's somewhat out of date... The effort to keep it up to date is somewhat low …
                          • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                          • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                          • [claimed-docs] Examples that show how to use the various features of Bevy.

                          Phaser has extensive first-party docs, TypeScript definitions, and a long history (widely used since ~2013) that HN commenters confirm produced 'many examples and docs to work from' and 'great documentation,' supporting LLM familiarity. However, other independent reports directly contradict doc quality ('worst documentation... very bad design') and TypeScript support is described as a 'best-effort' bolt-on rather than native, plus the docs explicitly warn that pre-Phaser-3 tutorials/code (States) will not work — all of which undercut first-try reliability for LLM-generated code. Missing for 10: no direct evidence of LLM-generated Phaser code being tested/benchmarked, no resolution of the conflicting doc-quality reports, and no confirmation that the API has stabilized enough to avoid version-mismatch pitfalls.

                          • [community] I've made a couple toy projects with Phaser, after comparing other Javascript based 2d engines. Phaser is the most fully featured amongst th…
                          • [community] After trying out several HTML5/JS game libraries, I'm pretty sure that Phaser is the best one for 2D games. It has frequent updates, great d…
                          • [community] I've spent the past 6 months building a game using Phaser and TypeScript. On the whole, it's been a great experience... one of the worst par…
                          • [community] The documentation of Phaser is the worst i've seen to a popular framework. The website is very bad in the design, styling as well as content…
                          • [community] It's still rough around the edges, but I have no doubt Phaser 3 will get to feature complete. What's holding me back is lack of TypeScript d…
                          • [community] Phaser 4 was announced ~four years ago and was an attempt to get the project written natively in TypeScript. It looks pretty dead in the wat…
                          • [claimed-docs] If you find any reference to States in code or a tutorial you've found online, it's for Phaser 2 and likely won't work in Phaser 3.
                          • [claimed-docs] Full TypeScript definitions can be found inside the types folder

                        Copilot

                        1. ai-native userAn official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets

                          weight 2 · round to Phaser
                          Bevynone0/10

                          Bevy is a Rust game engine/library with no evidence of an official in-engine AI assistant; probes confirm no llms.txt, no official MCP, and only nascent third-party tooling (bevy_brp).

                          • [probe] PROBE llms.txt: HTTP 404 at https://bevy.org/llms.txt
                          • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                          Phaserpartialprobed6/10

                          Phaser Studio ships an official 'Phaser Game Agent' MCP server with 40+ specialized tools that integrates with Claude Desktop, Cursor, and Copilot, letting users describe changes in plain language (e.g. 'give the player a double-jump', 'create a particle emitter, reorganise a scene into layers') and have the agent execute them in the editor — directly matching the scaffolding/scripting parts of the story. However this is a separate hosted MCP server/agent rather than an assistant embedded 'inside the engine' itself, and there's no evidence it specifically answers API/documentation questions, nor any independent hands-on corroboration of its effectiveness. Missing for 10: evidence of API Q&A capability, first-party/independent hands-on validation of code-generation quality, and confirmation it's embedded in-engine rather than an external connected tool.

                          • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                          • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                          • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
                          • [claimed-docs] Give the player a double-jump and a coin counter.The jump feels floaty, make gravity stronger.
                          • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                          • [probe] official MCP server documented at https://phaser.io/agent/mcp

                        Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline

                        Getting content in — automated import, formats, marketplaces

                        Formats

                        1. technical artistStandard interchange formats — glTF, FBX, USD — import cleanly

                          weight 2 · round drawn
                          Bevynone0/10

                          No evidence anywhere in the pack mentions glTF, FBX, USD, or any interchange-format import/asset-pipeline support; only glTF is a commonly known Bevy asset format but it's not cited here. Missing for 10: any docs or community mention of glTF/FBX/USD import, format fidelity, or asset-pipeline tooling.

                            Phasernone0/10

                            The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                            Import

                            1. technical artistAsset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one

                              weight 2 · round to Bevy

                              Bevy's Asset V2 system does support preprocessing and .meta files, which one community commenter calls 'super useful' for pipeline automation, but no first-party docs describe import hooks, presets, or scripting workflows for batch/automated asset processing. missing for 10: official documentation on asset import hooks/presets, evidence of scripted/batch pipeline tooling, and independent confirmation beyond a single community mention.

                              • [community] Bevy is one of my favorite game engines, especially for larger projects. Asset V2 preprocessing and .meta files look super useful.
                              Phasernone0/10

                              Phaser's docs cover its runtime Loader for fetching common asset types (images, atlases, audio) and an editor/MCP agent for interactive scene building, but there is no evidence of asset-import automation tooling (import hooks, preset-based pipelines, or scripts that batch-process incoming source assets before they reach the game) as a build-time pipeline feature. Missing for 10: any documented import-hook API, preset/config-driven asset processing, or pipeline scripting for automating asset ingestion.

                              • [claimed-docs] Common asset types include images, texture atlases, sprite sheets, fonts, audio files and JSON data, but there are many more that Phaser can…
                              • [claimed-docs] Drag and drop objects into place, tweak their animations, adjust their physics bodies, enable special effects and more as you go.
                              • [claimed-docs] Add and configure filters visually — Glow, Shadow, Blur, Pixelate, Bokeh, ColorMatrix, Displacement and more — directly in the Scene Editor'…

                            Marketplace

                            1. game developerA large asset store or package ecosystem gives me ready-made models, tools, and plugins

                              weight 2 · round to Bevy

                              Bevy explicitly maintains an official third-party 'Assets' page listing community plugins, tools, and learning resources (bevy-docs-17), and community comments confirm an active ecosystem contributing new features and crates (bevy-comm-19). However, this is a curated links page rather than an integrated in-engine asset store, and the ecosystem is described as young/fragmented with docs gaps and frequent breaking changes affecting third-party plugin compatibility (bevy-comm-12, bevy-comm-15). Missing for 10: evidence of a large volume/maturity of ready-made models or marketplace-scale assets, integrated store UI, and quantified ecosystem size or quality assurance for third-party plugins.

                              • [claimed-docs] A collection of third-party Bevy assets, plugins, learning resources, and apps made by the community.
                              • [community] Something delightful about this update: it has a lot of new features, some very early, but all by different authors. Seems like such a commu…
                              • [community] Things have started to stabilize, but unless you're willing to get your hands dirty and deal with regular breaking changes, I don't yet reco…
                              • [community] There's an unofficial complement to the docs... Unfortunately it's somewhat out of date... The effort to keep it up to date is somewhat low …
                              Phasernone0/10

                              Evidence covers Phaser's editor, MCP agent tooling, npm install, CDN and framework integrations, but there is no mention of a dedicated asset store, marketplace, or curated plugin ecosystem (à la Unity Asset Store) offering ready-made models/tools/plugins. Missing for 10: evidence of an official or third-party asset marketplace, a plugin registry, or curated ready-made asset packages.

