Index by task
Français · Type: index · Audience: player, admin, author, contributor · Context: player's browser, engine repository, created project, local Studio, hosted Studio, Reality Bridge · Status: generated
I want to…
- ?edit= → Placement and stage
- A custom minigame → A custom minigame
- A Dependabot pull request is red → Bot pull requests
- A mutant survived my change → Mutation testing
- A playtest session no longer replays: what do I do? → Playtests
- adaptive music → Music in stems
- add a command → The dev loop
- Add to Home Screen → Install the game as an app
- admin access → Recovering admin access
- agent → Working with an AI
- AGENTS.md → Contributing with AI agents
- AI agent on the Studio Server → Remote MCP
- AI assistant → Working with an AI
- AI assistant → Contributing with AI agents
- airplane mode → Install the game as an app
- alerts → Monitoring
- another provider → Generic OIDC and GitLab
- Apps and add-ons → Apps and add-ons
- art pipeline → Images: prompts, cutting sheets, transparency, scale
- artStyle → Images: prompts, cutting sheets, transparency, scale
- asset licences → Asset provenance
- Asset provenance → Asset provenance
- Assets and cutting → Assets and cutting
- Assets tab → Assets and cutting
- Assets tab → Hosted assets
- Assistant → The Assistant: bring your own key
- AUDIO → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- AUDIO → Music in stems
- AUDIO → Voices: per language and per hero
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- audit log → Managing members
- Authentik → Generic OIDC and GitLab
- autosave → Saves: slots, export and import
- autosplitter → Speedrun for players: LiveSplit and OBS
- backup --to-bucket → Backups
- Backup and restore → Backup and restore
- Backups → Backups
- badge connector → Open Badges connector
- baseline → The quality baseline
- Before a pull request → Before a pull request
- Before and after captures → Before and after captures
- before/after captures → Before and after captures
- behaviour frozen → The quality baseline
- billing → Costs and teardown
- boards and panels → Storyboard
- Bot pull requests → Bot pull requests
- Bridge backup → Backup and restore
- Bridge deployment → Install and run the Bridge
- Bridge restore → Backup and restore
- bring your own key → The Assistant: bring your own key
- Build and release a game → Build and release a game
- BYOK → The Assistant: bring your own key
- Can a player log in to the SSH connector with a key? → SSH connector
- Can a reviewer leave comments? → Comments
- Can I host my game on Netlify or my own server? → Other static hosts
- Can I roll back the Studio Server to the previous version? → Limits of going back
- Can I sell my game with these assets? → Asset provenance
- Can I undo my change on the team Studio without undoing the others? → Working together day to day
- Can I update the engine without losing the players' saves? → Upgrade
- Can I upgrade without losing my saves? → Upgrade
- Can I use cleverapps.io domains for the Studio? → Domains and TLS
- Can I use GitLab or another OpenID provider for the Studio? → Generic OIDC and GitLab
- Can I use Ollama with the Studio? → The Assistant: bring your own key
- Capture the rooms → Before and after captures
- Cellar → Apps and add-ons
- change domain → Changing domain or OIDC provider
- changes between revisions → Map and semantic diff
- Changes between revisions → Semantic diff
- changing a command end to end → The dev loop
- Changing domain or OIDC provider → Changing domain or OIDC provider
- chat → The Assistant: bring your own key
- Check tab → Check: validator, solver, critical path, heat, health, coverage
- Check: validator, solver, critical path, heat, health, coverage → Check: validator, solver, critical path, heat, health, coverage
- Checking your game → Checking your game
- checklist before sharing → Checking your game
- CHIPS → Domains and TLS
- choice → Dialogues
- choosing the game → The working loop
- Claude Code → Working with an AI
- Claude Code → Local MCP: setting up each client
- Claude Code → Contributing with AI agents
- Claude Desktop → Local MCP: setting up each client
- CLAUDE.md → Contributing with AI agents
- clever addon create → Apps and add-ons
- Clever Cloud → The static game on Clever Cloud
- clever create → Apps and add-ons
- clever deploy → First deployment
- clever env → Configuration
- cleverapps.io → Domains and TLS
- clone the repository → Install from the repository to work on the engine
- clone the repository → Developer setup
- Cloudflare Pages → Other static hosts
- Cmd → The dev loop
- Co-authored-by → The game in Git
- Code tour → Code tour
- code walkthrough → Code tour
- code wheel → Remix
- CODE_TOUR → Code tour
- Codex → Local MCP: setting up each client
- collaboration → Working together day to day
- Coming from web-scumm → Coming from web-scumm
- comment threads → Comments
- Comments → Comments
- Configuration → Configuration
- Constellation → Several tenants
- content lint → Checking your game
