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EN Start Play Online
Français · Type: how-to · Audience: player, author · Context: player's browser, demo Studio · Status: ready · Applies from: 4.2.5
How to play the sample game and open the Studio in your browser, with nothing to install.
The Pantry Key, the sample game, running in your browser, and the Studio editing that same game, your edits kept in your browser only.
The public site of the project, built by CI from the main branch of the engine repository and served by GitHub Pages.
Its address since 4.2.5 is wanoo.github.io/quest-n-click; the old wanoo.github.io/web-scumm redirects there. The
site shows the engine as it is on main, which may be ahead of the latest release.
- A recent browser on a phone (in landscape) or a computer. Nothing else.
- For the Studio's Assistant only: a key of your own for a chat model (see The Assistant).
In your browser. No command.
-
Play: open wanoo.github.io/quest-n-click. On a phone, turn it to
landscape. Tap New game. The game is in English;
?lang=frin the address, or the settings, switch it to French (Languages). How to play: Controls.
- Keep it (optional): install it as an app and play it offline (Install the game as an app).
- Open the Studio: wanoo.github.io/quest-n-click/studio.html. It is the demo mode: the same Studio, the same engine view and placement editor as on your machine, running without any server. A banner says "Demo: your edits stay in this browser".
-
Edit: change a line, move a prop, add a note. Validate and Solve run in the page, on the game with your edits.
Download patch saves your edits as
studio-patch-<game>.json; Reset demo drops them all.
- The game: the title screen, then Grandma's living room with nine verbs and the bag.
- The Studio: the Rooms tab on Grandma's house, and the Check tab green after an edit that keeps the game finishable.
| Symptom | Cause | Fix |
|---|---|---|
| "Rotate your phone" | The game plays in landscape | Turn the phone |
| No sound | Sound starts at the first tap | Tap once; Player troubleshooting |
| The Studio's screenshot panel is missing | Screenshots need a local dev server | Run the Studio locally (The local Studio) |
| The Assistant refuses a call from the page | Some providers refuse browser calls from an unknown origin | Use Ollama on your machine, or the local Studio, whose server relays the call (The Assistant) |
Limit ·
demo-edits-localThe demo Studio keeps your edits in this browser's local storage only: another browser, a cleared site or Reset demo loses them. Download the patch to keep them.
In your browser: the game's saves and cache (Privacy), and the demo's edits in local storage
(key web-scumm.studio-demo.<game>). A downloaded patch lands in your downloads folder.
Reset demo returns the Studio to the published game. A downloaded patch can be applied to your own copy of the game
with npm run studio-apply (Demo mode and studio-apply).
The engine installs from a release's archive, not from npm yet: Install from the release archive, then Your first game.
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