                              Automation depth — how much of the product can run unattendedAutomation depth

                              How much of the product can run unattended

                              1. ai-native userPerform bulk operations across many items at once

                                weight 2 · round to Phaser
                                Bevynone0/10

                                The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                                  Phaserpartialclaimed3/10

                                  The Editor/MCP agent evidence mentions handling tasks like renaming multiple objects and reorganizing scenes without switching tools, implying some bulk-editing capability, but there's no detailed documentation of a systematic bulk-operations API or workflow for AI agents. Missing for 10: explicit bulk-edit tooling/API docs, examples of batch operations across many assets/scenes, and independent confirmation of this capability working at scale.

                                  • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                                  • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                                  • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                                • ai-native userDefine rules that trigger actions automatically on events

                                  weight 3 · round drawn
                                  Bevynone0/10

                                  The evidence pack describes Bevy's ECS, rendering, audio, and UI features but never mentions an event/trigger/rule system (e.g., Bevy Events, Observers, or ECS hooks) that would let a user define rules firing automatically on events. While such automation is plausible for a game engine's ECS, no evidence in the pack substantiates it.

                                    Phasernone0/10

                                    Phaser's docs mention a unified input system and scene lifecycle events, but no evidence describes a rule-engine or declarative trigger system where events automatically fire configured actions (e.g., an event-emitter/automation API is never documented in the pack). Missing for 10: documentation of an event-emitter/listener API, examples of rule-based automation, and any AI-native tooling for defining trigger→action rules.

                                    • [claimed-docs] Phaser maintains a unified input system that works across all browsers and devices.
                                    • [claimed-docs] Typical uses for a Scene would be a Loading Screen, a Main Menu, a Game Level, a Boss Fight, an in-game Item Shop, a High Score Table, etc.
                                    • [claimed-docs] you can pause, resume and sleep a Scene at will, and that you can easily run multiple Scenes at the same time.
                                  • ai-native userVersion, review, and roll back my automations

                                    weight 1 · round drawn
                                    Bevynone0/10

                                    The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                                      Phasernone0/10

                                      The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                                      Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine

                                      The engine core — rendering, 2D, physics, performance at scale

                                      2d

                                      1. game developer2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought

                                        weight 2 · round to Phaser

                                        Bevy's official docs explicitly list 2D rendering as a first-class feature alongside 3D (bevy-docs-2, bevy-docs-3), suggesting parity rather than a 3D-only focus, and community feedback confirms active engine use for real projects. However, there is no evidence in the pack of built-in tilemap support or first-party 2D physics (these are known to be third-party crates in the Bevy ecosystem), so the story's specific claims about tilemaps and 2D physics being first-class are unconfirmed. Missing for 10: evidence of native/first-party tilemap support, evidence of native/first-party 2D physics integration, and any community confirmation of 2D-specific workflow maturity.

                                        Phaser's docs and community feedback confirm sprites, scenes, arcade physics, animations, tilemaps/atlases, and input are core, well-documented primitives rather than bolted-on features, and community comments reinforce it as a dedicated 2D engine (comparisons to Pixi/Love2D, 'fits 2D, sprites, tilemaps, physics'). missing for 10: independent hands-on benchmarking of tilemap-specific workflows and no explicit dedicated tilemap doc excerpt in the pack (only physics/scenes/animations/input are directly quoted).

                                        • [claimed-docs] Typical uses for a Scene would be a Loading Screen, a Main Menu, a Game Level, a Boss Fight, an in-game Item Shop, a High Score Table, etc.
                                        • [claimed-docs] it's a common practise to have a Scene dedicated entirely to handling the UI for your game, that is rendered above all other Scenes
                                        • [claimed-docs] This will allow you to control the Sprite using the built-in physics functions, such as velocity, acceleration, gravity, etc.
                                        • [claimed-docs] Phaser maintains a unified input system that works across all browsers and devices.
                                        • [claimed-docs] Common asset types include images, texture atlases, sprite sheets, fonts, audio files and JSON data, but there are many more that Phaser can…
                                        • [claimed-docs] Animations are created via the Animation Manager.
                                        • [community] It's a great tool if you go for a game that fits this framework - 2D, sprites, tilemaps, physics... After experimenting a little with phaser…
                                        • [community] Phaser is the perfect framework to get started making HTML5 2D games.

                                      Performance

                                      1. game developerProfile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy

                                        weight 2 · round to Bevy

                                        Bevy's data-oriented ECS is well documented as the foundation for all engine/game logic (bevy-docs-1, bevy-docs-14, bevy-docs-20), and community accounts corroborate its data-driven, ECS-first workflow (bevy-comm-17). However, the evidence pack contains no mention of a built-in profiler/diagnostics tool, explicit job/parallel-system scheduling, or GPU instancing for heavy scenes — core parts of the story. Missing for 10: dedicated profiler tooling (e.g. tracing/diagnostics plugin), explicit job-system/parallelism documentation, and instancing support evidence.

                                        • [claimed-docs] All engine and game logic uses Bevy ECS, a custom Entity Component System
                                        • [claimed-docs] Components: Rust structs that implement the Component trait
                                        • [claimed-docs] Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust…
                                        • [community] Pros: Very nice to work in Rust engine + Rust game. Once you get your brain thinking ECS it's tough to go back, feels very flexible. Very li…
                                        Phasernone0/10

                                        The evidence pack shows no mention of a built-in profiler, ECS architecture, job system, or instancing support for scaling heavy scenes; Phaser's docs and community discussion focus on Scenes, Arcade physics, animations, and rendering (Canvas/WebGL) with only a passing complaint about relative rendering FPS. Nothing indicates data-oriented performance tooling exists.

                                        • [claimed-docs] Typical uses for a Scene would be a Loading Screen, a Main Menu, a Game Level, a Boss Fight, an in-game Item Shop, a High Score Table, etc.
                                        • [claimed-docs] This will allow you to control the Sprite using the built-in physics functions, such as velocity, acceleration, gravity, etc.
                                        • [community] The framework is good, however I got faster (fps wise) results using my own rendering functions on Canvas than I was getting using their ren…

                                      Physics

                                      1. game developerBuilt-in physics — rigid bodies, collisions, raycasts — works out of the box

                                        weight 2 · round to Phaser
                                        Bevynone0/10

                                        The evidence pack covers ECS, rendering, audio, UI, and scenes but contains no mention of physics, rigid bodies, collision detection, or raycasting capabilities. Built-in physics is a fair question for a game engine's core-engine axis, but nothing in the docs or community evidence shows Bevy ships this out of the box.

