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EN Index Glossary
Français · Type: index · Audience: player, admin, author, contributor · Context: player's browser, engine repository, created project, local Studio, hosted Studio, Reality Bridge · Status: generated
- build (also: published build; French: build). The static game made from the sources (npm run build), ready to host; on a team Studio, a build can be published from a revision. → Build and release a game, Publishing builds
- candidate (also: release candidate, candidate run; French: candidat). A run of the candidate workflow on one commit: the checks a release needs, whose artifacts the release then publishes unchanged. → Releasing
- carry (also: carried pass; French: report). A pass carried over to a new candidate when no file of its surface changed, as a pending attestation the maintainer approves. → Field passes
- GameIR (also: intermediate representation, npm run ir; French: GameIR). The game's intermediate representation: its rooms, rules, topics, scripts and objectives, each with the file and line that wrote it (ADR 0013). → How the engine works
- gated (also: gating, blocking; French: bloquant). Said of a check whose failure blocks a merge or a release, as opposed to one that is only reported (a gated mutation set, for instance). → Mutation testing
- lease (also: lock, exclusive lease; French: bail). On a team Studio, the right to write a span for a short time, held by one member. Another member who writes the same span is refused with a 423 until the lease ends. → Concepts: revision, transaction, span, lease, preview, build, Write refused on the hosted Studio: span locked (423)
- owner (also: Studio owner, last owner; French: owner). On a team Studio, the role that manages members and invitations; the last owner can be neither removed nor demoted. → Roles and actions: the full matrix, Recovering admin access
- pass (also: field pass, human pass; French: passe). A test a person makes by hand on a candidate (a real phone, a real host), reported as not-run, blocked, failed or passed. → Field passes
- preview (also: shared preview; French: aperçu). On a team Studio, a build of one revision that members can play without a dev server. → Concepts: revision, transaction, span, lease, preview, build
- proof (also: exhaustive proof; French: preuve). An exploration by the solver of every state reachable from a new game, looking for softlocks. Its result holds within the limits it states. → What the solver proves
- ratchet (also: coverage ratchet, floor; French: cliquet). A floor that only moves up: the coverage floors and the quality baseline. A new test raises it; falling below it fails. → The coverage ratchet, The quality baseline
- revision (French: révision). On a team Studio, one state of the game in the server's journal. A write names the revision it started from; if the files changed since, it is refused with a 409. → Concepts: revision, transaction, span, lease, preview, build, Write refused on the hosted Studio: stale base revision (409)
- session (also: .wsrun, recorded session; French: session). A recorded play of a game that can be replayed (a playtest, a speedrun's .wsrun file). → Play and replay a session, Playtests
- span (also: section of the game; French: pan). On a team Studio, the part of the game one write touches (a room, a file). Leases are taken span by span. → Concepts: revision, transaction, span, lease, preview, build
- stem (also: stems, music stem; French: stem). One part of a piece of music (melody, harmony, bass, drums) in its own file; the music director plays a score's stems together and changes the mix with the game's state. → Music in stems, Music
- surface (also: pass surface; French: surface). The files a pass depends on (docs/dev/surfaces.json): when one of them changes, the pass must be made again. → Field passes
- transaction (French: transaction). On a team Studio, a set of changes written together as one revision, or not at all. → Concepts: revision, transaction, span, lease, preview, build
- witness (also: witness search, winning path; French: témoin). One path from a new game to an ending, found by the solver. It shows the game can be finished; it does not show that it cannot get stuck. → What the solver proves
- ?edit= → Placement and stage
- ?lang → Languages
- .wsrun → File formats
- /__studio/api → Studio API
- 3D → What quest'n'click does not do
- a11y → Accessibility
- about → What quest'n'click is, and its web-scumm history
- action cycle → Execution model
- actions → Game commands
- adaptive music → Music in stems
- add a command → The dev loop
- Add to Home Screen → Install the game as an app
- admin access → Recovering admin access
- ADR → Decisions and ADRs
