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EN Play Troubleshooting
Français · Type: troubleshooting · Audience: player · Context: player's browser · Status: ready · Applies from: 4.4.0
Four things players run into with a quest'n'click game in a browser: no sound, a save that will not load, an offline copy that is incomplete, and an update that does not show. Each section starts from what you see.
| What you see | Section |
|---|---|
| No music, no sound effects, or no voices | No sound |
| "Save failed", "save belongs to game …", "save version … cannot be migrated …", Continue starts a new game | A save that will not load |
| The pause menu's Offline row shows ⚠, or a room asks for the network in airplane mode | Offline incomplete |
| The game was updated, and you still see the old version | An update that does not show |
Possible causes, the most frequent first:
- The page has not been touched yet. Browsers let a page play sound only after you interact with it: the game unlocks its sound at your first tap, click or key press. Until then the title screen is silent.
- Sound is switched off in the game: the sound button among the tools turns music and effects off together; the pause menu has separate Music and Sound rows; the settings have volumes, and 0 % is silent.
- The device is muted: the volume, or on an iPhone the ring/silent switch, which can silence web pages.
- No voice in your language: in a translated game, a line without a recorded clip in that language plays no voice (Languages). Before 4.4.0, a translation's clips were not shipped at all.
Fix. Tap the scene once. Open the pause menu and check that Music and Sound say on, then the settings' volumes. Check the device's volume and silent switch. Reload the page if the sound still does not come.
| Message | Cause | Fix |
|---|---|---|
| "Save failed" (with the browser's reason) | The browser refused to write: storage full, a private window, a blocked site storage | Free some space, leave private browsing, then play on; export a save you care about |
| "save belongs to game "x", not "y"" | You imported another game's file | Import it into the game it came from |
| "save version 5 cannot be migrated to 4" | The save is newer than this copy of the game (made after an update, imported into an older copy) | Update the game (below), then import again |
| "state.room: unknown current room …", "state.active: unknown active player …", or a format error | The file is damaged, or the game no longer has the room you saved in | Load an earlier slot or an exported file; the game you are playing is not touched |
| "this save was played in another world (seed …)" | A Remix save, made in another world | Let the game open that world, or keep the current one |
| "this save belongs to another link" (a Reality game) | The save was linked to another player on the Bridge: nothing is applied | Pause menu › the link's row › Use this link with this save, or keep playing unlinked |
| "Save adjusted for this version: …" | Not an error: a newer version of the game no longer has something the save named; the save loaded without it | Play on |
| Continue starts a new game | The game's author changed the save version without a way to carry old saves over | Ask the game's author; an exported file can wait for a fixed version |
Fix. Read the message, then follow the line above. A refused save never replaces the game you are playing. To keep a save safe across devices and updates, export it: pause menu › Save › Export file (Saves).
What the pause menu says. The Offline row counts the files in the cache: "312/400…" while downloading,
"complete" when the whole game is there, "312/400 ⚠" (and the game's retry word) when some are missing. No Offline
row means the game caches only the rooms near you (offline: 'nearby'), by its author's choice.
Causes and fixes:
- Save-Data or 2G: nothing is downloaded while the browser asks to save data or the link is 2G; music and video wait for better than 3G. Connect to Wi-Fi, then tap the row.
- A file failed (the network dropped): tap the row; the files already cached are not fetched again.
- Less than 64 MB free: the download does not start. Free some space, then tap the row.
- The game's service worker had not taken control of the page at the first visit: reload the page once online, then tap the row.
- Safari cleared the site after seven days without a visit: open the game online again and let it download.
See also Install the game as an app.
How updates work. The game keeps its own files cached so it can play offline. When the site has a new version,
the page shows a banner, "A new version is ready." with Save and update: the game saves first, checks the save,
and only then switches to the new version. Until you press it, you keep playing the version you have. Changed images
and sounds carry a new address (?v=<hash>), so they never come from the old cache once the new version runs.
Fix.
- Open the game online and wait a few seconds on the title screen: the browser checks for a new version when the page loads.
- Press Save and update on the banner.
- If no banner shows: close every tab and window of the game (an installed app counts), then open it again online.
- If "Save failed" shows when you press it, the update waits: the save could not be verified, so the game does not switch versions. Free some storage, then try again.
- To see which build you run, open the pause menu: the Build row shows the game's fingerprint (four short hashes: logic, extensions, presentation, engine). Compare it with someone on the current version, or give it in a bug report.
- Sound: the title's music, or an effect at the next tap.
- A save: Load shows your slot with its room and date, and loading it lands in that room.
- Offline: the Offline row says complete; airplane mode still plays every room.
- Update: the banner is gone and the Build row shows the new fingerprint.
- The game does not load at all, or loads without pictures, on a site you publish yourself: that is a deployment problem (a sub-path, a cache, a service worker), the author's side: Sub-path, cache and service worker.
- "Rotate your phone" in portrait: the game plays in landscape only (Controls).
- A speedrun that does not start or export: Speedrun for players.
- The Studio, not the game: Studio troubleshooting.
Open an issue on the game's tracker (for the sample game, the project's) with your device, system and browser, what you did, what you saw, the Build row of the pause menu, and if you can a session file: pause menu › Save › Export session (it replays exactly what you did, on the author's machine).
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