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EN Studio Remix
Français · Type: how-to · Audience: author · Context: local Studio · Status: ready · Applies from: 4.1.15
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:remix-compiledSpeedrun and Remix · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Replays in four runtimes (cross-runtime) · automated checks: jobs
cross-runtime,e2e; CI plane2e; 2 test files · people's passes:runs-real-playersnot run (#85),run-resume-power-cyclenot run (#84),mystery-deployednot run (#82),livesplit-obsnot run (#81),code-wheel-humannot run (#78) · known limits:remix-compiled
For a game with a Remix manifest, the Remix tab shows its dimensions, previews any seed's world, locks some dimensions and rerolls the others, compares two worlds, and measures coverage and bias over many seeds, with the engine's own compiler: the Studio never shows a world the player would not play.
A seed you have looked at before players do: each dimension's value, the world's hash, a link that plays it, and, when something is wrong, a frozen world to export for a bug report.
The local Studio, engine repository or created project, from 4.1.15. What Remix is and how a manifest is written: Remix.
- The Studio running (overview).
- A game with a Remix manifest. A manifest that cannot make a world shows the validator's reasons instead.
In the browser, on the Remix tab.
- Read the dimensions: each with its values, the story value, and the modes the game offers.
-
Preview a typed seed, or New seed: each dimension's value, the world's hash, a link that plays that world in
the game (
?seed=,?world=), and a frozen world to Export.
- Lock the dimensions you want to keep and Reroll the others.
- Compare with another seed. A puzzle-order dimension draws its order as a graph.
- Coverage and bias draws many seeds and counts how often each value comes out.
-
Anchors: the rooms' anchors (room, anchor, what it is on, phase, used by). Add an anchor from the scene's
selection writes
anchors.<entity>into the room file of the entity selected in the Rooms tab, throughset_value(dev server only).
The title screen gains Remix (after New game and Continue): the story, a new world, a typed seed or the daily
challenge; the page starts again in the chosen world. The pause menu shows the code to copy, or "hidden until the end"
in a masked mode. Accessibility options never touch the seed. A link names a world: ?seed=, ?daily=, ?world=.
Limit ·
remix-compiledEvery world the tab shows is computed with the engine's compiler (src/studio/remix-model.ts). The tab writes nothing in the game except an anchor you add; the manifest itself is edited in code.
The preview's link opens the game in that world; Coverage and bias shows no value that never comes out.
| Symptom | Cause | Fix |
|---|---|---|
| The validator's reasons instead of a world | The manifest cannot make a world | Fix the manifest (Remix) |
An anchor added from the selection is written in rooms/<room>.ts (anchors.<entity>). Exported worlds are
downloads.
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