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EN Contribute Licences And Credits
Français · Reference · Published, partly reviewed by a person · Applies from: 4.3.0
What licence covers each part of quest'n'click, who made what, and where a sound or an image may come from. The files
of the repository are the legal texts: LICENSE (the code), LICENSE-ASSETS
(the sample game's art and audio) and CREDITS.md; this page summarises them in both languages.
Audience, context, and the statuses of what this page rests on
Audience: author, contributor · Context: engine repository
| Part | Licence | Where |
|---|---|---|
| The engine's source code and tools | MIT License, Copyright (c) 2026 Wano | LICENSE |
The sample game's artwork (everything under games/demo/art) |
Creative Commons Attribution 4.0 International (CC BY 4.0) | LICENSE-ASSETS |
The generated sound effects (games/demo/audio/sfx) |
CC BY 4.0 | LICENSE-ASSETS |
The theme (games/demo/audio/projects/swan-theme, its renders under games/demo/audio/music) |
CC BY 4.0 | LICENSE-ASSETS |
The fonts under public/fonts and src/engine/dom/fonts
|
SIL Open Font License 1.1 |
src/engine/dom/fonts/OFL.txt; licenses/THIRD_PARTY_NOTICES.txt in a build |
The attribution the CC BY 4.0 assets ask for is: "Artwork by Wano, from the quest'n'click project, formerly web-scumm (https://github.com/Quest-n-Click/quest-n-click)". In short, as the README says: code MIT; sample artwork, sound effects and theme CC BY 4.0 (attribution "Wano"); the theme is Tchaikovsky's Swan Lake (public domain), written out and arranged for the project; fonts SIL OFL.
Every asset of the sample game is CC BY 4.0 since 3.7; npm run verify:commercial checks that a game's assets can be
shipped commercially (Asset provenance).
quest'n'click (formerly web-scumm) engine and tools: MIT License, (c) 2026 Wano. Built with Vite, Vitest, Howler, earcut, navmesh, Tweakpane, Playwright and zod.
- The Biscuit test vectors under
bridge/test-vectors/biscuit/come from the Biscuit project (Apache-2.0, theirLICENSEbeside them). - The SSH connector (
@quest-n-click/connectors, 4.1.9) runs on ssh2 (MIT, Brian White) and its dependencies asn1 (MIT), bcrypt-pbkdf (BSD-3-Clause), safer-buffer (MIT) and tweetnacl (Unlicense).
Backgrounds, characters, objects and interface icons: generated for the project with an image model from written prompts (Images), then cut and keyed with the tools in this repository. CC BY 4.0, attribution "Wano". The four human characters are cartoon caricatures used with the consent of the people they are based on; they are published under names that are not theirs.
Rendered for the project with the Mega Drive audio pipeline in tools/audio (Music), which drives
Furnace (GPL-2.0, downloaded by npm run audio -- setup, not bundled).
-
Music: the oboe theme of Swan Lake (Pyotr Ilyich Tchaikovsky, 1876, public domain), its notes, harmony and
arrangement written for the project (
audio/projects/swan-theme/compose.py, thenspec.json) and rendered for YM2612 + SN76489. No third-party transcription: CC BY 4.0, attribution "Wano" (audio/projects/swan-theme/SOURCE.md). Since 3.7; the earlier theme, arranged from a CC BY-NC transcription, is gone. -
Sound effects: synthesised from
audio/sfx.jsonand the shared palette (tools/audio/palette.json). CC BY 4.0, attribution "Wano".
-
Galmuri11, by Lee Minseo (quiple). SIL Open Font License 1.1 (no Reserved Font Name). The default interface font
since 4.3.0, shipped as a Latin subset made by
tools/subset-font.py(src/engine/dom/fonts/). -
DotGothic16, by Fontworks. SIL Open Font License 1.1 (no Reserved Font Name). The engine ships it whole
(
public/fonts/) and as a Latin subset made bytools/subset-font.py(src/engine/dom/fonts/). - Press Start 2P, by CodeMan38. SIL Open Font License 1.1.
A track is an arrangement of a source you may use: yours, or one in the public domain. Never drop a sound file of
unknown origin into audio/.
A .wav, .mp3 or .flac source is first transcribed to MIDI by basic-pitch (the audio .venv is required; demucs
stems are optional and heavy). The result is a draft: keep the melody, the bass and the chord roots, delete ghost
notes, check the tempo (--bpm), rewrite the drums as a pattern. Prefer a MIDI when one exists. The whole workflow is
Music; the toolchain is Audio toolchain.
Limit ·
transcription-licenceA transcription carries the licence of what it transcribes: the tools do not make a source you may not use shippable. The sample game's earlier theme was arranged from a CC BY-NC transcription; since 3.7 the theme is written from the public-domain score without any third-party transcription, which is what lets it be CC BY 4.0.
quest'n'click (formerly web-scumm) is an independent project. "SCUMM-style" describes a kind of game (verbs, a bag, rooms, dialogue with choices); the project is not affiliated with, endorsed by or derived from LucasArts, Lucasfilm, Disney or the ScummVM project, and ships none of their code, data or art.
-
npm run verify:commercial,npm run audio,npm run provenance. - Security policy, Asset provenance.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.5.6 r1, documentation revision · révision de la documentation b44e7ba85533917f81210fc43e839a86745668d9.
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