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EN Index FAQ
Français · Type: index · Audience: player, admin, author, contributor · Context: player's browser, engine repository, created project, local Studio, hosted Studio, Reality Bridge · Status: ready · Applies from: 4.4.0
The questions people ask most, by who asks them, each answered in a line or two with the page that says the rest. The answers hold for 4.4.0. Can't find yours? Search this wiki, or see What quest'n'click does not do.
- Where can I play? The sample game is at wanoo.github.io/quest-n-click, on a phone in landscape or a computer (Play online).
- How do I play? Tap a verb, then a thing; a double tap acts without a verb; the whole game plays at the keyboard too (Controls).
- Can I play offline, on an iPhone? Yes: open it online in Safari, Share › Add to Home Screen, and wait for the pause menu to say the whole game is cached. No person has tried this on a real iPhone yet (Install the game as an app).
- Where are my saves, and can I move them? In your browser, on that device only. Export a save as a file and import it elsewhere (Saves).
- My save won't load. / There is no sound. / I still see the old version. Player troubleshooting.
- What does the game keep about me? Nothing outside your device, unless the game uses a Reality Bridge or online leaderboards (Privacy).
- Is it accessible? Tested at the keyboard and with axe-core; not a WCAG claim, and no screen-reader pass by a person yet (Accessibility).
- Can I speedrun it, with LiveSplit or OBS? In a game that declares categories, yes (Speedrun for players).
- How do I start my own game? Install the engine from a release's archive into its own folder, then follow the first-game tutorial (Install from the release archive, Your first game).
-
Can I
npm install quest-n-click? Not yet: the packages are not on npm as of 4.4.0 (Stability and support). - Where do I run this command? Each command in this wiki says first its folder and context: the engine repository or a created project, with different scripts (Project layout, npm scripts).
- I want the guard to patrol. Scripts and moving characters (Moving characters).
- Flag or event? A flag is state that stays; an event fires and is gone (Flags, variables and events).
-
The solver finds an ending: have I ruled out every softlock? No:
npm run verifyfinds one winning path; onlysolve --proveexplores every reachable state (What the solver proves). - Can I update the engine without losing my players' saves? Saves of any 3.x or 4.x release load in every later 4.x; your own content changes need a migration (Upgrade, State and saves, Stability and support).
- My game works locally but not under a sub-path. Sub-path, cache and service worker.
- Can I export to Steam, or make it multiplayer? No (What quest'n'click does not do).
-
Can I work with an AI? Yes: every operation is a command and an MCP tool, and this wiki is readable through
search_docsandread_doc(Working with an AI). - What is stable? The content format and its tools, the desktop Chromium PWA, the Bridge on SQLite and the public API; the rest is limited or experimental (Stability and support).
- Where can I host the team Studio? It is documented for Clever Cloud only (Clever Cloud overview); it is experimental.
- I get a 423. / I get a 409. Span locked (423), Stale base revision (409).
- How do I restore the Studio on an empty database? Restore drill.
-
How do I rotate
STUDIO_SESSION_KEY? Rotating keys; every variable: Environment variables. - I lost owner access. Recovering admin access.
- How do I set up the repository? Developer setup.
- What must pass before a pull request? Before a pull request.
- A mutation survivor, a red coverage ratchet? Mutation testing, The coverage ratchet.
- How do I write a page of this wiki? Writing documentation.
-
I have an old link to
docs/en/CONTENT_GUIDE.md(or anotherdocs/page). Since the switch-over to this wiki (4.5.0), each old page is a transition page that keeps every old anchor and links to its new pages, with a fallback to the 4.4.0 text:blob/v4.4.0/docs/en/CONTENT_GUIDE.md. The MCP callread_doc {name: "CONTENT_GUIDE"}keeps working. - What was web-scumm? This project's former name, until 4.2.5 (What quest'n'click is, Coming from web-scumm).
This wiki replaces the pages of docs/en and docs/fr. Every page exists in English and French, and npm run wiki -- check
keeps the two in step (the same sections, links, steps and blocks): the first-room tutorial
(Your first game), the working loop from the first idea to the release
(The working loop), every command (npm scripts), moving to a new
version (Upgrade), and where the project comes from (Roadmap). What changed
in each release is in the changelog. The development documentation (decisions, ADRs, plans,
each release's passes) stays in docs/dev, in English: public, written for maintainers.
v4.4.0 "Author's Desk" (22 October 2026): a playable
example of choosing the hero in two languages (games/heroes), the Studio's hero × language matrix, before/after
captures in the semantic diff (on a local Studio), a faster hosted preview, a hotspot that acts on a single tap and a
map pin with several places (from Horacio, LostInBrittany), the phone's column on a short landscape screen.
Before it: 4.3.1 gave a translation's own text switches their voices through the whole chain, and says
npm run solve finds one winning path (--prove proves every hero). 4.3.0 "Hero Choice": the player chooses the
hero at New Game, a key per verb, a proportional pixel font for the interface, most of it from an outside contributor;
the former web-scumm names are gone (npx quest-n-click migrate). 4.2.5: the new name. 4.2.4: an exit gone
through on a single tap, actorGap, the sprite sheets' background, face: 'hero' fixed. 4.2.3 "Coordination": the
Studio online for a team, experimental: previews per revision, health, personal undo, published builds, backup and
restore, a scenario map, anchored comments, a diff by name, AI agents through a remote MCP, Git push and import, the
hosted Assets tab. 4.2.0 "Stable World" restored strict SemVer after the 4.1.x line, and shipped before the people's
passes: only its stable surfaces are promised (Stability and support).
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.
Edit the source · Modifier la source · Report an error · Signaler une erreur
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