On April 12th 2013 we pushed the first every commit of Phaser up to the github repo. So we're now 1 year old :) It's incredible to think how much has changed since then and in such a short period of time.
The first version of Phaser was a more or less direct port of Flixel into TypeScript. I literally hacked it together over the space of a couple of days just to get something up and running. I wanted to develop it 'visibly', so commited all of my work to a public github repo as I built it.
Over time it grew more powerful, and some early adopters had picked it up and start using it, releasing games. This was a huge motivation boost for me, and I continued to plough time and energy into it. Right up until the v0.95 release Phaser was built in TypeScript, and I had received a few contributions towards it, but it was still very small scale.
Phaser has evolved a lot since those early days, but I've still tried to keep it true to the original aims: It should be fun and easy to work with. A single file, a simple text editor and nothing more and you can get running.
I strongly believe that the moment a framework depends on npm or similar package managers, or a module system that enforces a coding style you may not be used to (or like!) then you're already limiting who will use your framework. By all means let them adopt their own workflow, just don't force yours onto them. It was a mistake I made in the early days, but definitely learnt from. And Phaser has totally benefitted as a result.
So what's in store? We already touched on it in the previous issue: retaining a stable API, fixing issues as they arise and adding enhancements where suitable. And building new examples and tutorials, both of which we've got well underway.
So thank you everyone who has ever tried Phaser. And thank you if you've gone that extra mile by writing a tutorial, helping fix a bug or added new features.
Here's to another year :)