Tag: phaser

Multiplayer Game Development with TypeScript, Phaser, Socket.io, and MongoDB

September 29, 2026 Nic Raboy

Game data rarely looks the same for very long. A player document might start out with just a username and a score, and a few sprints later, it needs an inventory, a set of unlocked achievements, and a friends list, each shaped differently from the last. MongoDB's document model is a natural fit for that kind of growth, since a new field is just a new field, with no migration to write and no join to add. A match record can embed both players directly, scores and all, so reading back a finished match is a single document lookup rather than a query spread across multiple tables. Atomic operators like $inc and $max also mean stats and high scores can be updated safely by many concurrent players at once, without the application code having to coordinate a read-then-write itself.

In this tutorial, we're going to build a simple multiplayer game. Each player controls a white square on a canvas, and for thirty seconds, yellow coin squares spawn at random positions. Whoever collects the most coins when the timer runs out wins. Movement, coin spawning, and scoring all happen over WebSockets through Socket.io, with the server acting as the single source of truth for everything that happens during a match. MongoDB sits underneath that, storing player accounts, match records, and the leaderboard.

We'll use TypeScript, Zod, Socket.io, and Express on the backend, and Phaser, TypeScript, and Socket.io on the frontend. The MongoDB Node.js driver is used directly, without an ODM like Mongoose, so every query in this tutorial is plain driver code. If you'd rather skip ahead or just want to run the finished project, the full source is available on GitHub.

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