- content lint → Check: validator, solver, critical path, heat, health, coverage
- CONTENT_GUIDE → State and saves: persistent or temporary, renaming an id, migrations
- CONTENT_GUIDE → Title and credits
- CONTENT_GUIDE → Translations
- Continue → Saves: slots, export and import
- Contributing with AI agents → Contributing with AI agents
- conversation → Dialogues
- Costs and teardown → Costs and teardown
- coverage floor → The coverage ratchet
- coverage threshold → The coverage ratchet
- create-quest-n-click → Install from npm, once published
- credits → Title and credits
- credits → Asset provenance
- cron → Backups
- Cursor → Local MCP: setting up each client
- Cursor → Contributing with AI agents
- Custom code → Custom code
- custom command → Custom code
- cut-sheet → Image toolchain
- cutter → Images: prompts, cutting sheets, transparency, scale
- daily backup → Backups
- daily challenge → Remix
- data lifetime → Retention
- delete the installation → Costs and teardown
- demo → Play online and try the demo Studio
- Demo mode and studio-apply → Demo mode and studio-apply
- demo Studio → Play online and try the demo Studio
- demo Studio → Demo mode and studio-apply
- demote → Managing members
- Dependabot → Bot pull requests
- dependency updates → Bot pull requests
- deploy → Build and release a game
- deploy key → The game in Git
- deploy the Studio → First deployment
- DESIGN → The storyboard, source of truth
- dev environment → Developer setup
- dev loop → The working loop
- dev:lan → Testing on a phone over the LAN
- developer install → Install from the repository to work on the engine
- developer setup → Developer setup
- Developer setup → Developer setup
- dialogue tree → Dialogues
- Dialogues → Dialogues
- disaster recovery → Restore the Studio on a fresh installation
- dist → Build and release a game
- distributed profile → Several tenants
- docker compose → Trying it locally with compose.yml
- docs contributing → Writing documentation
- documentation guide → Writing documentation
- Does changing the session key log everyone out? → Rotating keys
- Domains and TLS → Domains and TLS
- dossier.bin → The sealed ending
- down migrations → Limits of going back
- downgrade → Limits of going back
- Download patch → Demo mode and studio-apply
- dubbing → Voices: per language and per hero
- Edit a room → Edit a room
- email connector → Email connector
- Email connector → Email connector
- engine upgrade → Upgrading the engine of a hosted game
- equivalent mutant → Mutation testing
- escape hatch → Custom code
- export → Exporting the game and leaving the installation
- export save → Saves: slots, export and import
- Export session → Play and replay a session
- Exporting the game and leaving the installation → Exporting the game and leaving the installation
- FIELD → Field passes
- Field Kit → Field passes
- Field passes → Field passes
- field proof → Field passes
- field quotas → Playtests
- First deployment → First deployment
- first owner → Invitations
- first owner → First deployment
- first room → Your first game
- former name → Coming from web-scumm
- former name → Upgrading the engine of a hosted game
- GAME variable → The working loop
- garbage collection → Backups
- Gemini → Local MCP: setting up each client
- Generic OIDC and GitLab → Generic OIDC and GitLab
- getting started → Your first game
- getting started on the team Studio → Starting as an invited dev
- gh-pages → Publish on GitHub Pages
- ghost → Speedrun for players: LiveSplit and OBS
- Git import → The game in Git
- Git push → The game in Git
- GitHub Actions → Publish on GitHub Pages
- GitLab → Generic OIDC and GitLab
- golden saves → The quality baseline
- groupings → Map
- groupings → Map and semantic diff
- hero choice → Heroes: several characters and hero choice
- hero matrix → Voices and the heroes × languages matrix
- Heroes × languages → Voices and the heroes × languages matrix
- Heroes: several characters and hero choice → Heroes: several characters and hero choice
- Hosted assets → Hosted assets
- hosted MCP → Remote MCP
- hosted Studio backup → Backups
- How do I add a new command to the DSL? → The dev loop
- How do I add a prop to a room in the Studio? → Edit a room
- How do I add an objective from the Studio? → Language and objectives
- How do I add end credits? → Title and credits
- How do I add my own command when the DSL is not enough? → Custom code
- How do I add speedrun categories to my game? → Speedrun for authors
- How do I back up the hosted Studio every day? → Backups
- How do I back up the Reality Bridge? → Backup and restore
- How do I bring my edits from the online demo Studio into my game? → Demo mode and studio-apply
- How do I build my game for release? → Build and release a game
- How do I cancel a running job? → Hosted assets
- How do I carry a field pass to a new candidate? → Field passes
- How do I change a look line from the Studio? → Edit a room
- How do I change someone’s role? → Managing members
- How do I check a published build’s signature? → Publishing builds
