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EN Contribute Security Policy
Français · Reference · Published, partly reviewed by a person · Applies from: 4.2.5
How to report a vulnerability in quest'n'click, which versions get a fix, and what the development tools trust and do
not trust. The repository's SECURITY.md says the same in English; this page is its reference,
in both languages. The security of a hosted Studio is its own page (Clever Cloud security), and
the Reality Bridge's too (Bridge security).
Audience, context, and the statuses of what this page rests on
Audience: admin, contributor · Context: engine repository
Report it privately through GitHub's Security Advisory feature of Quest-n-Click/quest-n-click (the repository's
Security tab, "Report a vulnerability"), never in a public issue.
- the affected commit (or release);
- the steps to reproduce;
- the impact.
Do not include provider keys or private game assets.
The current major's last minor gets every fix, security fixes included. Each earlier minor gets security fixes for three months after the minor that followed it; after that, upgrade (Upgrade). At 4.5.0 (23 October 2026), the same table as Stability and support:
| Line | Security fixes until |
|---|---|
| 4.5 | the next minor, then three more months |
| 4.4 | 23 January 2027 |
| 4.3 | 22 January 2027 |
| 4.2.5 | 21 January 2027, on a branch from v4.2.5
|
A fix for an older line is made on a branch from its last tag and released as a patch of that line.
- The local Studio (
npm run studio) listens on loopback by default. -
npm run studio:lanandnpm run dev:lanare explicit LAN modes: they generate a one-session capability token, require same-origin writes and print the authorised URL.
Guarantee ·
lan-token-required· referenced · executed on47dccf1b4b15· scope reviewed On the LAN, the Studio refuses a request without the session's token, and a write from another origin. The test covers the Studio's request check; it does not cover what a browser on the same network can read.
Do not forward these development ports to the Internet. A Studio that a team shares online is the Studio Server, with its own login (What runs where).
A game's TypeScript modules and its custom commands are trusted code: they run with the engine's rights.
quest'n'click does not sandbox an untrusted games/<id>/ directory. Open a game from someone you do not trust as you
would run their program.
Limit ·
no-game-sandboxThere is no sandbox for a game's code, in the player, the tools or the local Studio.
- The provider key is kept in the browser tab's session storage and sent with each request; the Studio never writes it to disk.
- The preset providers (OpenAI, Anthropic) and a local Ollama on this machine are accepted as they are. Any other
address (a custom relay) requires the explicit opt-in
WEB_SCUMM_ALLOW_CUSTOM_PROVIDER=1in the Studio's environment. - Even then, the address must be public HTTPS: loopback, unspecified, private, link-local and local-name hosts are refused, in both IP families, including bracketed and IPv4-mapped IPv6 forms. A URL holding credentials is refused.
- A provider call never follows a redirect, times out after 60 s and reads at most 8 MB of answer.
Guarantee ·
policy-provider-no-redirect· referenced · executed on47dccf1b4b15· scope reviewed A provider that answers with a redirect is refused with an error.
# in the engine repository, for one Studio session
WEB_SCUMM_ALLOW_CUSTOM_PROVIDER=1 npm run studioLimit ·
dns-rebindingThe host check is static: a public name that resolves to a private address (DNS rebinding) is not detected. Run the Studio on a trusted machine.
Every asset of the sample game is CC BY 4.0 since 3.7; npm run verify:commercial checks it. Licensing questions are
answered in Licences and credits (CREDITS.md, LICENSE-ASSETS).
-
WEB_SCUMM_ALLOW_CUSTOM_PROVIDER(Environment variables). -
npm run studio:lan,npm run dev:lan,npm run verify:commercial. - Local and LAN security, The Assistant, Code of conduct.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.5.4 r2, documentation revision · révision de la documentation 63112c877c587cc4fad16b25a3400408db2c36bd.
Latest documentation · dernière documentation: https://quest-n-click.cleverapps.io/docs · https://quest-n-click.cleverapps.io/fr/docs; earlier versions · versions précédentes: each release's quest-n-click-docs-<version>.tar.gz · l'archive quest-n-click-docs-<version>.tar.gz de chaque release, https://github.com/Quest-n-Click/quest-n-click/releases
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
Edit the source · Modifier la source · Report an error · Signaler une erreur
Index (6)
Start (6)
Play (9)
Install (18)
- Requirements
- Install from the release archive
- Install from npm
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.5
- 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