                                          Docs confirm a built-in Arcade Physics system providing velocity, acceleration, gravity, and collision handling out of the box, and community testimony (phaser-comm-13) lists physics as a core built-in feature, but the pack explicitly notes Arcade physics 'does have its limitations' (phaser-docs-24) and never mentions raycasting or full rigid-body dynamics (e.g., Matter.js integration) with concrete examples. Missing for 10: explicit raycast API evidence, rigid-body/Matter physics documentation, and independent confirmation of collision accuracy beyond Arcade's simplified AABB model.

                                          • [claimed-docs] This will allow you to control the Sprite using the built-in physics functions, such as velocity, acceleration, gravity, etc.
                                          • [claimed-docs] It's very fast and easy to use, with lots of helper functions, but due to its nature it does have its limitations.
                                          • [community] It's a great tool if you go for a game that fits this framework - 2D, sprites, tilemaps, physics... After experimenting a little with phaser…

                                        Rendering

                                        1. game developerThe engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing

                                          weight 3 · round to Bevy

                                          Docs confirm a 'modern and flexible 3D renderer' with extensible custom shaders/materials/pipelines, and community hands-on feedback confirms shadows exist (though called 'jagged/low-res, reminds me of early Unity shadows'). However, the evidence pack never mentions global illumination, baked lighting, or a post-processing stack explicitly. Missing for 10: explicit documentation of GI/baked lighting support, explicit post-processing feature list, and independent corroboration of PBR material quality beyond the shadow-quality caveat.

                                          • [claimed-docs] A modern and flexible 3D renderer
                                          • [claimed-docs] Extensible: custom shaders, materials, and render pipelines
                                          • [community] Not a criticism, but model projected shadows are very jagged or really low-res, reminds me of early Unity shadows.
                                          Phasernone0/10

                                          The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                                          Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling

                                          The editor as a product — scene tools, extensibility, team workflows

                                          Collaboration

                                          1. studio leadThe project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration

                                            weight 2 · round drawn
                                            Bevynone0/10

                                            Evidence mentions a Scene system for saving/loading ECS worlds (bevy-docs-8) but nothing about its text format being diffable/mergeable, nor any built-in multi-user collaboration tooling. The 'code-first' workflow noted in bevy-probe-rt-2 is framed around agent-driven development, not team version-control workflows, so it doesn't substantiate this story.

                                            • [claimed-docs] Create, save, and load ECS worlds using Bevy's Scene system
                                            • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                                            Phasernone0/10

                                            The evidence pack covers installation, scenes, physics, animation, and a visual Scene Editor, but nothing addresses version-control friendliness, mergeable/diffable scene file formats, or built-in multi-person collaboration tooling. While Phaser's code-first nature implies plain-text source files, there is no explicit documentation of scene file format diffability, conflict resolution, or team collaboration features for the visual editor.

                                            Editor

                                            1. technical artistA full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels

                                              weight 3 · round to Phaser
                                              Bevynone0/10

                                              Bevy's evidence describes a code-first Rust ECS engine (components, systems, scenes-as-data, hot reloading) but nothing about a visual editor with viewport, inspector, or prefab/scene composition UI; comment bevy-comm-8 even suggests users hope NOT to be forced into an in-engine editor, and probes show no official tooling filling this gap. Missing for full/partial credit: any first-party viewport/inspector GUI, prefab authoring workflow, or scene-composition editor.

                                              • [claimed-docs] Create, save, and load ECS worlds using Bevy's Scene system
                                              • [claimed-docs] Get instant feedback on your changes without app restarts or recompiles
                                              • [community] The integrated code editor in Godot is actually something I don't like... I hope that Bevy users won't be forced to use the Bevy editor for …
                                              Phaserpartialclaimed5/10

                                              Phaser Studio ships an official visual Scene Editor with drag-and-drop placement, a real-time Inspector for effects/physics/animations, and scene reorganization into layers (phaser-docs-12, phaser-docs-27, phaser-docs-29), which covers viewport/inspector/scene-composition claims. However, core Phaser itself remains a code-first framework, prefab workflows are never explicitly named, and all evidence is first-party marketing with zero independent/hands-on corroboration of the editor's actual level-building workflow. Missing for 10: explicit prefab/reusable-component system documentation, independent reviews or hands-on reports of the editor, and clarity on how central this paid add-on editor is versus code-based scene building.

                                              • [claimed-docs] Drag and drop objects into place, tweak their animations, adjust their physics bodies, enable special effects and more as you go.
                                              • [claimed-docs] Add and configure filters visually — Glow, Shadow, Blur, Pixelate, Bokeh, ColorMatrix, Displacement and more — directly in the Scene Editor'…
                                              • [claimed-docs] Pixel art, tilemap & atlas editors * SFX & music generation
                                              • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.

                                            Extensibility

                                            1. game developerExtend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically

                                              weight 3 · round to Phaser
                                              Bevynone0/10

                                              Bevy's evidence shows only a code-first workflow (ECS, scenes, plugins) and mentions no official editor application to extend; the closest hint is a third-party 'bevy_brp' remote-protocol tool with just 70 stars, not first-party editor scripting/plugin support for manipulating scenes and assets. missing for 10: any first-party editor product, documented editor scripting/plugin API, or mature ecosystem tooling for automating scene/asset manipulation via an editor UI.

                                              • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                                              • [claimed-docs] Create, save, and load ECS worlds using Bevy's Scene system
                                              Phaserpartialprobed5/10

                                              Phaser's separate Editor product supports visual scene/asset manipulation (drag-and-drop, filters, inspector) and an MCP server exposes 40+ tools letting AI agents call editor-like functions to manipulate scenes/assets programmatically, which partially satisfies 'automate the editor.' However there is no evidence of a scripting/plugin API for the Editor itself (e.g., custom editor panels, extension SDK, editor-scripting language) — the MCP tools are agent-facing, not a documented developer plugin architecture. missing for 10: documented editor plugin/extension SDK, editor scripting API for custom tools, evidence of third-party editor plugins, independent hands-on confirmation of MCP tool automation reliability.

                                              • [claimed-docs] Drag and drop objects into place, tweak their animations, adjust their physics bodies, enable special effects and more as you go.
                                              • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                                              • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                                              • [claimed-docs] Add and configure filters visually — Glow, Shadow, Blur, Pixelate, Bokeh, ColorMatrix, Displacement and more — directly in the Scene Editor'…
                                              • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                                              • [probe] official MCP server documented at https://phaser.io/agent/mcp
                                              • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …

                                            Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation

                                            The engine without a human — CLI builds, CI test runs, dedicated servers

                                            Ci

                                            1. game developerBuild and export the project from the command line, headless, in CI — no human clicking an editor

                                              weight 3 · round to Bevy

                                              Bevy is a code-first Rust library built and run via cargo, with no mandatory editor (bevy-docs-21, bevy-comm-8, bevy-probe-rt-2), which inherently supports command-line/CI builds. However, there is no explicit documentation of a headless mode flag, export pipeline, or CI-specific tooling/examples, and no official CI templates or GitHub Actions references are present in the evidence pack. missing for 10: explicit headless-mode/export documentation, CI pipeline examples or templates, and confirmation of asset-building/export automation without a GUI step.

                                              • [claimed-docs] Bevy is just a normal Rust dependency. You can either add it to an existing Rust project or create a new one.
                                              • [community] The integrated code editor in Godot is actually something I don't like... I hope that Bevy users won't be forced to use the Bevy editor for …
                                              • [probe] PROBE runtime negative (recorded 2026-09-15): bevy.org serves no llms.txt (HTTP 404; docs.rs likewise) and no official MCP exists — communit…
                                              • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                              Phasernone0/10

                                              The evidence only shows an interactive CLI installer for scaffolding new projects (phaser-docs-2/21) and a separate paid Scene Editor with an MCP 'agent' for human-in-the-loop coding assistance (phaser-docs-12/13/14/27/29) — neither documents a headless build/export command or CI pipeline usage. There is no mention of a 'phaser build' CLI, bundler config, or automated export pipeline suitable for CI. Missing for 10: documented headless build/export CLI command, CI integration example, evidence that game export doesn't require the GUI editor.

                                              • [claimed-docs] This CLI tool presents an interactive selection of official project templates and demo games.
                                              • [claimed-docs] This CLI tool presents an interactive selection of official project templates and demo games. Issue the command, answer some questions and t…
                                              • [claimed-docs] Drag and drop objects into place, tweak their animations, adjust their physics bodies, enable special effects and more as you go.
                                              • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                                              • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.

                                            Server

                                            1. game developerGame logic runs headless on servers — a dedicated-server or server-runtime build without rendering

                                              weight 2 · round drawn
                                              Bevynone0/10

                                              The evidence pack covers Bevy's ECS, rendering, UI, audio, and platform support, but contains no mention of a headless/dedicated-server build mode, disabling rendering plugins, or server-runtime configuration. Since this is a plausible and common need for a game engine, absence of evidence means the axis is unmet rather than inapplicable.

                                                Phasernone0/10

                                                No evidence anywhere in the pack of a headless/server-runtime build of Phaser that runs game logic without a canvas/WebGL renderer; all documentation focuses on browser/CDN/npm installs, Scenes, physics, and rendering-oriented editor tooling. Headless server support is a fair question for a game framework (many engines offer it), but nothing here confirms Phaser ships one.

                                                Testing

                                                1. game developerTests run headlessly — unit and integration tests of game code execute in CI against the real engine

                                                  weight 2 · round drawn
                                                  Bevynone0/10

                                                  The evidence pack contains no mention of headless mode, CI test execution, integration testing, or automated test frameworks for Bevy game logic — nothing about running engine/game tests without a display or in continuous integration.

                                                    Phasernone0/10

                                                    No evidence in the pack mentions headless testing, CI integration, test runners, or running Phaser against a headless browser/Node environment for automated test execution — all evidence covers installation, scenes, physics, editor, and MCP tooling.

                                                    Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness

                                                    The terms you build on — licenses, royalties, source access, pricing stability

                                                    Governance

                                                    1. studio leadThe project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against

                                                      weight 1 · round drawn
                                                      Bevynone0/10

                                                      Evidence documents Bevy's open-source MIT/Apache-2.0 licensing and community activity, but nothing about a governing foundation, published finances, or an official public roadmap a studio could plan against — only migration guides for past releases are mentioned. missing for 10: evidence of a foundation or legal entity, published budget/financials, and a forward-looking public roadmap.

                                                      • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                      • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                      • [claimed-docs] Every Bevy update brings new functionality and improvements. Follow these guides to migrate your project to the latest Bevy has to offer!
                                                      • [community] Something delightful about this update: it has a lot of new features, some very early, but all by different authors. Seems like such a commu…
                                                      Phasernone0/10

                                                      No evidence pack items address governance structure, foundation status, published finances, or a public roadmap for Phaser; the evidence covers technical docs, editor/MCP features, pricing/licensing transfer, and community sentiment only. Missing for 10: any mention of a governing foundation, financial transparency/reports, or a published roadmap that a studio lead could plan against.

                                                      License

                                                      1. studio leadThe license is permissive with no royalties or per-install fees — I keep what my game earns

                                                        weight 3 · round to Bevy

                                                        Bevy's own site explicitly states it is 100% free forever, MIT OR Apache-2.0 licensed, with no contracts, no license fees, and no sales cuts, directly satisfying the studio-lead's ask of no royalties or per-install fees. This is corroborated independently by crates.io license metadata and by community commentary praising the permissive MIT licensing as 'no strings attached.' Missing for 10: no explicit legal/contract analysis or enterprise-scale case study confirming zero royalty obligations at large studio scale.

                                                        • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                        • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                        • [community] MIT License, well done! It's so refreshing to see things released with no strings attached... a breathe of fresh air as a potential end user…
                                                        • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                                        Phaserfullprobed7/10

                                                        Runtime probe confirms the core Phaser engine is published under the MIT license (npm registry metadata), which is inherently permissive and imposes no royalties or per-install fees, letting studios keep 100% of game revenue. The evidence pack does not include an explicit vendor statement like 'no royalties' or 'keep what you earn,' so this is inferred from the MIT designation rather than a direct claim; separately, the paid Editor/pricing page (phaser-docs-30) mentions 'full commercial rights' and license transfer for a different, optional commercial tool, not the core engine's licensing terms. Missing for 10: an explicit first-party statement on royalty-free/no-fee terms and independent legal/community confirmation of the license text.

                                                        • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                                                        • [claimed-docs] Full commercial rights * Transfer your licence to any user

                                                      Source

                                                      1. game developerRead and modify the full engine source when I hit a wall

                                                        weight 2 · round to Bevy

                                                        Bevy is fully open-source (MIT/Apache 2.0), with source hosted openly, allowing developers to read and modify the engine itself; community confirms code is clean/readable and license is unrestricted ('no strings attached'). Missing for 10: no explicit hands-on account of a developer patching/forking the engine source to unblock themselves, only license and code-quality corroboration.