- agent → Working with an AI
- AGENTS.md → Contributing with AI agents
- AI agent on the Studio Server → Remote MCP
- AI assistant → Working with an AI
- AI assistant → Contributing with AI agents
- airplane mode → Install the game as an app
- alerts → Monitoring
- another provider → Generic OIDC and GitLab
- API.md → Public API
- approach point → Geometry: placement, walk zones, masks, layers, camera
- architecture → What runs where
- ARCHITECTURE → Architecture
- architecture decision records → Decisions and ADRs
- art pipeline → Images: prompts, cutting sheets, transparency, scale
- artifact pages → Review pages
- artStyle → Images: prompts, cutting sheets, transparency, scale
- asset licences → Asset provenance
- assets manifest → File formats
- Assets tab → Assets and cutting
- Assets tab → Hosted assets
- Assistant → The Assistant: bring your own key
- at least once → Guarantees
- attribution → Licences and credits
- AUDIO → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- AUDIO → Music in stems
- AUDIO → Sound effects
- AUDIO → Voices: per language and per hero
- audit log → Managing members
- Authentik → Generic OIDC and GitLab
- Author's Desk → Upgrade notes: 4.4
- autosave → Saves: slots, export and import
- autosplitter → Speedrun for players: LiveSplit and OBS
- axe → Accessibility
- backup --to-bucket → Backups
- badge connector → Open Badges connector
- bag → Items and inventory
- base path → Sub-path, cache and service worker, incomplete deploys, going back
- baseline → The quality baseline
- before/after captures → Before and after captures
- behaviour frozen → The quality baseline
- BENCH → Solver options
- BENCH → Benchmarks
- benchmark → Benchmarks
- billing → Costs and teardown
- Biscuit → Security: Biscuit and signatures
- bisection → Health and metrics routes
- blank page → Sub-path, cache and service worker, incomplete deploys, going back
- boards and panels → Storyboard
- bootGame → Upgrade notes: v3
- BOUNDARIES → Import boundaries
- branch naming → Conventions
- Bridge backup → Backup and restore
- Bridge CLI → The Bridge's command line
- Bridge deployment → Install and run the Bridge
- Bridge restore → Backup and restore
- bring your own key → The Assistant: bring your own key
- bug report → Player troubleshooting
- BYOK → The Assistant: bring your own key
- cables → Built-in minigames
- camera → Geometry: placement, walk zones, masks, layers, camera
- camera pan → Staging: wide rooms and animations
- cannot click → Something is visible but unreachable
- Canvas renderer → How the engine works
- capability token → Local and LAN security
- captions → Settings
- Capture the rooms → Before and after captures
- captures → Gallery
- cast → Characters
- Cellar → Apps and add-ons
- change domain → Changing domain or OIDC provider
- CHANGELOG → Changelog
- changelog fragment → Conventions
- changes between revisions → Map and semantic diff
- Changes between revisions → Semantic diff
- changing a command end to end → The dev loop
- chapter proof → Chapters and objectives
- character → Characters
- charter → Governance
- chat → The Assistant: bring your own key
- Check tab → Check: validator, solver, critical path, heat, health, coverage
- checklist before sharing → Checking your game
- checkpoints → Chapters and objectives
- CHIPS → Domains and TLS
- CHIPS → Security
- choice → Dialogues
- choosing the game → The working loop
- Clarity → Upgrade notes: 4.1
- CLASSICS → Classic mechanics
- Claude Code → Working with an AI
- Claude Code → Local MCP: setting up each client
- Claude Code → Contributing with AI agents
- Claude Desktop → Local MCP: setting up each client
- CLAUDE.md → Contributing with AI agents
- clever addon create → Apps and add-ons
- Clever Cloud → The static game on Clever Cloud
- clever create → Apps and add-ons
- clever deploy → First deployment
- clever env → Configuration
- Clever problems → Clever Cloud troubleshooting
- cleverapps.io → Domains and TLS
- CLI → Command-line tools
- clock skew → Clever Cloud troubleshooting
- clone the repository → Install from the repository to work on the engine
- clone the repository → Developer setup
- cloud save → What quest'n'click does not do
- Cloudflare Pages → Other static hosts
- Cmd → The dev loop
- Co-authored-by → The game in Git
- code walkthrough → Code tour
- code wheel → Built-in minigames
- code wheel → Remix
- CODE_OF_CONDUCT → Code of conduct
- CODE_TOUR → Code tour
- Codex → Local MCP: setting up each client
- collaboration → Working together day to day
- command line → Command-line tools
- commands → Command-line tools
- comment threads → Comments
- compromised key → Security: Biscuit and signatures
- cond → Conditions
- condition → Conditions
