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EN Studio Check
Français · Type: how-to + reference · Audience: author · Context: local Studio · Status: ready · Applies from: 4.2.1
The local Studio · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Chromium end to end (the Studio's checks); Windows: the unit suite only · automated checks: jobs
e2e,windows; CI plane2e,windows; 2 test files · people's passes:studio-hero-matrixnot run (#238) · known limits:solver-scope
The Check tab runs the validator and the solver after every save and lays out what they found, with the world map, the puzzle graph, the content lint, the playtests and the storyboard coverage, each the same text an MCP tool returns.
A game you know can be finished from New Game (or from a checkpoint), and the list of what blocks it when it cannot: validation errors, dead ends, items never used, rooms never reached, rules nothing can trigger.
The local Studio, in the engine repository or a created project. True from 4.2.1. The demo Studio runs Validate and Solve in the page; the screenshot and the playtests need the dev server. The same checks on the command line: Checking your game.
In the browser, on the Check tab. Each panel names the command that gives the same result in the engine repository or the created project.
- Let it run. The validator and the solver run after every save; the tab's badge shows the result. Run again runs them by hand. Solve from picks the start: New game, or a checkpoint (an unknown checkpoint is a 400).
- Read the solver. The validator's errors and warnings first, then the solver: finished or not, the path it found, the rooms reached, what was unlocked, the items never used and never obtained, and the dead ends (room, inventory, and the path that leads there).
- Ask the puzzle graph (below) what hangs on a puzzle before you change it.
-
Screenshot renders a room at a checkpoint, the editor's overlays hidden, into
.cache/studio/<game>-<room>[-<checkpoint>].png.
| Panel | What it shows | Same as |
|---|---|---|
| Validator | Errors and warnings of the content |
npm run validate, the validate tool |
| Solver | Finished or not, the path, rooms reached, unlocked, items never used or obtained, dead ends |
npm run solve, the solve tool |
| World | The world map: rooms, exits, gotos; unreachable rooms and exits with no way back in red | the world_graph tool |
| Content report | What each room, item and character amounts to |
npm run validate -- --report, the content_report tool |
| Puzzles | The puzzle graph (below) |
npm run page:puzzles, the puzzle_graph tool |
| Solver health | Engine runs, actions skipped, no-ops, actions per state, the dimensions that split the states most, and the warnings a designer acts on: independent dimensions (a checkpoint between them would cut the states), a room with runaway branching |
npm run solve -- --profile (the full profile under Full profile) |
| Playtests (dev server only) | The sessions of games/<id>/playtests/ replayed and summed up |
npm run playtests, the playtests tool |
| Content lint | Errors, warnings and info, each a link into the Rooms tab |
npm run lint, the lint tool |
| Storyboard coverage | The storyboard checked against the content | the storyboard_coverage tool |
| Changes between revisions (dev server) | What changed between two revisions | Semantic diff |
Every rule, topic, script and listener, with what it needs (grey arrows, dotted when it is read inside its commands)
and what it produces (green) or consumes (red). Tap an item, flag, prop, place or event for its card: acquired by,
used by, requires first, unlocks, downstream, and why the solver keeps it (critical, world, visible or dead, with the
chain to the end), the same text the puzzle_graph tool returns.
Two toggles above the graph:
- Critical path fades everything that does not lead to the end, a goal or an invariant.
- Heat colours each rule, topic, listener, script and room by how many times the solver went through it. Its selector can colour the nodes by the players' sessions (the playtests) instead of the solver's runs.
Reading it before you change a puzzle. The card of the pantry key in the demo reads: acquired by give bouquet + seller; used by use key + pantry and the finale's goal; requires first bouquet, flowers_done, bouquet_given; unlocks the pantry and the end. Remove the bouquet trade and the card tells you what breaks before the solver does. The overview lists three smells:
- a thing read but never produced (a flag nobody sets);
- a thing produced but never used (a flag or item that leads nowhere);
- a flag set only by actions that already need it: it can never become true (the validator warns too).
How to design puzzles with it: Puzzle design.
Limit ·
solver-scopeThe solver says whether a way to the end exists from the start you picked; its search is bounded, and a truncated search says so. What a result lets you conclude, and the exhaustive proof (--prove): What the solver proves.
The tab's badge is green; the solver says it finished, with no dead end; the lint has no error. On the command line, in the engine repository:
# in the engine repository (or a created project: npm run verify)
npm run validate && npm run solve| Symptom | Cause | Fix |
|---|---|---|
Screenshot: 501 unavailable
|
Playwright or its Chromium is missing | npm i -D playwright && npx playwright install chromium |
| 400 for Solve from | The checkpoint is not in the game | Pick one of the list |
| The solver does not finish | A dead end or an unreachable goal | Read the dead ends and the puzzle graph's card of the missing item |
| No Playtests panel | No session in games/<id>/playtests/, or the demo |
Add sessions (Playtests) |
None in the game. Screenshots go to .cache/studio/.
-
src/studio/check.ts; the engine's tools insrc/engine/tools/. - Checking your game, Solver options, MCP tools.
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