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EN Install Requirements
Français · Type: reference · Audience: author, contributor · Context: engine repository, created project · Status: ready · Applies from: 4.2.1
What a machine needs to make a game with quest'n'click, or to work on the engine. Two contexts recur on this page: a
created project (a game made with quest-n-click create, the engine installed under node_modules/quest-n-click)
and the engine repository (a clone of wanoo/quest-n-click). Only Node.js is needed for everything; the rest
depends on what you do.
| Tool | Needed for | Created project | Engine repository |
|---|---|---|---|
| Node.js 22.12 or newer | everything | required | required |
| Node.js 22.13 or newer | the local Studio, the tools that write a game, a Bridge on SQLite | when you use them | when you use them |
Python 3 and requirements.txt
|
npm run assets (the art), the image tools |
required to prepare art | required for assets and the asset tests |
| ffmpeg | sounds and videos in assets, the audio pipeline |
optional | optional (required by doctor -- --release) |
| Playwright Chromium | browser tests, the Studio's checks, doctor
|
not used, but doctor needs Playwright (see below) |
required |
| Playwright WebKit, Firefox | the second browsers of the e2e | not used | optional |
fluidsynth, Furnace, uv
|
the Mega Drive audio pipeline | not offered | optional |
doctor checks most of this for you: doctor: checking your machine.
22.12 or newer. The engine's package.json says "engines": { "node": ">=22.12" }, and the quest-n-click
package carries the same field: Vite 8 and Vitest 5 need it (4.1.8). The repository's .nvmrc says 22, so
nvm use takes the newest 22 you have installed.
From 4.2.1, the local Studio and the tools that write a game (ids, i18n, voices, import-layout, provenance,
the Studio's own edits) write through a journal kept under .cache/studio-journal/ in SQLite, through node:sqlite,
which needs Node 22.13 or newer. A Reality Bridge on its local profile (SQLite) needs it too. Playing and
building a game still run on 22.12.
CI runs Node 22 and 24 on Ubuntu, and installs the release archives on Ubuntu, macOS and Windows with Node 22 (and
Ubuntu with Node 24), in the candidate's external-consumer job.
Limit ·
doctor-node-majordoctoronly checks that Node's major version is 22 or more: it passes Node 22.0 to 22.11, which the engine does not support. Readnode --versionyourself. npm prints anEBADENGINEwarning, not an error, when you install the engine on an older Node.
npm run assets (tools/assets.py) prepares the images a game names, and the image tools (tools/cut-sheet.py, the
talking-mouth tools) cut and fix sheets: both are Python. Without Python, a game still plays with assets already
prepared, and doctor calls Python optional.
requirements.txt pins the modules: Pillow 13.0.0, NumPy 2.4.6, SciPy 1.18.1 (Pillow moved to 13.0.0 in 4.3.0). CI
uses Python 3.12. No other Python version is checked.
# in the engine repository
python3 -m pip install -r requirements.txt# in a created project: the file comes with the engine package
python3 -m pip install -r node_modules/quest-n-click/requirements.txtIn a created project, npx quest-n-click assets runs python3, or the interpreter the variable
PYTHON names (a virtual environment's, for instance). In the engine
repository, npm run assets always calls python3.
Limit ·
opencv-not-pinnedThe talking-mouth tools (tools/talk-apply.py,tools/talk-normalize.py) also import OpenCV (cv2), whichrequirements.txtdoes not list anddoctordoes not check. Install it yourself if you use them.
The image tools are on Image toolchain.
assets converts music, sound effects and videos with ffmpeg; the audio pipeline (npm run audio) renders and encodes
with it. A game without sounds or videos to convert never calls it. doctor calls it optional;
npm run doctor -- --release (the engine repository's release check) requires it.
Any recent build on your PATH: brew install ffmpeg on macOS, your distribution's package on Linux. CI installs it
with scripts/ci-ffmpeg.sh.
In the engine repository, the e2e scripts and the Studio's checks drive Chromium through Playwright, a development
dependency. doctor requires Chromium there, and calls Firefox and WebKit optional.
# in the engine repository, after npm ci
npx playwright install chromiumNo command of quest-n-click opens a browser through Playwright, and the engine package does not depend on it. Only
doctor imports it, so npx quest-n-click doctor stops on a missing playwright module in a fresh project:
Install troubleshooting gives the workaround.
fluidsynth, Furnace 0.6.8.3 (downloaded by npm run audio -- setup on macOS and Linux) and, for audio sources, uv
with a Python 3.11 virtual environment. They serve the engine repository's npm run audio only:
Audio toolchain.
- Linux and macOS: every command of these pages runs as written. The maintainer works on macOS; CI runs on Ubuntu.
-
Windows: CI runs a
windows-latestjob (since 4.1.8):doctor, the type checks, the unit suite except six test files that assume POSIX (file modes,/in paths; named inci.yml), without the Telnet and SSH tests and the Studio Server's worker, thenbuildand the production server answering. Each release candidate installs the archives on Windows, creates and builds a game, and plays it to its ending throughquest-n-click/testing(no browser). Nobody has checkednpm run devand the Studio on Windows yet. Run the shell blocks of these pages in Git Bash, the shell CI uses there. - The audio pipeline does not download Furnace on Windows: install it yourself (Audio toolchain).
- A hosted Studio's processing worker and its previews run on Linux only.
The support matrix, with what people have and have not checked, is Support matrix.
- doctor: checking your machine
- Install from the release archive
- Install from the repository to work on the engine
-
Environment variables:
PYTHON,FURNACE_BIN
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