- conditions and commands → DSL reference
- conflict → Write refused on the hosted Studio: stale base revision (409)
- connector SDK → The connector SDK
- CONNECTORS → Connectors overview
- connectors of the world outside → Connectors overview
- console export → What quest'n'click does not do
- Constellation → Several tenants
- content guide → Content principles and the identity contract
- content lint → Checking your game
- content lint → Check: validator, solver, critical path, heat, health, coverage
- CONTENT_GUIDE → Content principles and the identity contract
- CONTENT_GUIDE → Exits
- CONTENT_GUIDE → Chapters and objectives
- CONTENT_GUIDE → State and saves: persistent or temporary, renaming an id, migrations
- CONTENT_GUIDE → Staging: wide rooms and animations
- CONTENT_GUIDE → The stage: lights, particles, floors
- CONTENT_GUIDE → Skin and fonts
- CONTENT_GUIDE → Title and credits
- CONTENT_GUIDE → Translations
- Continue → Saves: slots, export and import
- contrast → Accessibility
- CONTRIBUTING → Welcome
- Contributor Covenant → Code of conduct
- Convergence → Upgrade notes: 4.1
- conversation → Dialogues
- Coordination → Upgrade notes: 4.2
- counter → Flags, variables and events: which to use
- coverage floor → The coverage ratchet
- coverage threshold → The coverage ratchet
- create-quest-n-click → Install from npm, once published
- created project → Layout of a created project and of the engine repository
- credits → Title and credits
- credits → Asset provenance
- CREDITS → Licences and credits
- cron → Backups
- Cursor → Local MCP: setting up each client
- Cursor → Contributing with AI agents
- custom command → Custom code
- cut-sheet → Image toolchain
- cutter → Images: prompts, cutting sheets, transparency, scale
- daily backup → Backups
- daily challenge → Remix
- data lifetime → Retention
- data loss → RPO and RTO
- database down → Worker, PostgreSQL or Cellar down
- dead end → What the solver proves
- debug layer → Dev URL parameters
- DECISIONS → Decisions and ADRs
- declare the signals → Signals and the manifest
- declared exits → Exits
- deduplication → Guarantees
- delete my data → Privacy
- delete the installation → Costs and teardown
- demo → Play online and try the demo Studio
- demo Studio → Play online and try the demo Studio
- demo Studio → Demo mode and studio-apply
- demote → Managing members
- Dependabot → Bot pull requests
- dependency updates → Bot pull requests
- deploy → Build and release a game
- deploy key → The game in Git
- deploy the Studio → First deployment
- deprecation → Stability and support
- DESIGN → The storyboard, source of truth
- DESIGN → Puzzle design
- determinism → Execution model
- dev → Roles and actions: the full matrix
- dev environment → Developer setup
- dev loop → The working loop
- dev panel → Dev URL parameters
- dev:lan → Testing on a phone over the LAN
- developer install → Install from the repository to work on the engine
- developer setup → Developer setup
- dialogue tree → Dialogues
- disaster recovery → RPO and RTO
- disaster recovery → Restore the Studio on a fresh installation
- disconnection → Recovering after a lost lease, a disconnection or a stale preview
- dist → Build and release a game
- distributed profile → Several tenants
- DNS rebinding → Local and LAN security
- do → Game commands
- docker compose → Trying it locally with compose.yml
- docs contributing → Writing documentation
- doctor → doctor: checking your machine
- documentation → FAQ by audience
- documentation guide → Writing documentation
- don't hear any sound → Player troubleshooting
- door to another room → Exits
- dossier.bin → The sealed ending
- double tap → Controls on phone and desktop
- double tap → Reactions
- down migrations → Limits of going back
- downgrade → Limits of going back
- Download patch → Demo mode and studio-apply
- dry run → Preview, apply, undo
- DSL → DSL reference
- DSL commands → Game commands
- DSL.md → DSL reference
- dubbing → Voices: per language and per hero
- email connector → Email connector
- ENGINE → Layout of a created project and of the engine repository
- ENGINE → Execution model
- ENGINE → How the engine works
- engine architecture → How the engine works
- ENGINE layout of the code → Architecture
- engine repository → Layout of a created project and of the engine repository
- engine upgrade → Upgrading the engine of a hosted game
- entry modules → Public API
- env vars → Environment variables
- environment → Environment variables
- epoch → Concepts: revision, transaction, span, lease, preview, build
- equivalent mutant → Mutation testing
- error register → Error codes and messages
- escape hatch → Custom code
- event → Flags, variables and events: which to use
- events → Scripts and events
- exactly once → Guarantees
