The workaround is to set the scale mode to NONE and then manually resize the canvas in a resize event:
{
mode: Phaser.Scale.NONE,
width: window.innerWidth/ZOOM_LEVEL,
height: window.innerHeight/ZOOM_LEVEL,
zoom: ZOOM_LEVEL
}
window.addEventListener("resize", () => {
game.scale.resize(window.innerWidth/ZOOM_LEVEL, window.innerHeight/ZOOM_LEVEL);
},false
);
See topic: Dynamically change canvas size