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EN Start What It Is
Français · Explanation · Published, partly reviewed by a person · Applies from: 4.3.0

The logo: the words "quest'n'click, Open source point & click engine" under a pixel-art editor window.
quest'n'click makes a point-and-click adventure for the browser: you write it as data, shape it in a visual Studio, check that it can be finished, and ship it as a web game that installs on a phone and plays offline. It is an engine, its tools, a local Studio, a hosted Studio for a team, and a Reality Bridge, all open source (code under MIT).
Audience, context, and the statuses of what this page rests on
Audience: player, author, contributor · Context: player's browser, engine repository, created project
| Play | The Pantry Key, the sample game, on a phone in landscape or on a desktop: quest-n-click.cleverapps.io/demo |
| Try the Studio | The Studio in demo mode: edit the sample game, your edits stay in your browser (Play online and try the demo Studio) |
| Make your own game | In its own folder, from a release's archive (Install from the release archive), then a first room in fifteen minutes (Your first game) |

The Pantry Key, Grandma's living room: the scene on the left, the nine verbs and the bag on the right, the sentence line "Walk to" below. Captured at 4.1.19.
In one sentence per part:
- The content is data: rooms, props with states, characters, items, rules, conversations, hints, scripts and events are plain TypeScript objects with no code in them, so every tool can read, check and play them (Content principles).
- The Studio is the real engine with an editor on top: rooms and their placements, the storyboard, every sprite sheet and where it is used, the checks after every save (The local Studio).
- The solver runs the real engine to find a winning path, or to prove that every reachable state can still finish (What the solver proves).
- The game ships as a static site and a PWA that installs and plays offline (Build and release).
The full list: Features. What it does not do: What quest'n'click does not do.
The project was called WebSCUMM, then web-scumm, in homage to SCUMM, the LucasArts engine whose spirit it follows. It was renamed quest'n'click in 4.2.5 (20 October 2026, decision D47) so its name would spark no needless debate. What that means today:
- The repository is
Quest-n-Click/quest-n-clicksince 4.5.2, in the Quest-n-Click organization; links to the older ones (wanoo/quest-n-click,wanoo/web-scumm) redirect there. The old demo addresses,wanoo.github.io/web-scummandwanoo.github.io/quest-n-click, were GitHub Pages, abandoned in 4.5.2: the demo is on the project's website, quest-n-click.cleverapps.io/demo. - From 4.2.5 the packages and commands are named
quest-n-click. The oldweb-scummnames kept working through 4.2.x and are gone in 4.3.0, wherenpx quest-n-click migraterenames a game's imports and commands (Coming from web-scumm). - From 4.5.2 the packages are named under the npm organisation's scope:
@quest-n-click/engine,@quest-n-click/create,@quest-n-click/bridge,@quest-n-click/connectors,@quest-n-click/studio-server(Package reference). The commands keep their names (quest-n-click,quest-n-click-bridge…);npx quest-n-click migratemoves a game'squest-n-click/…imports to@quest-n-click/engine/…. - Saves, runs and sessions keep their formats and load as before: identifiers such as
web-scumm-saveor theweb-scumm-savesdatabase are parts of the formats, not names of the project, and they stay.
The engine grew alongside the maintainer's own private game, which embedded a copy of it and was replayed at each milestone; that game stays on engine 3.1.0 (D8). The road from v1.3 to today: Roadmap.
The engine repository, top level:
src/engine/ core (the DSL, the engine), tools (validate, solve, lint, i18n…), dom (the player), minigames, reality
src/studio/ the Studio's pages
games/demo/ the sample game: rooms, layouts, art, audio, locales, storyboard
games/ also _template (copied for a new game), heroes, reference, signals
tools/ the commands, the Studio's server side, the MCP server, the art and audio pipelines, the Vite plugins
cli/ the quest-n-click and create commands of the package
studio-server/ the hosted team Studio (the package @quest-n-click/studio-server)
bridge/ the Reality Bridge (the package @quest-n-click/bridge)
connectors/ the connectors of the world outside (the package @quest-n-click/connectors)
ops/, clevercloud/ deployment and qualification scripts
scripts/ build, end-to-end, packaging and release scripts
tests/ the unit and property tests
wiki/ this documentation, in English and French
docs/ the documentation before 4.5; docs/dev: the work log, the decisions, the ADRs, each release's passes
The engine, the solver and the replay share one code path; Architecture and a half-hour code tour explain how it fits together. The layout of a game project and of this repository, with the scripts each has: Project layout.
The content is declarative, so an assistant reads and writes it like any other file (AGENTS.md holds the rules).
Every operation is a command and an MCP tool, and after each change an assistant can validate, solve, replay and take a
screenshot, so it sees its own mistakes before a person does. Every result stays reviewable, in the Studio and in Git.
See Working with an AI and, to change the engine,
Contributing with AI agents.
One person, with any AI, should be able to make a complete, long game and know it can be finished. That asks for content a machine can read whole (data, not code), one state a save holds whole, a solver that plays the real engine rather than a second model of it, and a result that is just a web site. The alternatives set aside, and why, are in What quest'n'click does not do and the Roadmap.
quest'n'click (formerly web-scumm) is an independent project. "SCUMM-style" names a kind of game; the project is not affiliated with, endorsed by or derived from LucasArts, Lucasfilm, Disney or the ScummVM project, and ships none of their code, data or art. Licences: code MIT; the sample game's art, sound effects and theme CC BY 4.0 (attribution "Wano"); fonts SIL OFL (Licences and credits).
- D47 (the new name), D8 (the private game frozen on 3.1.0):
docs/dev/DECISIONS.md. - ADR 0002 (declarative content), ADR 0003 (the solver runs the engine).
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.5.3 r1, documentation revision · révision de la documentation b061c4ae6fbeb0be47a11ba8a442ba7e23ecb0a1.
Latest documentation · dernière documentation: https://quest-n-click.cleverapps.io/docs · https://quest-n-click.cleverapps.io/fr/docs; earlier versions · versions précédentes: each release's quest-n-click-docs-<version>.tar.gz · l'archive quest-n-click-docs-<version>.tar.gz de chaque release, https://github.com/Quest-n-Click/quest-n-click/releases
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 (18)
- Requirements
- Install from the release archive
- Install from npm
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.5
- 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