- How do I check that every hero has their lines in every language? → Voices and the heroes × languages matrix
- How do I check that my game has no errors before I share it? → Checking your game
- How do I check the archive I downloaded? → Install from the release archive
- How do I check the bias of my Remix dimensions? → Remix in the Studio
- How do I check the state after a database migration? → Upgrading the server and checking state after a migration
- How do I collect playtest sessions from players' phones? → Playtests
- How do I comment on a room in the team Studio? → Comments
- How do I compare two published builds? → Map and semantic diff
- How do I configure the Studio Server on Clever Cloud? → Configuration
- How do I connect an AI agent to the hosted Studio? → Remote MCP
- How do I connect Claude Code or Cursor to my game? → Working with an AI
- How do I connect Claude Code to my game? → Local MCP: setting up each client
- How do I connect the game to LiveSplit? → Speedrun for players: LiveSplit and OBS
- How do I create a game from the release archive? → Install from the release archive
- How do I create the Clever Cloud apps and add-ons for the team Studio? → Apps and add-ons
- How do I cut a generated sprite sheet into images? → Images: prompts, cutting sheets, transparency, scale
- How do I cut a sprite sheet in a created project? → Image toolchain
- How do I cut a sprite sheet on the team Studio? → Hosted assets
- How do I delete a player’s data on the Bridge? → Install and run the Bridge
- How do I delete old previews and unused files? → Retention
- How do I delete the Studio's apps and add-ons? → Costs and teardown
- How do I draw a walk zone or an occlusion mask? → Placement and stage
- How do I edit a reaction without writing code? → Edit a room
- How do I edit the storyboard in the Studio? → Storyboard
- How do I export a play session as a bug report? → Play and replay a session
- How do I export my speedrun? → Speedrun for players: LiveSplit and OBS
- How do I export the storyboard as Markdown? → Storyboard
- How do I export the voice table for the actors? → Voices and the heroes × languages matrix
- How do I find a missing translation? → Translations
- How do I get my game out of the hosted Studio? → Exporting the game and leaving the installation
- How do I get the image prompts for my game? → Images: prompts, cutting sheets, transparency, scale
- How do I give a French voice to one hero only? → Voices: per language and per hero
- How do I group rooms and rules into chapters in the Studio? → Map
- How do I group rooms into chapters on the map? → Map and semantic diff
- How do I have several playable characters? → Heroes: several characters and hero choice
- How do I hear each state of a score in the Studio? → Music
- How do I hide an item in a different place in each playthrough? → Remix
- How do I hide my game's ending so nobody can read it in the code? → The sealed ending
- How do I host my game on Clever Cloud? → The static game on Clever Cloud
- How do I import the game from Git into the Studio? → The game in Git
- How do I install Furnace for the audio pipeline? → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- How do I install quest'n'click without npm? → Install from the release archive
- How do I install the game on Android or a computer? → Install the game as an app
- How do I install the game to play offline on an iPhone? → Install the game as an app
- How do I install the image tools? → Image toolchain
- How do I invite someone to the team Studio? → Invitations
- How do I keep a room to myself while I edit it? → Working together day to day
- How do I keep the storyboard and the game in step? → The storyboard, source of truth
- How do I know the whole game is available offline? → Install the game as an app
- How do I leave a note for the AI in the Studio? → Notes
- How do I leave the Clever Cloud installation and keep my game? → Exporting the game and leaving the installation
- How do I let the player choose the hero at New Game? → Heroes: several characters and hero choice
- How do I link my game to a Bridge? → Quick start
- How do I log someone out everywhere? → Managing members
- How do I make a backup of the Bridge? → Backup and restore
- How do I make a backup of the hosted Studio? → Backups
- How do I make a field pass for a release? → Field passes
- How do I make a game with an AI assistant? → Working with an AI
- How do I make a new game from the template? → Your first game
- How do I make several worlds of the same game? → Remix
- How do I make the music change with the game's state? → Music in stems
- How do I migrate a hosted game made on 4.1.x to schema 3? → Upgrading the engine of a hosted game
- How do I move a character to another room? → Moving characters: patrols and walks
- How do I move a web-scumm game to quest'n'click? → Coming from web-scumm
- How do I move my save to another device? → Saves: slots, export and import
- How do I move the Studio to another domain? → Changing domain or OIDC provider