- exclusive lease → Concepts: revision, transaction, span, lease, preview, build
- exhaustive proof → What the solver proves
- exit codes → Error codes and messages
- experimental → Stability and support
- export → Exporting the game and leaving the installation
- export save → Saves: slots, export and import
- Export session → Play and replay a session
- fallback responses → Reactions
- fallbacks → Puzzle design
- FAQ → FAQ by audience
- features → Features
- fence → Concepts: revision, transaction, span, lease, preview, build
- FIELD → Field passes
- Field Kit → Field passes
- field proof → Field passes
- field quotas → Playtests
- find the test of a thing → Which tests run when
- fingerprint → File formats
- first owner → Invitations
- first owner → First deployment
- first room → Your first game
- flag → Flags, variables and events: which to use
- flaky test → CI explained
- folder layout → Layout of a created project and of the engine repository
- former name → Coming from web-scumm
- former name → Upgrading the engine of a hosted game
- frame events → Staging: wide rooms and animations
- French → Languages
- frequently asked questions → FAQ by audience
- game design → Puzzle design
- game health → Health and metrics routes
- GAME variable → The working loop
- gamepad → What quest'n'click does not do
- garbage collection → Backups
- GDPR → Privacy
- Gemini → Local MCP: setting up each client
- getting started → Your first game
- getting started as a contributor → Welcome
- getting started on the team Studio → Starting as an invited dev
- gh-pages → Publish on GitHub Pages
- ghost → Speedrun for players: LiveSplit and OBS
- Git import → The game in Git
- Git push → The game in Git
- GitHub Actions → Publish on GitHub Pages
- GitHub Actions → CI explained
- GitLab → Generic OIDC and GitLab
- golden saves → The quality baseline
- groupings → Map
- groupings → Map and semantic diff
- guard → Preview, apply, undo
- hero choice → Heroes: several characters and hero choice
- Hero Choice → Upgrade notes: 4.3
- hero matrix → Voices and the heroes × languages matrix
- Heroes × languages → Voices and the heroes × languages matrix
- hints → Puzzle design
- history → Roadmap
- hosted MCP → Remote MCP
- hosted Studio → What runs where
- hosted Studio backup → Backups
- hosted Studio errors → Clever Cloud troubleshooting
- hosting the team Studio → Clever Cloud: overview, cost and prerequisites
- how the code is organised → Architecture
- how to contribute → Welcome
- how to play → Controls on phone and desktop
- HTTP policies → Security
- HTTP status codes → Error codes and messages
- human pass → Field passes
- i18n → Translations
- idempotence → Guarantees
- identity contract → Content principles and the identity contract
- identity contract → State and saves: persistent or temporary, renaming an id, migrations
- identity provider → Keycloak
- if → Conditions
- IGT → Speedrun for authors
- IMAP connector → Email connector
- import save → Saves: slots, export and import
- in numbers → Features
- IndexedDB → State and saves: persistent or temporary, renaming an id, migrations
- install app → Install the game as an app
- installation problems → Install troubleshooting
- insult sword fighting → Classic mechanics
- interface fonts → Skin and fonts
- intermediate representation → Language and objectives
- inventory → Items and inventory
- invitation link → Invitations
- invite → Invitations
- invited dev → Starting as an invited dev
- IR → File formats
- IR → Language and objectives
- item → Items and inventory
- jobs → Hosted assets
- journal → Preview, apply, undo
- journal → Play and replay a session
- key ring → Rotating keys
- key rotation → Rotating keys
- keyboard → Controls on phone and desktop
- keyboard → Accessibility
- Keycloak down → Worker, PostgreSQL or Cellar down
- keys and rotation → Security: Biscuit and signatures
- known limits → Known limits
- LAN → Testing on a phone over the LAN
- LAN token → Local and LAN security
- language → Languages
- Language tab → Language and objectives
- last owner → Recovering admin access
- layer rules → Import boundaries
- layers → The stage: lights, particles, floors
- layout → Geometry: placement, walk zones, masks, layers, camera
- layout editor → Placement and stage
- leaderboard → Speedrun for authors
- lease → Concepts: revision, transaction, span, lease, preview, build
- lease → Write refused on the hosted Studio: span locked (423)
- lease handoff → Redeploys
- leave → Exporting the game and leaving the installation
- left for later → Roadmap
- licence → Licences and credits
- license → Licences and credits
- LICENSE → Licences and credits
- life of an action → Execution model
