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EN Clever Overview
Français · Type: explanation · Audience: admin · Context: hosted Studio · Status: ready · Applies from: 4.2.3
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:experimental
The team Studio (the Studio Server) puts one game's Studio online for a small team. This project documents one host for it, Clever Cloud, in detail. This page says what runs there, why it is cut that way, what you need before you start, what it costs to run and in which order to read the other Clever pages.
A shared Studio has to keep three promises a local one never had to: no confirmed change is lost, people are told apart, and the game's own code never runs with a member's rights. Each part of the deployment answers one of them.
browsers ─HTTPS─▶ studio (Node app, one instance) ──signed jobs──▶ studio-worker (Node app, no secrets)
CLI, MCP ─Bearer─┘ │ publicUrl: the Studio and /api ▲ presigned snapshot and result
│ playUrl: the game (another origin) │
├──▶ PostgreSQL: journal, members, sessions, leases
├──▶ Cellar (S3): the files' contents, the worker's snapshots ─┘
└──▶ OpenID provider: who people are (never what they may do)
-
The game's files live in PostgreSQL (which version of each file) and Cellar (their contents). The app's disk is
a cache: Clever Cloud's disk does not survive a restart (measured by spike S: a marker written, then
clever restart, was gone), and nothing is lost when it goes. -
The game's code never runs in the Studio. Validating it, building its previews and reading it go to
studio-worker, a second app that holds no password, key or database access (ADR 0028). -
The game is played on another origin (
playUrl), so its code cannot act with a member's Studio session. - The provider says who someone is, the Studio decides what they may do (ADR 0027).
- A Clever Cloud organisation where you may create apps and add-ons, and
clever-toolslogged in to it. - Two Node.js applications (
studio,studio-worker), a PostgreSQL add-on, a Cellar add-on with one bucket, and an OpenID Connect provider. Clever Cloud's managed Keycloak add-on works; another provider works for browser logins, with limits (Generic OIDC and GitLab). -
A domain of your own, for two subdomains of it (
studio.example.fr,play.example.fr), never two*.cleverapps.ionames (Domains and TLS). - On your machine: the engine repository at the version you deploy, with
npm cidone, to make the job keys and to run backups, restores and exports.
Limit ·
experimentalThe Studio Server is experimental. Its people's passes (studio-hosted,studio-collab,studio-preview,studio-assets-hosted,studio-mcp-remote,studio-oidc-generic) were stillnot-runfor 4.4.0 (docs/dev/passes/4.4.0.md). A real Safari, on macOS and iOS, has not been checked against a hosted Studio.
No price was measured for this project: the repository holds no invoice and no dated price list, so this page gives the resources, not an amount. Price them on Clever Cloud's pricing page on the day you deploy.
The reference deployment of 19 October 2026 (docs/dev/QUALIF-4.2.3-REFERENCE.md §1) ran on the smallest sizes:
| Resource | What it used | Enough? |
|---|---|---|
studio app |
Node.js, size XS (1 vCPU, about 1 GB), 1 instance | For one game and a few members |
studio-worker app |
Node.js, size XS, 1 instance | One job at a time per lane |
| PostgreSQL | plan DEV (5 connections) | No for a team: a redeploy runs two instances, which exceed 5 connections (Apps and add-ons) |
| Cellar | plan S, one bucket | Yes for the demo game (500 files) |
| Keycloak | managed, plan BASE | Yes |
During a redeploy both instances of each app run for minutes, so you pay for that overlap too (Redeploys). Deleting everything is Costs and teardown.
- Apps and add-ons
- Domains and TLS
- Keycloak, or Generic OIDC and GitLab
- Configuration
- First deployment
- Backups, RPO and RTO, the restore drill
- Redeploys, Upgrading the server, Limits of going back
- Monitoring, Security, Rotating keys
- When something goes wrong: Recovering admin access, Changing domain or OIDC provider, Worker, PostgreSQL or Cellar down, Troubleshooting
- Leaving: Exporting the game, Retention, Costs and teardown
- Other hosts. The maintainer chose to document Clever Cloud only, in detail (D50). The server itself reads a JSON configuration and a few secrets and runs anywhere Node.js, PostgreSQL and an S3 store are: nothing in it is specific to Clever, but no other host is documented or checked.
-
One app instead of two. Running the game's code in the Studio's process would give it the Studio's secrets.
On Clever Cloud's Node.js runtime there is a single system user (
bas), and a child can read its parent's environment through/proc(spike S §1): a second app is the separation (ADR 0028). - Docker. The native Node.js runtime has Python 3.13, pip and ffmpeg (spike S §5), enough for the worker's asset tools; Docker is never required.
-
Two
*.cleverapps.ionames. They are two sites (the Public Suffix List): the game's cookie then depends on partitioned cookies, which some browsers refuse (Domains and TLS).
- One instance. One game per instance, one instance serving writes (a service lease in PostgreSQL). There is no horizontal scaling.
- Redeploys refuse writes for a while. About a minute of slow or refused writes per redeploy, none lost (Redeploys).
- Backups live in the same bucket as the files. They survive the loss of the database, not of the bucket (Backups).
- Secrets in variables. Clever Cloud injects add-on credentials as environment variables: the server reads each secret once and removes it from its environment, which departs from the house rule "secrets in files" (ADR 0027).
- ADR 0025, the Studio Server; ADR 0027, identity, sessions, tokens; ADR 0028, where the game's code runs.
- Spike S, the runtime measured:
docs/dev/SPIKE-4.2.1-CLEVER.md; the reference deployment:docs/dev/QUALIF-4.2.3-REFERENCE.md. - What runs where, for members: What runs where.
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