- How do I open the Studio on my phone? → The local Studio: overview and launch
- How do I place a prop or a hotspot in a room? → Placement and stage
- How do I play and check my game while I write it? → The working loop
- How do I preview a Remix seed in the Studio? → Remix in the Studio
- How do I preview the game as another hero? → Play and replay a session
- How do I publish a build from the team Studio? → Publishing builds
- How do I publish my game on GitHub Pages? → Publish on GitHub Pages
- How do I push the hosted game to a Git repository? → The game in Git
- How do I put a video behind my title screen? → Title and credits
- How do I put my game online? → Build and release a game
- How do I put the Bridge behind HTTPS? → Install and run the Bridge
- How do I raise a coverage floor? → The coverage ratchet
- How do I read the puzzle graph in the Studio? → Check: validator, solver, critical path, heat, health, coverage
- How do I read the Studio's metrics with Prometheus? → Monitoring
- How do I record a line once per hero? → Voices: per language and per hero
- How do I record that a translation was reviewed? → Writing documentation
- How do I release a new version? → Releasing
- How do I remove a member from the team Studio? → Managing members
- How do I rename a flag without breaking players' saves? → State and saves: persistent or temporary, renaming an id, migrations
- How do I replace one image of the game from the Studio? → Assets and cutting
- How do I replay a session in the Studio? → Play and replay a session
- How do I restore the Bridge’s store? → Backup and restore
- How do I restore the Studio on an empty database? → Restore the Studio on a fresh installation
- How do I rotate STUDIO_SESSION_KEY? → Rotating keys
- How do I rotate the worker's job key? → Rotating keys
- How do I run a Reality Bridge for real players? → Install and run the Bridge
- How do I run mutation testing on one file? → Mutation testing
- How do I run several Bridge instances on one database? → Several tenants
- How do I run the sample game from source? → Install from the repository to work on the engine
- How do I save in a slot? → Saves: slots, export and import
- How do I say where my game's assets come from? → Asset provenance
- How do I seal the ending with a password? → The sealed ending
- How do I see the Clever environment variables without printing secrets? → Configuration
- How do I see what a change looks like before and after? → Before and after captures
- How do I see what changed between two revisions of my game? → Semantic diff
- How do I see what changed between two revisions? → Map and semantic diff
- How do I see why the solver cannot finish my game? → Check: validator, solver, critical path, heat, health, coverage
- How do I send a test signal to my game? → Quick start
- How do I serve several games from one Bridge? → Several tenants
- How do I set up an AI assistant to work on the engine? → Contributing with AI agents
- How do I set up Keycloak for the hosted Studio? → Keycloak
- How do I set up my machine to work on the engine? → Install from the repository to work on the engine
- How do I set up my machine to work on the engine? → Developer setup
- How do I set up the email connector? → Email connector
- How do I set up the MCP server in Claude Desktop? → Local MCP: setting up each client
- How do I set up the Open Badges connector? → Open Badges connector
- How do I set up the SSH connector? → SSH connector
- How do I set up the Telnet connector? → Telnet connector
- How do I share the game with players from the hosted Studio? → Publishing builds
- How do I show my speedrun timer in OBS? → Speedrun for players: LiveSplit and OBS
- How do I sign a release tag? → Releasing
- How do I start my first game? → Your first game
- How do I start the Studio? → The local Studio: overview and launch
- How do I switch the Studio to another OpenID provider? → Changing domain or OIDC provider
- How do I test my game on my phone? → Testing on a phone over the LAN
- How do I translate my game into French? → Translations
- How do I try the Reality Bridge on my machine? → Quick start
- How do I try the Studio without installing anything? → Play online and try the demo Studio
- How do I turn a MIDI into music for my game? → Music in stems
- How do I update tests/quality-baseline.json? → The quality baseline
- How do I update the engine of my game? → Upgrade
- How do I upgrade the hosted Studio to a new version? → Upgrading the server and checking state after a migration
- How do I upload a generated sprite sheet and cut it? → Assets and cutting
- How do I upload a sound to the hosted Studio? → Hosted assets
- How do I use my own API key with the Studio Assistant? → The Assistant: bring your own key
- How do I use the Assistant without an API key? → The Assistant: bring your own key
- How do I use the MCP server with Cursor, Codex or Gemini CLI? → Local MCP: setting up each client
- How do I verify a .wsrun file? → Speedrun for authors
- How do I write a conversation with a character? → Dialogues