- lights and particles → The stage: lights, particles, floors
- limitations → Known limits
- line ids → Upgrade notes: v3
- listeners → Scripts and events
- LiveSplit → Speedrun for players: LiveSplit and OBS
- local network → Testing on a phone over the LAN
- local Studio → The local Studio: overview and launch
- local Studio Server → Trying it locally with compose.yml
- locales → Translations
- localisation → Translations
- location → Rooms
- lock → Concepts: revision, transaction, span, lease, preview, build
- lock conflict → Write refused on the hosted Studio: span locked (423)
- locked out → Recovering admin access
- logs → Monitoring
- lost lease → Recovering after a lost lease, a disconnection or a stale preview
- lost owner → Recovering admin access
- LucasArts mechanics → Classic mechanics
- mail connector → Email connector
- maintainer → Governance
- maintenance lease → Backup and restore
- managed Keycloak → Keycloak
- manual pass → Field passes
- map → World map
- Map tab → Map
- MCP → Working with an AI
- MCP → Local MCP: setting up each client
- MCP → MCP tools
- MCP over HTTP → Remote MCP
- MCP.md tools → MCP tools
- mdpipe → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- mdpipe → Music in stems
- Mega Drive pipeline → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Mega Drive pipeline → Music in stems
- members → Managing members
- merge restore → Backup and restore
- metrics → Monitoring
- migrate → Upgrade
- migrate provider → Changing domain or OIDC provider
- migration → Upgrading the server and checking state after a migration
- milestone verification → Before a pull request
- minigame plugin → A custom minigame
- minigames → Built-in minigames
- mixer → Music
- Model Context Protocol → Local MCP: setting up each client
- Model Context Protocol tools → MCP tools
- Monkey Island puzzles → Classic mechanics
- mouse → Controls on phone and desktop
- mouths → Characters
- moveActor → Moving characters: patrols and walks
- multi-tenant → Several tenants
- multiplayer → What quest'n'click does not do
- music director → Music in stems
- Music tab → Music
- MUTANTS → Mutation testing
- muted game → Player troubleshooting
- native app → What quest'n'click does not do
- Netlify → Other static hosts
- new engine version → Upgrading the server and checking state after a migration
- new issuer → Changing domain or OIDC provider
- nginx → Other static hosts
- no owner left → Recovering admin access
- no sound → Player troubleshooting
- Node host → The static game on Clever Cloud
- not clickable → Something is visible but unreachable
- not supported → What quest'n'click does not do
- Notes tab → Notes
- notes.json → Notes
- NPC → Characters
- NPC movement → Moving characters: patrols and walks
- npm packages → Package reference
- npm publish → Install from npm, once published
- npm publish → npm packages
- npm run → npm scripts
- OB2 → Open Badges connector
- OB3 → Open Badges connector
- objectives form → Language and objectives
- OBS → Speedrun for players: LiveSplit and OBS
- occluders → The stage: lights, particles, floors
- offline → Install the game as an app
- offline → Player troubleshooting
- offline → How the engine works
- old version → Player troubleshooting
- onboarding → Starting as an invited dev
- Open Badges connector → Open Badges connector
- open items → Roadmap
- OpenID Connect → Generic OIDC and GitLab
- OpenID provider → Keycloak
- operation id → Concepts: revision, transaction, span, lease, preview, build
- orphan comment → Comments
- out of scope → What quest'n'click does not do
- outage → Worker, PostgreSQL or Cellar down
- overlapping redeploy → Redeploys
- own minigame → A custom minigame
- owner → Roles and actions: the full matrix
- PACKAGE → Install from the release archive
- PACKAGE → Package reference
- PACKAGE → npm packages
- PACKAGE commands → Command-line tools
- packages → npm packages
- PAGES → Review pages
- Pages workflow → Publish on GitHub Pages
- patrol → Moving characters: patrols and walks
- permissions → Roles and actions: the full matrix
- personal best → Speedrun for players: LiveSplit and OBS
- personal data → Privacy
- personal data → Retention
- personal undo → Working together day to day
- Phaser → What quest'n'click does not do
- phone → Testing on a phone over the LAN
- physics engine → What quest'n'click does not do
- pictures → Gallery
- pins → World map
- pipes → Built-in minigames
- placement editor → Placement and stage
- placement page → Review pages
- places → World map
- play online → Play online and try the demo Studio
- Play tab → Play and replay a session
- playable characters → Heroes: several characters and hero choice
- Playable Workshop → Upgrade notes: 4.2
- players → Heroes: several characters and hero choice
