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EN Start Features
Français · Type: reference · Audience: player, author, contributor · Context: player's browser, engine repository, created project · Status: ready · Applies from: 4.4.0
What quest'n'click does, as of 4.4.0, grouped by what you want to do, each with the page that says more. What each feature promises, and how far it is proven: Stability and support. What it does not do: What quest'n'click does not do.
- A classic point-and-click interface: verbs, a bag, a sentence line; a double tap acts with the verb you mean; a key per verb when the game gives one (Controls).
- Phone and desktop: landscape on a phone, the classic layout with a mouse; the whole game at the keyboard (Accessibility).
- Installs and plays offline: a PWA that caches the whole game after the first visit and says when it is complete (Install the game as an app).
- Autosave and save slots, with export and import as a file (Saves).
- Settings: text speed and size, reduced motion, a readable font, sound captions, volumes, the language (Settings, Languages).
- Speedruns: categories, an in-game clock, splits, a ghost, a sealed proof, OBS and LiveSplit (Speedrun for players).
- Several playable characters, and since 4.3.0 the hero chosen at New Game among any number, with portraits, a name per hero and lines that follow the hero (Heroes).
- A world map, its places unlocked by the story; since 4.4.0 one pin can hold several places (World map).
- Minigames playable by touch or keyboard (pick, hide, pipes, runner, stroke, scratch, cables, the code wheel), and your own (Built-in minigames).
- Cutscenes and phone calls, scripts and events that make the world act without a tap, characters that walk and patrol (Scripts and events, Moving characters).
- Staging: wide rooms and a camera, animations with frame events, layers, masks, lights, particles, walk zones and links (Staging, The stage).
- Music in stems that follows the game's state, sound effects from one palette, recorded voices per language and per hero (Music in stems, Voices).
- Remix: worlds generated from a seed, each one validated and solved before it ships; a daily challenge and mystery worlds with a Bridge (Remix).
- Speedrun: runs recorded, sealed and verified by a replay; leaderboards on the Bridge (Speedrun for authors).
- Reality: a game reacts to a fact from the world (an email answered, a terminal command, a badge) through a signed signal from a Bridge, without its content touching the network (The Reality Bridge).
- Content as data, in TypeScript objects with no code; custom commands as trusted code named in the game (Content principles, Custom code).
-
Checked before anyone plays: the validator finds broken references, unreachable rooms and untranslated lines; the
solver runs the real engine to find a winning path (
npm run verify) or to prove every reachable state can finish (solve --prove) (Checking your game, What the solver proves). - Replayed: a session reproduces a tester's game exactly (Playtests).
- Art, sound and languages: a prompt for every sprite sheet, sheets cut into sprites, chip-tune music arranged from a MIDI, every line translatable (Images, Translations).
- Shipped: a static site with a download budget and every file accounted for with its licence (Build and release, Asset provenance).
- The local Studio: the real engine with an editor on top, the storyboard, the assets, the checks after every save, a play tab that explains a rule and replays a session, the hero × language matrix, an assistant with your own key (The local Studio).
- Working with an AI: every operation is a command and an MCP tool (Working with an AI).
- The hosted team Studio (experimental): one game, several people behind OpenID Connect, spans and leases, previews per revision, comments, a semantic diff, Git, a remote MCP for agents, backups and restores; documented for Clever Cloud (What runs where, Clever Cloud overview).
- The Reality Bridge: on SQLite (stable) or Postgres (experimental), several tenants, backups, leaderboards; four connectors (experimental) (Install and run the Bridge).
Measured on the release commit by the automated gates (npm run quality:baseline writes them into the READMEs):
Measure ·
in-numbers2945 unit test declarations, run on Node 22 and 24, with coverage floors and gated mutation testing; the reference game proved in 288 states; the player's first visit at 136 KB of JavaScript, gzipped.
- date: 2026-10-22
- version: 4.4.0
- volume: the engine repository's unit suite; the reference game (
games/reference); the sample game's built first visit- conditions:
npm run quality:baselineon the release commit, figures written into the README- source: README.md, "In numbers"
Measure ·
hosted-preview-timeOn the hosted Studio, from a write to a ready preview: median 17.8 s before 4.4.0's changes, 5.6 s after; maximum 26.0 s, then 11.7 s. Ten revisions per series: an order of magnitude, not a distribution.
- date: 2026-10-22
- version: 4.4.0
- volume: ten revisions per series (revisions 436 to 445, then 446 to 455), one note every 40 s
- conditions: the reference deployment on Clever Cloud's test organisation, the smallest plans
- source: QUALIF-4.2.3-REFERENCE.md §6
Each release is built from the commit its candidate tested. The candidate makes the four package archives, the Bridge's image, the SBOMs, the runs and the baseline, and the release publishes those very files; the release itself makes only the built game, its assets manifest, the proved Remix catalogues, the reference speedrun and the sums, from the same commit. Every file is published with its SHA-256 sum and a provenance attestation (the list, Releasing).
- Gallery: screenshots of the game and the Studio.
- What quest'n'click is, Roadmap.
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.
Edit the source · Modifier la source · Report an error · Signaler une erreur
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