- How do I write my own minigame? → A custom minigame
- How do I write or change a wiki page? → Writing documentation
- How do several people work on the same game at the same time? → Working together day to day
- How does a custom minigame report that it was skipped or failed? → A custom minigame
- How does an agent search the documentation? → Working with an AI
- How does the first owner get in? → Invitations
- How long does a restore of the hosted Studio take? → Restore the Studio on a fresh installation
- How long does the hosted Studio keep data, backups and previews? → Retention
- How much does the hosted Studio cost on Clever Cloud? → Costs and teardown
- How much memory does a Bridge restore need? → Backup and restore
- human pass → Field passes
- I lost owner access to the Studio → Recovering admin access
- I lost the Keycloak admin password → Recovering admin access
- I want the guard to patrol → Moving characters: patrols and walks
- i18n → Translations
- identity contract → State and saves: persistent or temporary, renaming an id, migrations
- identity provider → Keycloak
- IGT → Speedrun for authors
- Image toolchain → Image toolchain
- Images: prompts, cutting sheets, transparency, scale → Images: prompts, cutting sheets, transparency, scale
- IMAP connector → Email connector
- import save → Saves: slots, export and import
- IndexedDB → State and saves: persistent or temporary, renaming an id, migrations
- Install and run the Bridge → Install and run the Bridge
- install app → Install the game as an app
- Install from npm, once published → Install from npm, once published
- Install from the release archive → Install from the release archive
- Install from the repository to work on the engine → Install from the repository to work on the engine
- Install the game as an app → Install the game as an app
- intermediate representation → Language and objectives
- invitation link → Invitations
- Invitations → Invitations
- invite → Invitations
- invited dev → Starting as an invited dev
- IR → Language and objectives
- Is anything lost during a redeploy of the Studio? → Redeploys
- Is quest'n'click on npm? → Install from npm, once published
- Is there a GitHub Actions workflow for a created project? → Publish on GitHub Pages
- jobs → Hosted assets
- journal → Play and replay a session
- key ring → Rotating keys
- key rotation → Rotating keys
- Keycloak → Keycloak
- LAN → Testing on a phone over the LAN
- Language and objectives → Language and objectives
- Language tab → Language and objectives
- last owner → Recovering admin access
- layout editor → Placement and stage
- leaderboard → Speedrun for authors
- lease handoff → Redeploys
- leave → Exporting the game and leaving the installation
- Limits of going back → Limits of going back
- LiveSplit → Speedrun for players: LiveSplit and OBS
- Local MCP: setting up each client → Local MCP: setting up each client
- local network → Testing on a phone over the LAN
- local Studio → The local Studio: overview and launch
- local Studio Server → Trying it locally with compose.yml
- locales → Translations
- localisation → Translations
- location → Rooms
- locked out → Recovering admin access
- logs → Monitoring
- lost owner → Recovering admin access
- mail connector → Email connector
- maintenance lease → Backup and restore
- managed Keycloak → Keycloak
- Managing members → Managing members
- manual pass → Field passes
- Map → Map
- Map and semantic diff → Map and semantic diff
- Map tab → Map
- MCP → Working with an AI
- MCP → Local MCP: setting up each client
- MCP over HTTP → Remote MCP
- mdpipe → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- mdpipe → Music in stems
- Mega Drive pipeline → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Mega Drive pipeline → Music in stems
- members → Managing members
- merge restore → Backup and restore
- metrics → Monitoring
- migrate → Upgrade
- migrate provider → Changing domain or OIDC provider
- migration → Upgrading the server and checking state after a migration
- milestone verification → Before a pull request
- minigame plugin → A custom minigame
- mixer → Music
- Model Context Protocol → Local MCP: setting up each client
- Monitoring → Monitoring
- moveActor → Moving characters: patrols and walks
- Moving characters: patrols and walks → Moving characters: patrols and walks
- multi-tenant → Several tenants
- Music → Music
- music director → Music in stems
- Music in stems → Music in stems
- Music tab → Music
- MUTANTS → Mutation testing
- Mutation testing → Mutation testing
- My hosted game still imports web-scumm, how do I fix it? → Upgrading the engine of a hosted game
- My imports of web-scumm/content no longer resolve → Coming from web-scumm
- My MCP client says the server sent invalid JSON → Local MCP: setting up each client
- My new image does not show in the game → Images: prompts, cutting sheets, transparency, scale
- My phone cannot open the dev server → Testing on a phone over the LAN
- Netlify → Other static hosts