- playtester → Playtests
- playUrl → Domains and TLS
- plugin → Custom code
- pocket-scumm → What quest'n'click is, and its web-scumm history
- PostgreSQL → Apps and add-ons
- PR title → Conventions
- pr-gate → CI explained
- pre-PR checklist → Before a pull request
- preferences → Settings
- Prepare assets → Hosted assets
- prerequisites → Requirements
- prerequisites check → doctor: checking your machine
- presence → Working together day to day
- pricing → Costs and teardown
- PRIVACY → Privacy
- probes → Health and metrics routes
- production build → Build and release a game
- production plan → Production template
- PRODUCTION.template → Production template
- project structure → Layout of a created project and of the engine repository
- Prometheus → Monitoring
- Prometheus metrics → Health and metrics routes
- PROMPTS → Images: prompts, cutting sheets, transparency, scale
- proof cache → Solver options
- proof matrix → Benchmarks
- proof workers → Solver options
- provenance lock → Asset provenance
- provenance.json → Asset provenance
- public API → Public API
- Public Suffix List → Domains and TLS
- publicUrl → Domains and TLS
- publish a version → Releasing
- Publish this revision → Publishing builds
- published build → Publishing builds
- pull request checklist → Before a pull request
- purge → Retention
- puzzle graph → Check: validator, solver, critical path, heat, health, coverage
- PWA → Install the game as an app
- PWA update → Sub-path, cache and service worker, incomplete deploys, going back
- query parameters → Dev URL parameters
- quest journal → Chapters and objectives
- quest n click → What quest'n'click is, and its web-scumm history
- quest-n-click-bridge → The Bridge's command line
- quest-n-click-connectors → Connectors overview
- quest-n-click-studio-server → The server's command line
- quest-n-click-studio-server → First deployment
- quick start → Install from the release archive
- ratchet → The coverage ratchet
- read the code → Code tour
- readable font → Settings
- readable font → Skin and fonts
- README → What quest'n'click is, and its web-scumm history
- real-time multiplayer → What quest'n'click does not do
- REALITY → The Reality Bridge: what it is
- Reality Bridge → Upgrade notes: 4.1
- Reality Bridge → The Reality Bridge: what it is
- Reality Bridge errors → Bridge and connector troubleshooting
- reality manifest → File formats
- reality manifest → Signals and the manifest
- Reality tutorial → Quick start
- REALITY-OPS → Install and run the Bridge
- RealityConnector → The connector SDK
- realm.json → Keycloak
- Rebuild fresh → Publishing builds
- reconnecting → Recovering after a lost lease, a disconnection or a stale preview
- recording table → Voices: per language and per hero
- recording table → Voices and the heroes × languages matrix
- recovery point objective → RPO and RTO
- recovery time objective → RPO and RTO
- recut → Assets and cutting
- redo → Preview, apply, undo
- reduce motion → Settings
- release → Releasing
- release notes → Changelog
- RELEASING → Releasing
- Remix → Upgrade notes: 4.1
- REMIX → Remix
- Remix tab → Remix in the Studio
- remote MCP → Remote MCP
- remove a member → Managing members
- rename → Coming from web-scumm
- renderer → How the engine works
- replace-store → Backup and restore
- Replay → Play and replay a session
- report a vulnerability → Security policy
- report harassment → Code of conduct
- reproducible build → Publishing builds
- restore drill → Restore the Studio on a fresh installation
- retention → Privacy
- retention → Retention
- Retry-After → Redeploys
- reveal → The sealed ending
- reversibility → Exporting the game and leaving the installation
- review comments → Comments
- review page → Review pages
- reviewer → Roles and actions: the full matrix
- revision → Concepts: revision, transaction, span, lease, preview, build
- revocation → Security
- revocation → Security: Biscuit and signatures
- revoke sessions → Managing members
- rights → Roles and actions: the full matrix
- ROADMAP → Roadmap
- role matrix → Roles and actions: the full matrix
- rollback → Sub-path, cache and service worker, incomplete deploys, going back
- rollback → Limits of going back
- room → Rooms
- room sheet → Edit a room
- Rooms tab → Edit a room
- rotate secrets → Rotating keys
- RPO → Restore the Studio on a fresh installation
- rule explainer → Rule explainer
- rule order → Execution model
- rule priority → Execution model
- rules → Reactions
- run clock → Execution model
- running a Reality Bridge → Install and run the Bridge
- S3 down → Worker, PostgreSQL or Cellar down
- sample chapter → Quick start
- sample game → Example games
- save envelope → File formats
- save failed → Player troubleshooting
