quest'n'click 4.5.0 · r1

Built for quest'n'click 4.5.0, revision r1. Whether it is published, and which one is current, is recorded at publication.json.

Clever Cloud: overview, cost and prerequisites

Français · Type: explanation · Audience: admin · Context: hosted Studio · Status: ready · Applies from: 4.2.3

The Studio Server (hosted team Studio) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Postgres, S3 and Keycloak in CI; Chromium and Firefox (job studio-hosted); WebKit on macOS, by hand only · automated checks: jobs studio-hosted, studio-install-smoke; CI plan studioHosted; 3 test files · people's passes: studio-hosted not run (#149), studio-collab not run (#150), studio-preview not run (#166), studio-assets-hosted not run (#167), studio-mcp-remote not run (#196), studio-oidc-generic not run (#197) · known limits: experimental

The team Studio (the Studio Server) puts one game's Studio online for a small team. This project documents one host for it, Clever Cloud, in detail. This page says what runs there, why it is cut that way, what you need before you start, what it costs to run and in which order to read the other Clever pages.

Why

A shared Studio has to keep three promises a local one never had to: no confirmed change is lost, people are told apart, and the game's own code never runs with a member's rights. Each part of the deployment answers one of them.

browsers ─HTTPS─▶ studio (Node app, one instance) ──signed jobs──▶ studio-worker (Node app, no secrets)
CLI, MCP ─Bearer─┘   │  publicUrl: the Studio and /api              ▲ presigned snapshot and result
                     │  playUrl:   the game (another origin)        │
                     ├──▶ PostgreSQL: journal, members, sessions, leases
                     ├──▶ Cellar (S3): the files' contents, the worker's snapshots ─┘
                     └──▶ OpenID provider: who people are (never what they may do)

What you need

Limit · experimental The Studio Server is experimental. Its people's passes (studio-hosted, studio-collab, studio-preview, studio-assets-hosted, studio-mcp-remote, studio-oidc-generic) were still not-run for 4.4.0 (docs/dev/passes/4.4.0.md). A real Safari, on macOS and iOS, has not been checked against a hosted Studio.

What it costs to run

No price was measured for this project: the repository holds no invoice and no dated price list, so this page gives the resources, not an amount. Price them on Clever Cloud's pricing page on the day you deploy.

The reference deployment of 19 October 2026 (docs/dev/QUALIF-4.2.3-REFERENCE.md §1) ran on the smallest sizes:

ResourceWhat it usedEnough?
studio appNode.js, size XS (1 vCPU, about 1 GB), 1 instanceFor one game and a few members
studio-worker appNode.js, size XS, 1 instanceOne job at a time per lane
PostgreSQLplan DEV (5 connections)No for a team: a redeploy runs two instances, which exceed 5 connections (Apps and add-ons)
Cellarplan S, one bucketYes for the demo game (500 files)
Keycloakmanaged, plan BASEYes

During a redeploy both instances of each app run for minutes, so you pay for that overlap too (Redeploys). Deleting everything is Costs and teardown.

The Clever pages, in order

  1. Apps and add-ons
  2. Domains and TLS
  3. Keycloak, or Generic OIDC and GitLab
  4. Configuration
  5. First deployment
  6. Backups, RPO and RTO, the restore drill
  7. Redeploys, Upgrading the server, Limits of going back
  8. Monitoring, Security, Rotating keys
  9. When something goes wrong: Recovering admin access, Changing domain or OIDC provider, Worker, PostgreSQL or Cellar down, Troubleshooting
  10. Leaving: Exporting the game, Retention, Costs and teardown

Alternatives set aside

Trade-offs

Decisions and ADRs


Edit the source of this page · Report an error