- new engine version → Upgrading the server and checking state after a migration
- new issuer → Changing domain or OIDC provider
- nginx → Other static hosts
- no owner left → Recovering admin access
- Node host → The static game on Clever Cloud
- Notes → Notes
- Notes tab → Notes
- notes.json → Notes
- NPC movement → Moving characters: patrols and walks
- npm publish → Install from npm, once published
- npm run audio says Furnace not found → Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- OB2 → Open Badges connector
- OB3 → Open Badges connector
- objectives form → Language and objectives
- OBS → Speedrun for players: LiveSplit and OBS
- offline → Install the game as an app
- onboarding → Starting as an invited dev
- Open Badges connector → Open Badges connector
- Open Badges connector → Open Badges connector
- OpenID Connect → Generic OIDC and GitLab
- OpenID provider → Keycloak
- orphan comment → Comments
- Other static hosts → Other static hosts
- overlapping redeploy → Redeploys
- own minigame → A custom minigame
- PACKAGE → Install from the release archive
- Pages workflow → Publish on GitHub Pages
- patrol → Moving characters: patrols and walks
- personal best → Speedrun for players: LiveSplit and OBS
- personal data → Retention
- personal undo → Working together day to day
- phone → Testing on a phone over the LAN
- Placement and stage → Placement and stage
- placement editor → Placement and stage
- Play and replay a session → Play and replay a session
- play online → Play online and try the demo Studio
- Play online and try the demo Studio → Play online and try the demo Studio
- Play tab → Play and replay a session
- playable characters → Heroes: several characters and hero choice
- players → Heroes: several characters and hero choice
- playtester → Playtests
- Playtests → Playtests
- playUrl → Domains and TLS
- plugin → Custom code
- PostgreSQL → Apps and add-ons
- pre-PR checklist → Before a pull request
- Prepare assets → Hosted assets
- presence → Working together day to day
- pricing → Costs and teardown
- production build → Build and release a game
- Prometheus → Monitoring
- PROMPTS → Images: prompts, cutting sheets, transparency, scale
- provenance lock → Asset provenance
- provenance.json → Asset provenance
- Public Suffix List → Domains and TLS
- publicUrl → Domains and TLS
- publish a version → Releasing
- Publish on GitHub Pages → Publish on GitHub Pages
- Publish this revision → Publishing builds
- published build → Publishing builds
- Publishing builds → Publishing builds
- pull request checklist → Before a pull request
- purge → Retention
- puzzle graph → Check: validator, solver, critical path, heat, health, coverage
- PWA → Install the game as an app
- quest-n-click-studio-server → First deployment
- quick start → Install from the release archive
- Quick start → Quick start
- ratchet → The coverage ratchet
- read the code → Code tour
- Reality tutorial → Quick start
- REALITY-OPS → Install and run the Bridge
- realm.json → Keycloak
- Rebuild fresh → Publishing builds
- recording table → Voices: per language and per hero
- recording table → Voices and the heroes × languages matrix
- Recovering admin access → Recovering admin access
- recut → Assets and cutting
- Redeploys → Redeploys
- release → Releasing
- Releasing → Releasing
- RELEASING → Releasing
- Remix → Remix
- REMIX → Remix
- Remix in the Studio → Remix in the Studio
- Remix tab → Remix in the Studio
- remote MCP → Remote MCP
- Remote MCP → Remote MCP
- remove a member → Managing members
- rename → Coming from web-scumm
- replace-store → Backup and restore
- Replay → Play and replay a session
- reproducible build → Publishing builds
- restore drill → Restore the Studio on a fresh installation
- Restore the Studio on a fresh installation → Restore the Studio on a fresh installation
- retention → Retention
- Retention → Retention
- Retry-After → Redeploys
- reveal → The sealed ending
- reversibility → Exporting the game and leaving the installation
- review comments → Comments
- revoke sessions → Managing members
- rollback → Limits of going back
- room → Rooms
- room sheet → Edit a room
- Rooms → Rooms
- Rooms tab → Edit a room
- rotate secrets → Rotating keys
- Rotating keys → Rotating keys
- RPO → Restore the Studio on a fresh installation
- running a Reality Bridge → Install and run the Bridge
- sample chapter → Quick start
- save migration → State and saves: persistent or temporary, renaming an id, migrations
- save slots → Saves: slots, export and import
- save slots → State and saves: persistent or temporary, renaming an id, migrations
- Saves: slots, export and import → Saves: slots, export and import
- saveVersion → State and saves: persistent or temporary, renaming an id, migrations
- scenario map → Map
- scenario map → Map and semantic diff
- scene → Rooms
- schema migration → Upgrading the engine of a hosted game
- scratch ticket → The sealed ending
- script → The storyboard, source of truth
- secrets → Configuration
- seed → Remix
- seed → Remix in the Studio