- save file → File formats
- save migration → State and saves: persistent or temporary, renaming an id, migrations
- save slots → Saves: slots, export and import
- save slots → State and saves: persistent or temporary, renaming an id, migrations
- saveVersion → State and saves: persistent or temporary, renaming an id, migrations
- scenario map → Map
- scenario map → Map and semantic diff
- scene → Rooms
- scene frame → How the engine works
- schema 2 → Upgrade notes: v2 to v3
- schema 3 → Content principles and the identity contract
- schema migration → Upgrading the engine of a hosted game
- scratch ticket → The sealed ending
- screen reader → Accessibility
- screenshots → Gallery
- script → The storyboard, source of truth
- scripts → Scripts and events
- scripts → npm scripts
- scrolling room → Staging: wide rooms and animations
- SCUMM design → Puzzle design
- secrets → Configuration
- SECURITY → Security policy
- security advisory → Security policy
- seed → Remix
- seed → Execution model
- seed → Remix in the Studio
- self-hosting the Bridge → Install and run the Bridge
- semantic diff → Semantic diff
- semantic diff → Map and semantic diff
- semantic journal → How the engine works
- SemVer → Stability and support
- server command line → The server's command line
- service lease → Redeploys
- service worker → Sub-path, cache and service worker, incomplete deploys, going back
- service worker → How the engine works
- session expired → Recovering after a lost lease, a disconnection or a stale preview
- session file → Playtests
- session file → File formats
- settings menu → Staging: wide rooms and animations
- several instances → Several tenants
- several tenants → Several tenants
- sfx → Sound effects
- Share session → Playtests
- Shared Floor → Upgrade notes: 4.2
- shared log → Notes
- shared Studio → What runs where
- sheetBackground → Images: prompts, cutting sheets, transparency, scale
- ship → Build and release a game
- ship → Releasing
- signal schema → Signals and the manifest
- signals from outside → The Reality Bridge: what it is
- signatures → Security: Biscuit and signatures
- SIGTERM → Redeploys
- sirv → The static game on Clever Cloud
- skin → Skin and fonts
- softlock → What the solver proves
- SOLVER → What the solver proves
- SOLVER → Solver options
- solver health → Check: validator, solver, critical path, heat, health, coverage
- solver performance → Benchmarks
- solver profile → Solver options
- sound effects recipes → Sound effects
- span → Concepts: revision, transaction, span, lease, preview, build
- span locked → Write refused on the hosted Studio: span locked (423)
- SPEEDRUN → Speedrun for authors
- speedrun proof → File formats
- splits → Speedrun for authors
- spoilers → The sealed ending
- sprite review → Review pages
- sprite sheet → Images: prompts, cutting sheets, transparency, scale
- sprite sheet cutter → Image toolchain
- sprite sheet cutting → Hosted assets
- sprite sheet upload → Assets and cutting
- sprites → Characters
- SSH connector → SSH connector
- SSRF → Local and LAN security
- stable ids → Content principles and the identity contract
- stable ids migration → Upgrade notes: v2 to v3
- Stable World → Upgrade notes: 4.2
- stage editor → Placement and stage
- stale preview → Recovering after a lost lease, a disconnection or a stale preview
- stale revision → Write refused on the hosted Studio: stale base revision (409)
- static hosting → Other static hosts
- static Studio → Demo mode and studio-apply
- Steam export → What quest'n'click does not do
- stems → Music in stems
- stems → Music
- storyboard coverage → The storyboard, source of truth
- Storyboard tab → Storyboard
- storyboard.json → The storyboard, source of truth
- storyboard.json → Storyboard
- structured editing → Edit a room
- Stryker → Mutation testing
- STUDIO → The local Studio: overview and launch
- Studio errors → Studio troubleshooting
- studio patch → Demo mode and studio-apply
- Studio problems → Studio troubleshooting
- Studio REST API → Studio API
- Studio Server → What runs where
- Studio Server on Clever Cloud → Clever Cloud: overview, cost and prerequisites
- STUDIO-SERVER → What runs where
- STUDIO-SERVER → Clever Cloud: overview, cost and prerequisites
- studio-server CLI → The server's command line
- studio:lan → Testing on a phone over the LAN
- studio.config.json → Configuration
- studio.html → The local Studio: overview and launch
- STUDIO.md API → Studio API
- sub-agents → Working with an AI
- SUPPORT → Stability and support
- SUPPORT → Support matrix
- support matrix → Support matrix
- support policy → Stability and support
- support window → Stability and support
- supported Node version → Requirements
- surviving mutant → Mutation testing