                                                        • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                        • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                        • [claimed-docs] Why are we continuing to build up the ecosystems of closed-source monopolies that take cuts of our sales and deny us visibility into the tec…
                                                        • [community] Got the chance of running the examples and glance over the code... it looks incredibly elegant and clean. Almost feels like this could make …
                                                        • [community] MIT License, well done! It's so refreshing to see things released with no strings attached... a breathe of fresh air as a potential end user…
                                                        • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                                        Phaserfullprobed7/10

                                                        Phaser's source is hosted on GitHub (phaser-gh-1, phaser-gh-2) and the runtime probe confirms it is MIT-licensed (phaser-probe-rt-1), meaning developers can freely read, fork, and modify the entire engine source when they hit a limitation. Community comments (e.g. phaser-comm-11, phaser-comm-12) even show developers digging into internals/rendering behavior, consistent with open-source access. Missing for 10: explicit documentation/tutorial on how to build from source or contribute patches, and no first-party statement framing this as a workaround path for hitting engine walls.

                                                        • [github] You can use JavaScript or TypeScript for development.
                                                        • [github] Games can be built for the web, or as YouTube Playables, Discord Activities, Reddit games, Twitch Overlays or compiled to iOS, Android, Stea…
                                                        • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                                                        • [community] The framework is good, however I got faster (fps wise) results using my own rendering functions on Canvas than I was getting using their ren…
                                                        • [community] I just started playing with it and circular dependencies make me cringe... It's really tough to compose things with it.

                                                      Trust

                                                      1. studio leadThe pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped

                                                        weight 2 · round to Bevy

                                                        Bevy is licensed under MIT/Apache 2.0 with explicit 'no contracts, no license fees, no sales cuts, forever' commitments, and these are irrevocable open-source licenses that cannot retroactively reprice already-shipped games — corroborated by community praise for the license having 'no strings attached.' Missing for 10: a long multi-year track record (Bevy is a young, pre-1.0 project) and any explicit governance statement committing to never relicense future versions restrictively.

                                                        • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                        • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                        • [community] MIT License, well done! It's so refreshing to see things released with no strings attached... a breathe of fresh air as a potential end user…
                                                        Phasernone0/10

                                                        Evidence shows current pricing/licence terms (full commercial rights, licence transfer) and confirms the core engine is MIT-licensed, but there is no evidence of a documented track record over time — no mention of past pricing changes, grandfathering policies, or community confirmation that shipped games were never repriced retroactively. Missing for 10: historical pricing-change log, explicit no-retroactive-repricing policy statement, and independent/community corroboration of licence stability over multiple releases.

                                                        • [claimed-docs] You can transfer any active licence or subscription to another registered Phaser user from your account page.
                                                        • [claimed-docs] Full commercial rights * Transfer your licence to any user
                                                        • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …

                                                      Openness — open source, data portability, and self-hosting storiesOpenness

                                                      Open source, data portability, and self-hosting stories

                                                      1. ai-native userDo everything through the API that I can do in the UI

                                                        weight 2 · round to Phaser
                                                        Bevynone0/10

                                                        The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                                                          Phaserpartialprobed5/10

                                                          Phaser is a code-first JS/TS game framework whose entire API is already scriptable (Scenes, physics, input, animations, loader), so most 'UI' interactions like the Scene Editor are optional visual layers over the same API. The official MCP server (phaser.io/agent/mcp) lets an AI agent describe intent in plain language and have it call editor-equivalent tools, supporting API-level parity with editor actions like adding filters, particle emitters, and reorganizing scenes. However, evidence doesn't confirm 100% coverage of every visual editor feature (e.g., visual filter/particle configuration, pixel art/tilemap/SFX generation tools) via the plain code API, and the MCP server itself is a separate hosted tool, not something distributed as an installable npm package with public OpenAPI/spec. missing for 10: explicit confirmation that every Scene Editor visual feature (filters, particle emitters, layers, pixel/tilemap/SFX tools) has a documented equivalent API call, independent hands-on evidence the MCP/API can fully replicate editor UI actions, and a public API spec (OpenAPI 404s) proving completeness.

                                                          • [claimed-docs] Drag and drop objects into place, tweak their animations, adjust their physics bodies, enable special effects and more as you go.
                                                          • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                                                          • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                                                          • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
                                                          • [claimed-docs] Give the player a double-jump and a coin counter.The jump feels floaty, make gravity stronger.
                                                          • [claimed-docs] Add and configure filters visually — Glow, Shadow, Blur, Pixelate, Bokeh, ColorMatrix, Displacement and more — directly in the Scene Editor'…
                                                          • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                                                          • [claimed-docs] Pixel art, tilemap & atlas editors * SFX & music generation
                                                          • [probe] PROBE openapi: all candidate paths 404 (https://docs.phaser.io/openapi.json, https://docs.phaser.io/swagger.json, https://docs.phaser.io/api…
                                                          • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                                                        • ai-native userExport all of my data in open formats and leave

                                                          weight 3 · round to Bevy

                                                          Bevy is a local, open-source Rust engine (MIT/Apache-2.0) with no cloud data lock-in, and its Scene system lets you save/load ECS worlds in the open RON format, which aligns with the openness theme. However there's no explicit documentation or tooling framed around 'exporting all your data and leaving' (e.g., data migration guides, guaranteed format stability) since Bevy isn't a hosted service holding user data in the first place. Missing for 10: explicit data-export/migration documentation, guarantees around long-term format stability given breaking API changes each release, and any first-party statement on data portability beyond the general OSS license.

                                                          • [claimed-docs] Create, save, and load ECS worlds using Bevy's Scene system
                                                          • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                          • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                          • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                                          Phasernone0/10

                                                          The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na". (na/none harmonized at arena bring-up — see pipeline/scripts/na-harmonize.ts.)

                                                          • ai-native userRead the product's source under an open license

                                                            weight 2 · round to Bevy

                                                            Bevy's source and docs are explicitly MIT OR Apache-2.0 licensed, confirmed both by first-party docs and independent runtime crates.io metadata, and community commenters corroborate the open, permissive licensing and code readability. Missing for 10: no direct GitHub repo citation in the evidence pack, though license and source availability are otherwise well-documented.

                                                            • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                            • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                            • [community] MIT License, well done! It's so refreshing to see things released with no strings attached... a breathe of fresh air as a potential end user…
                                                            • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                                            Phaserfullprobed8/10

                                                            Phaser's source is hosted publicly on GitHub (github.com/phaserjs/phaser, cited in phaser-gh-1/2) and the npm package is confirmed MIT-licensed via runtime probe, satisfying the 'read source under open license' story directly. Missing for 10: an explicit first-party LICENSE file citation and independent community commentary specifically about license terms/openness.

