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EN Play Install App
Français · Type: how-to · Audience: player · Context: player's browser · Status: ready · Applies from: 4.1.8
The installed game (PWA) and offline play · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Chromium, WebKit and Firefox: installed, updated after a durable save, reinstalled; Offline in Chromium and Firefox · automated checks: jobs
e2e,pwa-firefox; CI plane2e,pwaFirefox; 1 test file · people's passes:safari-ios-offline-updatenot run (#86),firefox-real-offlinenot run (#80) · known limits:safari-not-tried-on-device
A quest'n'click game is a web page that can be installed like an app (a PWA, a progressive web app) and then played without a network. This page is for players: phones and computers, browser by browser.
An icon on your home screen or in your applications that opens the game full screen, in landscape, and a copy of the whole game in your browser's cache, so it plays offline after the first visit. Your saves stay on the device.
Any game built with quest'n'click and served over HTTPS (the sample game is at
wanoo.github.io/quest-n-click). What this page says holds from 4.1.8, when
install, update and reinstall were proven in Chromium, WebKit and Firefox in CI; the offline copy of the whole game
exists since 3.1. A game's author can choose to cache only the rooms near you (offline: 'nearby'): the pause menu
then shows no offline row, and a room never visited may need the network.
- A recent browser: Chrome, Edge or another Chromium browser, Safari, or Firefox.
- A network connection for the first visit, long enough for the whole game to download (the pause menu shows it).
- Some free storage: below 64 MB free, the game does not start the download and says so.
On the device you will play on, in its browser. Nothing to type in a terminal.
- Open the game's address online and start or continue a game. From the title screen and after each room, the game fetches the current room and its neighbours first; then, during idle time, the rest of the game, batch by batch.
-
Install it from your browser:
- iPhone and iPad (Safari): the Share button, then Add to Home Screen. Open the game from that icon once, online.
- Android (Chrome): the menu (⋮), then Install app or Add to Home screen.
- Computer (Chrome, Edge): the install icon in the address bar, or the menu, then Install.
- Firefox: Firefox keeps the offline copy in the browser as the others do; whether it offers to install the page as an app depends on your Firefox version and system. The offline play works either way.
- Wait for the offline copy. Open the pause menu: the Offline row counts the files ("312/400…") and says complete ("jeu entier en cache" in French in the sample game) when every file of the game is in the cache. A warning sign ("312/400 ⚠") means some files are missing; tap the row to retry. Files already cached are never fetched twice, so the download resumes where it stopped, even after a reload.
- Check it: turn on airplane mode, close the game completely, open it again. The title loads, Continue resumes your save, and a room you never visited shows its pictures and sounds.
Guarantee ·
offline-complete-means-cached· referenced · scope self-checked by the author (AI), not reviewed When every file of the game's offline plan is in the cache, the offline status is complete, and the pause menu's line says so.
A failed file, a skipped batch or a lack of space leaves it partial, with the reason.
Limit ·
safari-not-tried-on-deviceNobody has yet installed a game from Safari on a real iPhone, played it offline and updated it: the passsafari-ios-offline-updateis open (#86) as of 4.4.0. CI cannot navigate WebKit offline, so on Safari the offline game is only checked in its installed and updated parts. Safari may also clear the storage of a site you have not opened for seven days: open the game now and then.
- The game opens from its icon, full screen, in landscape.
- The pause menu's Offline row says complete.
- In airplane mode the title, your save and every room are there.
| What you see | Why | What to do |
|---|---|---|
| The Offline row stays at "0/400" or shows ⚠ at once | The browser asked to save data (Data Saver, Save-Data), or the link is 2G: nothing is downloaded. On a link slower than 3G, music and video wait | Connect to Wi-Fi, then tap the row to retry |
| ⚠ with fewer files than the total | A file failed to download | Tap the row to retry; files already cached stay |
| ⚠ and nothing downloads, even on Wi-Fi | Less than 64 MB free on the device | Free some space, then retry |
| ⚠ just after the first install | The game's service worker did not take control of the page in time | Reload the page, then retry from the pause menu |
| No Offline row in the pause menu | The game caches only the rooms near you (offline: 'nearby') |
Play online; a room you have visited stays in the cache |
More in Player troubleshooting.
In your browser, for the game's site only: the app shell and the game's files in the cache (Cache Storage), your saves in IndexedDB, your settings in local storage. See Privacy.
To remove the app: delete its icon (long press on a phone; uninstall from the browser on a computer). Removing the icon may leave the site's data; to erase it (and your saves), clear the site's data in the browser's settings. Export a save first if you want to keep it (Saves).
- Player troubleshooting, Saves, Stability and support.
- For authors: Sub-path, cache and service worker.
- The code:
src/engine/dom/offline.ts(the plan and its status),src/engine/dom/update.ts(the warm-up and the update). - The Safari checklist people follow:
docs/dev/SAFARI-OFFLINE.md.
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