The Modern RPG Maker MZ Framework
Work in Progress — This project is actively in development and is not yet ready for production use. APIs are subject to change, features may be incomplete, and breaking changes can occur at any time. Contributions and feedback are welcome, but use in live projects is discouraged until a stable release is announced.
What is this?
RPG Maker MZ Next is a modernisation of the RPG Maker MZ runtime, rebuilding it on top of PixiJS v8 and TypeScript to bring it in line with contemporary web development standards.
The rewrite focuses exclusively on the runtime engine — the editor remains untouched. Projects created in RPG Maker MZ are the target, but the underlying execution layer is replaced with:
- PixiJS v8 rendering — leveraging its WebGL/WebGPU pipeline, scene graph, and performance improvements over the legacy renderer.
- Full TypeScript rewrite — strict types throughout, enabling better IDE support, safer refactoring, and clearer contracts between systems.
- Native ESM support — both the runtime and plugin ecosystem are built around ES Modules, enabling proper dependency management, tree-shaking, and a modern authoring experience for plugin developers.
- Developer-focused tooling classes — a suite of utility and helper classes designed to make plugin development, scene management, and engine extension more ergonomic.
Why This Exists & Who It’s For
This project started from a mix of curiosity and frustration. Developing for RPG Maker MZ can
sometimes feel tedious — the coding experience is disconnected from the broader PixiJS ecosystem, sandboxed in ways that get in the way more than they help, and lacks the modern tooling that
developers have come to expect. So rather than working around those pain points, I decided to
address them directly.
Is it also just a fun project? Absolutely. But the frustration was real, and hopefully the result
is useful to others who felt the same way.
This project is primarily aimed at serious developers who want real power and flexibility out
of RPG Maker MZ — people who find themselves fighting the engine more than building with it, and
who want a foundation that gets out of their way and lets them work the way they actually want to.
If that sounds like you, welcome home.
Open Source & Community Driven
RPG Maker MZ Next is a fully open source project, available on GitHub. While it modernizes the runtime under the hood, it fully respects and operates within Kadokawa’s RPG Maker Terms of Service.
This thread isn’t just an announcement — it’s an invitation. This project is meant to be a collaborative effort, shaped by the people who actually use and develop for RPG Maker MZ. Whether you’re a plugin developer, a game dev, or just someone with ideas and opinions, your voice matters here.
Got thoughts on how the runtime should behave? Opinions on the plugin API design? Feature requests, concerns, or just curiosity about the direction — bring it all. The goal is to build something the community genuinely wants, and that starts with this conversation. The repository is open for contributions, feedback, and discussion. Nothing about the project’s direction is set in stone yet, and that’s intentional.
Let’s build this together.
Plugin Compatibility
Because RPG Maker MZ Next is a full rewrite of the runtime, the vast majority of existing MZ plugins will not be compatible out of the box. This is an expected and unavoidable consequence of two major shifts:
- The rendering layer has moved from PixiJS v5 to PixiJS v8, which introduced significant breaking API changes.
- The codebase is now TypeScript and ESM-based, departing from the original global-script architecture that most plugins relied on.
This does not mean your favourite plugins are gone forever. The plan is to ease this transition as much as possible by providing clear migration guides, a well-documented plugin API, and compatibility utilities where feasible. Plugin developers will have proper tooling to port and modernise their work.
If you are a plugin developer interested in getting ahead of the curve, contributions and early feedback on the plugin API are very much welcome.






