Documentation
Every page of the wiki, in English and in French, rendered from the documentation archive of the latest release.
Start
What quest'n'click is, and its web-scumm historyThe logo: the words "quest'n'click, Open source point & click engine" under a pixel-art editor window.
Start
FeaturesWhat quest'n'click does, as of 4.4.0, grouped by what you want to do, each with the page that says more. What each feature promises, and how far it is proven: Stability and support. What it does not…
Create
Your first gameThe shortest path from nothing to a room you can play on your phone, with the files you touch named at each step.
Install
Package referenceWhat the engine's npm packages hold, the commands the quest-n-click package gives a game project, and how each release checks them. scripts/pack.mjs makes them from the files git tracks; installing t…
Studio
The local Studio: overview and launchThe Studio is a page of the dev server where you edit a game with the real engine in front of you: what you see is what players get. This page starts it, on your computer or on your phone, and tours…
Indexes
FAQ by audienceThe questions people ask most, by who asks them, each answered in a line or two with the page that says the rest. The answers hold for 4.4.0. Can't find yours? Search this wiki, or see What quest'n'c…
By area
Start
Install
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Coming from web-scumm
- Image toolchain
- Install from npm, once published
- Install from the release archive
- Install from the repository to work on the engine
- Upgrade
- doctor: checking your machine
- Package reference
- Requirements
- Upgrade notes: 4.1
- Upgrade notes: 4.2
- Upgrade notes: 4.3
- Upgrade notes: 4.4
- Upgrade notes: 4.5
- Upgrade notes: v2 to v3
- Upgrade notes: v3
- Install troubleshooting
Play
Create
- Dialogues
- Heroes: several characters and hero choice
- Remix
- Rooms
- Your first game
- A custom minigame
- Asset provenance
- Build and release a game
- Checking your game
- Images: prompts, cutting sheets, transparency, scale
- Moving characters: patrols and walks
- Music in stems
- Other static hosts
- Playtests
- Publish on GitHub Pages
- Speedrun for authors
- Testing on a phone over the LAN
- The sealed ending
- The static game on Clever Cloud
- The working loop
- Title and credits
- Translations
- Voices: per language and per hero
- Working with an AI
- Content principles and the identity contract
- Custom code
- Flags, variables and events: which to use
- Puzzle design
- State and saves: persistent or temporary, renaming an id, migrations
- Sub-path, cache and service worker, incomplete deploys, going back
- The storyboard, source of truth
- What the solver proves
- Built-in minigames
- Chapters and objectives
- Characters
- Classic mechanics
- Conditions
- DSL reference
- Example games
- Exits
- Game commands
- Geometry: placement, walk zones, masks, layers, camera
- Items and inventory
- Layout of a created project and of the engine repository
- Production template
- Reactions
- Review pages
- Scripts and events
- Skin and fonts
- Solver options
- Sound effects
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- World map
- Something is visible but unreachable
Studio
- The local Studio: overview and launch
- Assets and cutting
- Before and after captures
- Check: validator, solver, critical path, heat, health, coverage
- Demo mode and studio-apply
- Edit a room
- Language and objectives
- Local MCP: setting up each client
- Map
- Music
- Notes
- Placement and stage
- Play and replay a session
- Remix in the Studio
- Semantic diff
- Storyboard
- The Assistant: bring your own key
- Voices and the heroes × languages matrix
- Local and LAN security
- Preview, apply, undo
- MCP tools
- Rule explainer
- Studio API
- Studio troubleshooting
Team Studio
- Starting as an invited dev
- Trying it locally with compose.yml
- Comments
- Hosted assets
- Invitations
- Managing members
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Working together day to day
- Concepts: revision, transaction, span, lease, preview, build
- What runs where
- Health and metrics routes
- Known limits
- Roles and actions: the full matrix
- The server's command line
- Recovering after a lost lease, a disconnection or a stale preview
- Write refused on the hosted Studio: span locked (423)
- Write refused on the hosted Studio: stale base revision (409)
Reality Bridge
- Quick start
- Backup and restore
- Email connector
- Install and run the Bridge
- Open Badges connector
- Several tenants
- SSH connector
- Telnet connector
- Connectors overview
- Guarantees
- Security: Biscuit and signatures
- The Reality Bridge: what it is
- Signals and the manifest
- The Bridge's command line
- The connector SDK
- Bridge and connector troubleshooting
Clever Cloud
- First deployment
- Apps and add-ons
- Backups
- Changing domain or OIDC provider
- Configuration
- Costs and teardown
- Domains and TLS
- Exporting the game and leaving the installation
- Generic OIDC and GitLab
- Keycloak
- Monitoring
- Recovering admin access
- Restore the Studio on a fresh installation
- Rotating keys
- Upgrading the server and checking state after a migration
- Clever Cloud: overview, cost and prerequisites
- Limits of going back
- Redeploys
- RPO and RTO
- Security
- Retention
- Clever Cloud troubleshooting
- Worker, PostgreSQL or Cellar down
Reference
Contribute
- Code tour
- Developer setup
- Before a pull request
- Bot pull requests
- Contributing with AI agents
- Field passes
- Mutation testing
- Releasing
- The coverage ratchet
- The dev loop
- The quality baseline
- Writing documentation
- Architecture
- Governance
- Welcome
- Benchmarks
- CI explained
- Code of conduct
- Conventions
- Decisions and ADRs
- Import boundaries
- Licences and credits
- npm packages
- Security policy
- Which tests run when
Other versions
Each release publishes its own documentation archive; this site shows the latest. Earlier ones are on the release pages. GitHub · releases