- self-hosting the Bridge → Install and run the Bridge
- semantic diff → Semantic diff
- semantic diff → Map and semantic diff
- Semantic diff → Semantic diff
- service lease → Redeploys
- session file → Playtests
- several instances → Several tenants
- several tenants → Several tenants
- Several tenants → Several tenants
- Share session → Playtests
- shared log → Notes
- sheetBackground → Images: prompts, cutting sheets, transparency, scale
- ship → Build and release a game
- ship → Releasing
- SIGTERM → Redeploys
- sirv → The static game on Clever Cloud
- solver health → Check: validator, solver, critical path, heat, health, coverage
- SPEEDRUN → Speedrun for authors
- Speedrun for authors → Speedrun for authors
- Speedrun for players: LiveSplit and OBS → Speedrun for players: LiveSplit and OBS
- splits → Speedrun for authors
- spoilers → The sealed ending
- sprite sheet → Images: prompts, cutting sheets, transparency, scale
- sprite sheet cutter → Image toolchain
- sprite sheet cutting → Hosted assets
- sprite sheet upload → Assets and cutting
- SSH connector → SSH connector
- SSH connector → SSH connector
- stage editor → Placement and stage
- Starting as an invited dev → Starting as an invited dev
- State and saves: persistent or temporary, renaming an id, migrations → State and saves: persistent or temporary, renaming an id, migrations
- static hosting → Other static hosts
- static Studio → Demo mode and studio-apply
- stems → Music in stems
- stems → Music
- Storyboard → Storyboard
- storyboard coverage → The storyboard, source of truth
- Storyboard tab → Storyboard
- storyboard.json → The storyboard, source of truth
- storyboard.json → Storyboard
- structured editing → Edit a room
- Stryker → Mutation testing
- STUDIO → The local Studio: overview and launch
- studio patch → Demo mode and studio-apply
- studio:lan → Testing on a phone over the LAN
- studio.config.json → Configuration
- studio.html → The local Studio: overview and launch
- sub-agents → Working with an AI
- surviving mutant → Mutation testing
- take the game out → Exporting the game and leaving the installation
- talk topics → Dialogues
- tarball install → Install from the release archive
- task note → Notes
- teardown → Costs and teardown
- Telnet connector → Telnet connector
- Telnet connector → Telnet connector
- Testing on a phone over the LAN → Testing on a phone over the LAN
- text still in English → Translations
- text switches → Heroes: several characters and hero choice
- text switches → Play and replay a session
- The Assistant: bring your own key → The Assistant: bring your own key
- The coverage ratchet → The coverage ratchet
- The coverage ratchet is red → The coverage ratchet
- The dev loop → The dev loop
- The game in Git → The game in Git
- The invitation link says access not granted → Invitations
- The last owner left: how do I get an owner back? → Recovering admin access
- The local Studio: overview and launch → The local Studio: overview and launch
- The Pantry Key → Play online and try the demo Studio
- The quality baseline → The quality baseline
- The quality baseline check fails after my change → The quality baseline
- The release run says the tag names no candidate run → Releasing
- The sealed ending → The sealed ending
- The static game on Clever Cloud → The static game on Clever Cloud
- The storyboard, source of truth → The storyboard, source of truth
- The working loop → The working loop
- time attack → Speedrun for authors
- Time Attack → Speedrun for authors
- timeline → Edit a room
- Title and credits → Title and credits
- title screen → Title and credits
- too many connections → Apps and add-ons
- TOOLS → Image toolchain
- TOOLS → The working loop
- TOOLS → Asset provenance
- TOOLS → Checking your game
- TOOLS → Build and release a game
- Translations → Translations
- trustProxy → Configuration
- try it → Play online and try the demo Studio
- try it in the Studio → Quick start
- Trying it locally with compose.yml → Trying it locally with compose.yml
- tutorial → Your first game
- TUTORIAL → Your first game
- TUTORIAL → Testing on a phone over the LAN
- untranslated text → Translations
- update the engine → Upgrade
- Upgrade → Upgrade
- upgrade the Studio Server → Upgrading the server and checking state after a migration
- UPGRADING → Upgrade
- Upgrading the engine of a hosted game → Upgrading the engine of a hosted game
- Upgrading the server and checking state after a migration → Upgrading the server and checking state after a migration
- upload → Hosted assets
- validator → Checking your game
- variants → Remix
- verify → Checking your game
- virtual terminal → Telnet connector
- virtual terminal over SSH → SSH connector
- visual diff → Before and after captures
- voice acting → Voices: per language and per hero
- voice clips → Voices: per language and per hero
- Voices and the heroes × languages matrix → Voices and the heroes × languages matrix
- Voices tab → Voices and the heroes × languages matrix
- Voices: per language and per hero → Voices: per language and per hero
