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EN Clever First Deployment
Français · Type: tutorial · Audience: admin · Context: hosted Studio · Status: ready · Applies from: 4.3.0
The Studio Server (hosted team Studio) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Postgres, S3 and Keycloak in CI; Chromium and Firefox (job studio-hosted); WebKit on macOS, by hand only · automated checks: jobs
studio-hosted,studio-install-smoke; CI planstudioHosted; 3 test files · people's passes:studio-hostednot run (#149),studio-collabnot run (#150),studio-previewnot run (#166),studio-assets-hostednot run (#167),studio-mcp-remotenot run (#196),studio-oidc-genericnot run (#197) · known limits: none listed on this page
The first time the team Studio goes live: deploy the worker, then the studio, import the game once, invite the first owner, and check that the instance serves writes.
A running hosted Studio at https://studio.example.fr: your game imported as revision 1, its files in the bucket, you
logged in as its first owner, and /readyz answering 200.
Verified on: 19 October 2026, by the reference deployment, from the repository, at engine commit 52e68932
(package.json 4.2.2, the 4.2.3 work before its tag), Clever Cloud test organisation, region par, two XS apps,
PostgreSQL DEV, Cellar S, managed Keycloak, on three *.cleverapps.io names. Not verified on a live installation:
this page's exact text, a custom domain, and the release-archive variant (below). Applies
from 4.3.0, the version whose packages carry the quest-n-click names used below.
- Apps and add-ons, Domains and TLS, the provider (Keycloak) and the Configuration, all done.
- Your game in the deployed repository, under
games/my-game(the configuration'sgame), with its prepared assets committed inpublic/. - The verified email you will log in with, known to the provider.
-
Deploy the worker first, then the studio, from your machine, in the engine repository:
# on your machine, in the engine repository clever deploy --alias my-game-worker clever deploy --alias my-game-studioEach deploy pushes the folder's current commit. The worker's build runs its Python hook; the studio's builds the Studio's page (
npm run studio-client). You see each end with "deployed".
Measure ·
first-deploy-timeWorker: "deployed in 0 minutes and 36 seconds" (about 48 s end to end), its pip hook about 7 s. Studio: "0 minutes and 29 seconds" (about 43 s end to end).
- date: 2026-10-19
- version: 4.2.2
- volume: one deploy of each app, from the repository
- conditions: reference deployment phase A, engine at commit 52e68932 before the 4.2.3 tag (package.json said 4.2.2); Clever Cloud test organisation, region par; two XS apps, PostgreSQL DEV, Cellar S; one sample each
- source: QUALIF-4.2.3-REFERENCE.md §1
-
Watch the studio start.
clever logsfollows the logs until it is stopped, even with--until: run it in the background, and stop it by its process id once you have what you need:# on your machine, in the engine repository clever logs --alias my-game-studio > studio.log 2>&1 & echo $! # the process id, to stop it later with: kill <that id>
A refused configuration stops the server with one line naming the field (see Configuration). Once it listens and holds the lease, the log has a
{"event":"lease-taken",…}line.
-
Import the game once, from a shell on the studio app:
# on your machine, in the engine repository clever ssh --alias my-game-studio# in that shell, on the studio app cd "$APP_HOME" npm run studio-server -- import games/my-game
The shell of
clever sshhas the app's variables (STUDIO_CONFIG_JSON, the add-ons'), so no command needs--config. The import sends every file to the bucket and prints{"event":"imported","game":"my-game","revision":1}. It refuses an instance that already has a project ("import: this instance already has a project").
Measure ·
import-timeThe demo game's import throughclever ssh: 242 s, revision 1.