                                                            • [github] You can use JavaScript or TypeScript for development.
                                                            • [github] Games can be built for the web, or as YouTube Playables, Discord Activities, Reddit games, Twitch Overlays or compiled to iOS, Android, Stea…
                                                            • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                                                          • ai-native userSelf-host the core product

                                                            weight 3 · round to Phaser

                                                            Bevy is not a hosted service at all — it's an open-source (MIT/Apache-2.0) Rust library added directly as a dependency to your own project and compiled/run entirely on your own machine, satisfying self-hosting by default with no server or cloud dependency (bevy-docs-18, bevy-docs-21, bevy-docs-25). Community corroboration confirms the open license and local dev workflow (bevy-comm-2). missing for 10: explicit vendor-authored self-hosting/deployment guidance (e.g., docs discussing running Bevy apps as self-hosted servers or headless builds) and independent verification of self-hosted production deployments.

                                                            • [claimed-docs] It is free and open-source forever under your choice of the MIT or Apache 2.0 licenses.
                                                            • [claimed-docs] Bevy is just a normal Rust dependency. You can either add it to an existing Rust project or create a new one.
                                                            • [claimed-docs] 100% free. Forever and always * Open Source under the permissive MIT or Apache 2.0 licenses * No contracts * No license fees * No sa…
                                                            • [community] MIT License, well done! It's so refreshing to see things released with no strings attached... a breathe of fresh air as a potential end user…
                                                            Phaserfullprobed8/10

                                                            Phaser is an MIT-licensed, open-source JavaScript library installable via npm or CDN and usable entirely within a self-managed environment (GitHub source, npm package, jsDelivr CDN) — there is no vendor-hosted runtime dependency for the core engine, so self-hosting is inherent to the product. missing for 10: explicit deployment/self-hosting guide (e.g., Docker, server config) and independent confirmation of running fully offline in production.

                                                            • [claimed-docs] npm install phaser
                                                            • [claimed-docs] Phaser is on jsDelivr which is a "super-fast CDN for developers".
                                                            • [github] You can use JavaScript or TypeScript for development.
                                                            • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …

                                                          Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export

                                                          Shipping everywhere — desktop, mobile, console, browser payloads

                                                          Targets

                                                          1. studio leadOne project exports to desktop, mobile, and (directly or via partners) consoles

                                                            weight 3 · round drawn

                                                            Docs confirm one Bevy project can target desktop (Windows/macOS/Linux), mobile (iOS/Android) and Web via a single codebase [bevy-docs-6], and community feedback corroborates real-world mobile/web use [bevy-comm-10][bevy-comm-20]. However, there is no evidence—first-party or community—of console export capability, whether direct or via third-party porting partners, which is a key part of the story. Missing for 10: any mention of console targets (Switch/PlayStation/Xbox), official or partner-based console export tooling, or case studies of console shipping.

                                                            • [claimed-docs] Support for all major platforms: Windows, MacOS, Linux, Web, iOS, Android
                                                            • [community] We support low-end devices well! Bevy runs well on iOS currently... Fans spinning is a known issue, but it is generally decoupled from frame…
                                                            • [community] Man, you guys really kill it with blog/changelog announcements. Great job! For my use case, Bevy web (and mobile is nice too) support would …

                                                            Phaser docs and GitHub state games can be "compiled to iOS, Android, Steam and native apps using 3rd party tools," covering mobile and desktop export paths, and a community report confirms a real Android .apk export at 60fps. However, there is no evidence—vendor or community—of console export capability (directly or via a documented console partner program), which is a core part of this story. Missing for 10: documented console export path or partner program, first-party tooling/guide for desktop/mobile builds beyond "3rd party tools", independent confirmation of Steam/iOS builds.

                                                            • [claimed-docs] compiled to iOS, Android, Steam and native apps using 3rd party tools
                                                            • [claimed-docs] Games can be built for the web, or as YouTube Playables, Discord Activies, Twitch Overlays or compiled to iOS, Android, Steam and native app…
                                                            • [github] Games can be built for the web, or as YouTube Playables, Discord Activities, Reddit games, Twitch Overlays or compiled to iOS, Android, Stea…
                                                            • [community] This is the best JavaScript game framework. Been using it for a few years and it never let me down... created a small game and exported it t…

                                                          Web

                                                          1. web developerMy game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story

                                                            weight 2 · round to Bevy

                                                            Bevy documents official Web platform support and showcases live wasm-compiled examples running in-browser, and a community comment shows real interest in adopting Bevy specifically for web/mobile targets. However, the evidence never mentions WebGPU explicitly, payload size/optimization guidance, or any hands-on report of browser performance/bundle size — the WebGPU 'credible story' half of the claim is unevidenced. Missing for 10: explicit WebGPU backend documentation or roadmap, payload-size/optimization guidance, and independent hands-on confirmation of web build performance.

                                                            • [claimed-docs] Support for all major platforms: Windows, MacOS, Linux, Web, iOS, Android
                                                            • [claimed-docs] Browse bevy examples compiled to wasm and running directly in your browser!
                                                            • [community] Man, you guys really kill it with blog/changelog announcements. Great job! For my use case, Bevy web (and mobile is nice too) support would …

                                                            Evidence confirms browser-based rendering with WebGL (community mention of 'rendering on both Canvas and WebGL') and easy npm/CDN distribution suggesting reasonable payload, but there is no mention anywhere in the pack of WebGPU support, a WebGPU renderer, or a roadmap toward it. missing for 10: explicit WebGPU renderer/roadmap documentation, payload-size benchmarks, and independent corroboration of WebGL performance beyond one anecdotal comment.

                                                            • [community] The framework is good, however I got faster (fps wise) results using my own rendering functions on Canvas than I was getting using their ren…
                                                            • [claimed-docs] npm install phaser
                                                            • [claimed-docs] Phaser is on jsDelivr which is a "super-fast CDN for developers".
                                                          2. web developerThe engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency

                                                            weight 2 · round to Phaser
                                                            Bevynone0/10

                                                            Bevy is distributed exclusively as a Rust crate via crates.io/cargo (bevy-docs-21, bevy-probe-rt-1), not as an npm/JS package; its 'Web' platform support (bevy-docs-6) means compiling to WASM as a game binary, not shipping a tree-shakeable JS library a web developer imports and bundles. No evidence shows npm registry presence, ES-module packaging, or tree-shaking support.

                                                            • [claimed-docs] Bevy is just a normal Rust dependency. You can either add it to an existing Rust project or create a new one.
                                                            • [claimed-docs] Support for all major platforms: Windows, MacOS, Linux, Web, iOS, Android
                                                            • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                                            Phaserfullprobed9/10

                                                            Phaser is published as a standard npm package (`npm install phaser`), confirmed both in docs and via live registry probe (v4.2.1, MIT license, 263k weekly downloads), and includes TypeScript definitions in the package, making it importable/bundleable like any standard JS dependency. Community evidence corroborates typical toolchain use (bundling into games/apps) though tree-shaking specifically isn't explicitly discussed. Missing for 10: explicit documentation or confirmation of tree-shaking/ESM module support behavior.

                                                            • [claimed-docs] npm install phaser
                                                            • [claimed-docs] Full TypeScript definitions can be found inside the types folder
                                                            • [claimed-docs] Install via [npm](https://www.npmjs.com/package/phaser): npm install phaser
                                                            • [probe] PROBE runtime (recorded 2026-09-15): `npm view phaser version` → 4.2.1 (MIT, 263,018 weekly downloads), and phaser.io/llms.txt is live as a …
                                                            • [github] You can use JavaScript or TypeScript for development.

                                                          Scripting — writing the game — languages, visual scripting, iteration speedScripting

                                                          Writing the game — languages, visual scripting, iteration speed

                                                          Iteration

                                                          1. game developerThe edit-run loop is fast — hot reload or near-instant preview after a script change

                                                            weight 2 · round to Bevy

                                                            Bevy's own docs directly claim 'instant feedback on your changes without app restarts or recompiles' and cite very fast compile times (0.8–3.0s) with a 'fast compiles' config, which matches the story's intent. However, Bevy is a Rust-native engine (not script-based), so this reload speed is achieved via build tooling/dynamic linking rather than a true scripting hot-reload workflow, and there is no independent/hands-on community confirmation of this specific edit-run loop experience — community comments focus on ECS ergonomics, docs quality, and breaking changes instead. Missing for 10: independent/hands-on verification of the hot-reload claim, clarity on scripting vs. Rust recompilation semantics, and community testimony specifically about iteration speed.

                                                            • [claimed-docs] Get instant feedback on your changes without app restarts or recompiles
                                                            • [claimed-docs] With Bevy you can expect 0.8-3.0 seconds with the "fast compiles" configuration
                                                            • [probe] PROBE runtime (recorded 2026-09-15): bevy resolves on crates.io — `cargo search bevy` → 'bevy = "0.19.1" # A refreshingly simple data-driven…
                                                            Phasernone0/10

                                                            No evidence in the pack describes hot reload, live-reload dev server, or near-instant preview after script changes; only editor visual tweaks (glow/filters, drag-drop) are documented, which is not the same as a fast JS edit-run loop. The templates/CLI installation docs mention project setup but not dev-server hot reload behavior.

                                                            Language

                                                            1. game developerThe primary scripting language is productive and fully exposes the engine API, with a debugger behind it

                                                              weight 3 · round to Phaser

                                                              Bevy uses plain Rust as its 'scripting' layer, and docs plus community comments confirm the ECS API is idiomatic, fully native Rust with no macros/lifetimes needed (bevy-docs-14, bevy-docs-20, bevy-comm-3, bevy-comm-4), which is a strong productivity/API-exposure signal. However, there is no evidence at all of a dedicated debugger or debugging workflow behind this scripting layer, and community feedback flags limited/out-of-date docs and frequent breaking changes as productivity friction (bevy-comm-14, bevy-comm-15, bevy-comm-12). Missing for 10: explicit debugger/debugging-tool evidence, confirmation of full API surface coverage beyond ECS basics, and independent hands-on accounts of debugging Bevy games.

                                                              • [claimed-docs] Components: Rust structs that implement the Component trait
                                                              • [claimed-docs] Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust…
                                                              • [community] I have to say the API seems to be very pleasant and simple at a glance. Kudos to the author! This pattern is a great example of how Rust ach…
                                                              • [community] This is amazing. Seriously: I had a look at nearly every game engine/GUI solution in Rust and this is by far the most thought out, ergonomic…
                                                              • [community] I'm put off by the limited docs. I've read the Bevy book, only takes a few minutes, and just like that I'm out of resources to turn to when …
                                                              • [community] There's an unofficial complement to the docs... Unfortunately it's somewhat out of date... The effort to keep it up to date is somewhat low …
                                                              • [community] Things have started to stabilize, but unless you're willing to get your hands dirty and deal with regular breaking changes, I don't yet reco…

                                                              Phaser's primary language is JavaScript/TypeScript with full TypeScript definitions shipped (phaser-docs-4) and GitHub confirming both JS/TS support (phaser-gh-1), and community members report it as easy to learn and productive (phaser-comm-3, phaser-comm-7, phaser-comm-10). However TypeScript support is described as 'best-effort... layered onto Phaser 3 via DefinitelyTyped' rather than native (phaser-comm-8), and docs quality — key to fully exposing the API productively — is criticized as 'the worst I've seen' by one community member (phaser-comm-16) even as others praise it (phaser-comm-10). No dedicated debugger tooling (breakpoints, inspector) is documented anywhere in the evidence pack beyond standard browser JS debugging implied by using JS/TS. Missing for 10: explicit debugger/dev-tools integration documentation, native (non-DefinitelyTyped) TypeScript support, and independent confirmation that the API surface is fully exposed without workarounds.

                                                              • [github] You can use JavaScript or TypeScript for development.
                                                              • [claimed-docs] Full TypeScript definitions can be found inside the types folder
                                                              • [community] A year or so ago I did a lot with Phaser... man is Phaser easy to learn and easy to get more advanced in... I am a big fan of their work.
                                                              • [community] I've made a couple toy projects with Phaser, after comparing other Javascript based 2d engines. Phaser is the most fully featured amongst th…
                                                              • [community] Phaser 4 was announced ~four years ago and was an attempt to get the project written natively in TypeScript. It looks pretty dead in the wat…
                                                              • [community] The documentation of Phaser is the worst i've seen to a popular framework. The website is very bad in the design, styling as well as content…
                                                              • [community] I've spent the past 6 months building a game using Phaser and TypeScript. On the whole, it's been a great experience... one of the worst par…

                                                            Visual

                                                            1. technical artistBuild gameplay logic with visual scripting without writing code

                                                              weight 2 · round drawn
                                                              Bevynone0/10

                                                              Bevy is explicitly a code-first, Rust-based ECS engine (bevy-docs-1, bevy-docs-14, bevy-docs-20, bevy-docs-21) with no mention of a visual scripting system or node-based logic editor anywhere in the evidence; community feedback even discusses concerns about being forced into a code editor, reinforcing the code-only workflow.