- web-scumm → Coming from web-scumm
- web-scumm imports → Upgrading the engine of a hosted game
- What do Critical path and Heat do in the Check tab? → Check: validator, solver, critical path, heat, health, coverage
- What do I do with the Dependabot pull requests? → Bot pull requests
- What do the ✓ ~ ✗ badges on a storyboard panel mean? → Storyboard
- What do the red, orange and grey badges of the Assets tab mean? → Assets and cutting
- What does "not declared" mean in the Map tab? → Map
- What does a save keep, and what is lost on reload? → State and saves: persistent or temporary, renaming an id, migrations
- What does a Studio backup contain? → Backups
- What does each tab of the Studio do? → The local Studio: overview and launch
- What does npm run release check? → Build and release a game
- What happens if I deploy an older Studio on a migrated database? → Limits of going back
- What is a revision in the local Studio? → Semantic diff
- What is the difference between npm run validate, solve and lint? → Checking your game
- What must a pull request contain? → Before a pull request
- Where are my edits kept in the demo Studio? → Demo mode and studio-apply
- Where are my saves kept? → Saves: slots, export and import
- Where are the Studio notes stored? → Notes
- Where can I play the sample game? → Play online and try the demo Studio
- Where do I see the IR of my game? → Language and objectives
- Where do I see which sounds are missing? → Music
- Where do players get stuck in my game? → Playtests
- Where is the audit log? → Managing members
- Which alerts should I set on the hosted Studio? → Monitoring
- Which background colour should my sprite sheets use? → Images: prompts, cutting sheets, transparency, scale
- Which cache headers should my host send for the game? → Other static hosts
- Which checks can I run in a created project? → Checking your game
- Which domains do I need for the hosted Studio? → Domains and TLS
- Which files do I touch to change an engine command? → The dev loop
- Which game does npm run dev play, in a created project or in the engine repository? → The working loop
- Which MCP tools work on a hosted Studio? → Remote MCP
- Which Node version do I need to develop quest'n'click? → Developer setup
- Which PostgreSQL plan do I need for the hosted Studio? → Apps and add-ons
- Which rules must an AI agent follow in this repository? → Contributing with AI agents
- Which store should my Bridge use? → Install and run the Bridge
- Which tests do I run before a pull request? → Before a pull request
- Which variables does the static game need on Clever Cloud? → The static game on Clever Cloud
- Why are writes refused for a minute after each Clever deploy? → Redeploys
- Why does a voiced line disappear without sound? → Voices: per language and per hero
- Why does Capture the rooms answer 501? → Before and after captures
- Why does my agent get a 401 on /mcp? → Remote MCP
- Why does my field report not check against the new candidate? → Field passes
- Why does my release fail on a placeholder asset? → Asset provenance
- Why does npm install quest-n-click answer 404? → Install from npm, once published
- Why does npm run wiki -- check fail on my page? → Writing documentation
- Why does the CLI login say Offline tokens not allowed? → Keycloak
- Why does the CLI not work with GitLab? → Generic OIDC and GitLab
- Why does the Studio say a storyboard panel is not in the game? → The storyboard, source of truth
- Why does the terminal say my code does not work? → Telnet connector
- Why is a speedrun valid-unranked? → Speedrun for authors
- Why is my badge indeterminate? → Open Badges connector
- Why is my Bridge restore refused? → Backup and restore
- Why is my comment marked orphan? → Comments
- Why is my custom provider URL refused? → The Assistant: bring your own key
- Why is my email not turned into a signal? → Email connector
- Why is my push to Git refused with 409? → The game in Git
- Why is my Studio save refused with 401 on the LAN? → Testing on a phone over the LAN
- Why is my translation reported as stale? → Translations
- Why is Prepare assets refused on the hosted Studio? → Hosted assets
- Why is Save stage greyed out? → Placement and stage
- Why is the engine upgrade refused with 422? → Upgrading the engine of a hosted game
- wiki → Writing documentation
- Will an update of my game break the players' saves? → State and saves: persistent or temporary, renaming an id, migrations
- without OIDC → Trying it locally with compose.yml
- WORKFLOW → Rooms
- WORKFLOW → The storyboard, source of truth
- WORKFLOW → Working with an AI
- working together → Working together day to day
- Working together day to day → Working together day to day
- Working with an AI → Working with an AI
- world → Remix in the Studio
- World link → Quick start
- world variant → Remix
- Writing documentation → Writing documentation
- wsrun → Speedrun for players: LiveSplit and OBS
- WYSIWYG editor → The local Studio: overview and launch
- Your first game → Your first game