- system requirements → Requirements
- take the game out → Exporting the game and leaving the installation
- talk topics → Dialogues
- TalkBack → Accessibility
- tarball → npm packages
- tarball install → Install from the release archive
- tarballs → Package reference
- task note → Notes
- team Studio → What runs where
- teardown → Costs and teardown
- Telnet connector → Telnet connector
- template → Example games
- test matrix → Which tests run when
- test suites → Which tests run when
- testing without a network → The connector SDK
- text size → Settings
- text speed → Settings
- text still in English → Translations
- text switches → Heroes: several characters and hero choice
- text switches → Play and replay a session
- The Night Market → Example games
- The Pantry Key → Play online and try the demo Studio
- The Pantry Key → Example games
- the world lives → Scripts and events
- time attack → Speedrun for authors
- Time Attack → Speedrun for authors
- timeline → Edit a room
- title screen → Title and credits
- too many connections → Apps and add-ons
- too many connections → Clever Cloud troubleshooting
- TOOLS → Image toolchain
- TOOLS → The working loop
- TOOLS → Asset provenance
- TOOLS → Checking your game
- TOOLS → Build and release a game
- TOOLS → npm scripts
- touch → Controls on phone and desktop
- tracking → Privacy
- translation → Languages
- travel map → World map
- trustProxy → Configuration
- trustProxy → Security
- try it → Play online and try the demo Studio
- try it in the Studio → Quick start
- tutorial → Your first game
- TUTORIAL → Your first game
- TUTORIAL → Testing on a phone over the LAN
- UI texts → Skin and fonts
- undo → Preview, apply, undo
- unreachable object → Something is visible but unreachable
- untranslated text → Translations
- update the engine → Upgrade
- upgrade the Studio Server → Upgrading the server and checking state after a migration
- UPGRADING → Upgrade
- UPGRADING 12-32 → Upgrade notes: 4.1
- UPGRADING 33-38 → Upgrade notes: 4.2
- UPGRADING 39 → Upgrade notes: 4.3
- UPGRADING 40 → Upgrade notes: 4.3
- UPGRADING 41 → Upgrade notes: 4.4
- UPGRADING 8-11 → Upgrade notes: v3
- upload → Hosted assets
- URL parameters → Dev URL parameters
- used item → Items and inventory
- v2 to v3 → Upgrade notes: v2 to v3
- validator → Checking your game
- variable → Flags, variables and events: which to use
- variants → Remix
- verb keys → Controls on phone and desktop
- verb keys → Reactions
- verbs → Controls on phone and desktop
- verify → Checking your game
- virtual terminal → Telnet connector
- virtual terminal over SSH → SSH connector
- visual diff → Before and after captures
- voice acting → Voices: per language and per hero
- voice clips → Voices: per language and per hero
- VoiceOver → Accessibility
- Voices tab → Voices and the heroes × languages matrix
- volume → Settings
- walk box → Geometry: placement, walk zones, masks, layers, camera
- walk zones → The stage: lights, particles, floors
- walkable zone → Geometry: placement, walk zones, masks, layers, camera
- way out → Exits
- WCAG → Accessibility
- web-scumm → What quest'n'click is, and its web-scumm history
- web-scumm → Coming from web-scumm
- web-scumm imports → Upgrading the engine of a hosted game
- web-scumm-bridge → The Bridge's command line
- web-scumm-connectors → Connectors overview
- web-scumm-save → File formats
- web-scumm-session → File formats
- WebGL → What quest'n'click does not do
- WebSCUMM → What quest'n'click is, and its web-scumm history
- what CI checks → Support matrix
- What CI runs → CI explained
- what is stable → Stability and support
- what it can do → Features
- what may import what → Import boundaries
- what the hosted Studio does not do → Known limits
- what's new → Changelog
- what's next → Roadmap
- where do I start → FAQ by audience
- which rule answers → Rule explainer
- Who Am I Today? → Example games
- who decides → Governance
- Why? panel → Rule explainer
- wiki → Writing documentation
- without OIDC → Trying it locally with compose.yml
- witness → What the solver proves
- work packages → Production template
- worker down → Worker, PostgreSQL or Cellar down
- worker without secrets → Security
- WORKFLOW → Rooms
- WORKFLOW → The storyboard, source of truth
- WORKFLOW → Working with an AI
- working together → Working together day to day
- world → Remix in the Studio
- World link → Quick start
- world signals → The Reality Bridge: what it is
- world variant → Remix
- WorldSignal → Signals and the manifest
- wsrun → Speedrun for players: LiveSplit and OBS
- WYSIWYG editor → The local Studio: overview and launch
- x-studio-base → Write refused on the hosted Studio: stale base revision (409)
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