                                                              • [claimed-docs] All engine and game logic uses Bevy ECS, a custom Entity Component System
                                                              • [claimed-docs] Components: Rust structs that implement the Component trait
                                                              • [claimed-docs] Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust…
                                                              • [claimed-docs] Bevy is just a normal Rust dependency. You can either add it to an existing Rust project or create a new one.
                                                              • [community] The integrated code editor in Godot is actually something I don't like... I hope that Bevy users won't be forced to use the Bevy editor for …
                                                              Phasernone0/10

                                                              Evidence shows Phaser's editor (phaser.io/editor) provides visual scene/asset editing—drag-and-drop placement, animation tweaking, physics-body adjustment, filter effects—and an MCP agent that translates natural-language requests into code changes, but nothing describes a node-based or visual gameplay-logic scripting system that lets a technical artist build game logic without writing JavaScript/TypeScript code. Phaser remains fundamentally a code-first framework (phaser-gh-1, phaser-docs-4), so the 'no-code logic' capability is unevidenced.

                                                              • [claimed-docs] Drag and drop objects into place, tweak their animations, adjust their physics bodies, enable special effects and more as you go.
                                                              • [claimed-docs] Add and configure filters visually — Glow, Shadow, Blur, Pixelate, Bokeh, ColorMatrix, Displacement and more — directly in the Scene Editor'…
                                                              • [claimed-docs] Create a particle emitter, reorganise a scene into layers, rename a bunch of objects — it handles it without switching tools.
                                                              • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                                                              • [claimed-docs] You describe what you want in plain language and your agent calls the tools for you.
                                                              • [github] You can use JavaScript or TypeScript for development.

                                                            Not comparable on these axes

                                                            1. ai-native userPlug MCP servers into this product so it can use their tools

                                                              weight 3 · not comparable
                                                              Bevyn/a

                                                              Bevy is a game engine/Rust library, not an agent — MCP-server integration is a wrong axis for this product category. No evidence of Bevy itself connecting to or hosting MCP servers as a tool-consuming client would even be applicable here.

                                                                Phasern/a

                                                                Phaser is a JS/TS game framework, not an AI agent or agent-hosting application; it has no client-side role for consuming external MCP servers. The evidence instead shows Phaser exposes its own MCP server (Game Agent) so other AI coding agents can call ITS tools — the opposite integration direction from this story, which is about the product itself plugging into and using external MCP servers' tools.

                                                                • [claimed-docs] For power users, the MCP Server goes deeper. It implements over 40 specialised tools and integrates directly with Claude Desktop, Cursor, Gi…
                                                                • [claimed-docs] Build games from inside the editor you already use with the Phaser Game Agent MCP server.
                                                                • [probe] official MCP server documented at https://phaser.io/agent/mcp
                                                              • ai-native userIssue scoped/least-privilege API credentials for an agent

                                                                weight 2 · not comparable
                                                                Bevyn/a

                                                                Bevy is a game engine/library, not a service with API credentials or agent-facing auth systems; scoped credential issuance is a wrong axis for this product category.

                                                                  Phasern/a

                                                                  Phaser is a JavaScript game framework/library, not a service issuing API credentials or an auth/identity platform; scoped credential issuance for agents is not a fair axis for this product type. Its MCP server (phaser.io/agent/mcp) is a tool-integration feature, not a credential/permissions system.

                                                                  • ai-native userSubscribe to events via webhooks

                                                                    weight 2 · not comparable
                                                                    Bevyn/a

                                                                    Bevy is a Rust game engine/library, not a service or platform with event streams to subscribe to; webhooks are not a relevant integration concept for this kind of product.

                                                                      Phasern/a

                                                                      Phaser is a game development framework/library, not a service with event streams or subscriptions that webhooks would apply to. This axis is a category error for this product type — no evidence relates to webhook subscriptions.

                                                                      • game developerRun ML models inside the game — an official inference runtime for on-device model execution

                                                                        weight 1 · not comparable
                                                                        Bevyn/a

                                                                        Bevy is a game engine focused on ECS, rendering, audio, UI, and asset management; on-device ML inference runtimes are outside its core product category and no evidence suggests otherwise.

                                                                          Phasern/a

                                                                          Phaser is a 2D game framework/rendering engine; on-device ML inference runtime is entirely outside its scope of concerns (rendering, scenes, physics, input, assets). No evidence suggests it ships or plans an ML inference runtime — this is a category error, not a missing feature.

                                                                          • ai-native userSchedule recurring jobs or workflows

                                                                            weight 2 · not comparable
                                                                            Bevyn/a

                                                                            Bevy is a Rust game engine/ECS framework; scheduling recurring jobs or workflows is not a category concept it addresses (its 'schedules' are ECS system execution ordering per frame, not automation/cron-like recurring workflows). This axis is a category error for a game engine.

                                                                              Phasern/a

                                                                              Phaser is a game framework/engine; scheduling recurring jobs or workflows is not a relevant capability for this product category—it's a category error, not a missing feature.

                                                                              • ai-native userChoose where my data is stored (region/residency)

                                                                                weight 2 · not comparable
                                                                                Bevyn/a

                                                                                Bevy is a game engine library/SDK, not a hosted data service; it doesn't store user data on servers, so 'data residency' is a category error for this product type.

                                                                                  Phasern/a

                                                                                  Phaser is a client-side JS game framework, not a hosted data service; there is no data storage/residency concept applicable to it since it doesn't manage user data on servers of its own.

                                                                                  • ai-native userPrevent my data from being used to train AI models

                                                                                    weight 3 · not comparable
                                                                                    Bevyn/a

                                                                                    Bevy is a game engine/framework, not a data-processing or AI service that trains models on user data; the axis of preventing personal data from being used for AI training does not apply to this product category.

                                                                                      Phasern/a

                                                                                      Phaser is a game framework/library with no data collection or AI-training relationship to users' data; privacy-posture around AI training data use is not a relevant axis for this product category.

                                                                                      • ai-native userControl data retention and deletion

                                                                                        weight 2 · not comparable
                                                                                        Bevyn/a

                                                                                        Bevy is a game engine/library, not a data-processing service that collects or retains user data; data retention/deletion controls are not an applicable axis for this product category.

                                                                                          Phasern/a

                                                                                          Phaser is a client-side game framework/library, not a data-processing service that stores or handles user data on a user's behalf, so data retention/deletion controls are not a meaningful axis for it.

                                                                                          • ai-native userOpt out of telemetry and usage tracking

                                                                                            weight 2 · not comparable
                                                                                            Bevyn/a

                                                                                            Bevy is an open-source, self-hosted game engine library with no SaaS telemetry service; there's no evidence of any usage-tracking/phone-home mechanism to opt out of, and this axis is a category error for a locally-run engine/framework rather than a hosted product with telemetry collection.

                                                                                              Phasernone0/10

                                                                                              No evidence in the pack addresses telemetry, usage tracking, or an opt-out mechanism for Phaser's library, CLI, editor, or MCP server offerings, despite these being product surfaces where such a policy could exist.