- date: 2026-10-19
- version: 4.2.2
- volume:
games/demo, 500 files sent to Cellar- conditions: reference deployment phase A, engine at commit 52e68932 before the 4.2.3 tag (package.json said 4.2.2); studio app XS, Cellar S, region par; one sample
- source: QUALIF-4.2.3-REFERENCE.md §1
-
In the same shell, invite the first owner:
# in that shell, on the studio app npm run studio-server -- invite --email you@example.fr --role ownerIt prints a one-time link,
https://studio.example.fr/auth/login?invite=…, valid 7 days. Open it and log in with that verified email. The invitation is consumed only by that email, verified by the provider.clever ssh --command '…'runs one command without an interactive session, but refuses while a second instance is listed (the old one of a deploy staysSTOPPINGfor about two minutes): wait for it to go.
-
Check the instance serves writes:
# on your machine curl -s https://studio.example.fr/readyzIt answers 200 with
{"ok":true,"writes":"served","rpoMs":0}once the instance holds the service lease, and 503 with"writes":"waiting"before. In the Studio,GET /auth/mesaysrole: owner; make one change (a note) and see it saved.
-
Take a first backup to the bucket, by the daily backup's own script, and see its line:
# in a shell on the studio app (clever ssh --alias my-game-studio) cd "$APP_HOME" && ops/studio/backup-cron.sh
It prints
{"event":"backup","key":"backups/<date>-r1.json",…}(Backups).
From 4.2.1 a release carries quest-n-click-studio-server-<version>.tgz (named web-scumm-studio-server-… before
4.3.0): the two commands quest-n-click-studio-server and quest-n-click-studio-worker, the Studio's page already
built, and its own dependencies (OpenID Connect, JWT, Postgres). Their versions are locked in its
npm-shrinkwrap.json and its SBOM. npm reads that lock when it installs from the registry, not from an archive file,
where pg takes the latest 8.x its range allows (quest-n-click-studio-server deps says which). It runs the server of
the engine installed beside it, which must be the same version:
# in your deployment folder (an app's repository or a server), the two archives of one release beside it
npm install quest-n-click-<version>.tgz quest-n-click-studio-server-<version>.tgz
npx quest-n-click-studio-server import ./my-game --config studio.config.json
npx quest-n-click-studio-server serve --config studio.config.json
npx quest-n-click-studio-worker # on the worker's machine, with WORKER_PUBLIC_KEY and WORKER_INSTANCE- A worker installed from the archives prepares assets too (since 4.2.3; in 4.2.2 this needed a worker deployed from
the repository). Its build hook installs the lock the engine's package carries, from the worker's folder, where the
worker looks for the packages (
WORKER_PYTHON_PATHto put them elsewhere):CC_POST_BUILD_HOOK=python3 -m pip install --target .python --require-hashes --only-binary=:all: -r node_modules/quest-n-click/ops/studio/worker-requirements.lock. The lock is for CPython 3.13 on Linux x86_64 with glibc 2.28 or newer (Clever Cloud's native runtime); on another platform, make it again (its header says how). - The engine's archive brings Vite and tsx, which the worker needs to run the game's code and build its previews (the Studio itself no longer runs Vite, since 4.2.2).
- Set
publicDirto your game's prepared assets (public/of your game's repository): the engine's ownpublic/holds only its icons and font. - The archives do not carry the daily backup's script: Backups says how to add it.
- Each release's candidate installs these two archives in an empty folder and serves a game from them, its
dependencies found whether npm hoists or nests them (
scripts/studio-install-smoke.mjs). That is a CI check, not a Clever Cloud deployment.
The general install from the archives is Install from the release archive.
- The worker goes first, the studio second; the import and the first invitation run once, on the studio app, through
clever ssh, without--config. -
/readyzsays whether this instance serves writes, and how far the journal's shipping to the bucket is behind (rpoMs). -
clever logsnever stops by itself: stop it by its process id.
- Invite the team: Invitations.
- Set alerts: Monitoring. Schedule a restore drill.
- The next deploy: Redeploys.
- The server's commands:
studio-server/src/server/main.ts; the CLI reference: The server's CLI.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits