quest'n'click 4.5.1 · r1

Built for quest'n'click 4.5.1, revision r1. Whether it is published, and which one is current, is recorded at publication.json.

FAQ by audience

Français · Index · Published, partly reviewed by a person · Applies from: 4.4.0

The 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 the release this documentation belongs to, named at the foot of every page. Can't find yours? Search this wiki, or see What quest'n'click does not do.

Audience, context, and the statuses of what this page rests on

Audience: player, admin, author, contributor · Context: player's browser, engine repository, created project, local Studio, hosted Studio, Reality Bridge

Players

Authors

Admins of a team Studio

Contributors

Where the documentation is

This wiki replaces the pages of docs/en and docs/fr. Every page exists in English and French, and npm run wiki -- check keeps the two in step (the same sections, links, steps and blocks): the first-room tutorial (Your first game), the working loop from the first idea to the release (The working loop), every command (npm scripts), moving to a new version (Upgrade), and where the project comes from (Roadmap). What changed in each release is in the changelog. The development documentation (decisions, ADRs, plans, each release's passes) stays in docs/dev, in English: public, written for maintainers.

What is in the current release

The current release is the one at the foot of this page, and the newest on https://github.com/wanoo/quest-n-click/releases/latest; Stability and support lists the lines and how long each is supported. This answer does not name it, so it does not go stale at the next release. The recent ones, newest first:

4.5.0 "Wiki" (23 October 2026): this documentation, in English and in French, published as the GitHub wiki and on Pages from the release's own archive; search_docs, list_docs and read_doc {id, section} for an assistant. 4.4.0 "Author's Desk" (22 October 2026): a playable example of choosing the hero in two languages (games/heroes), the Studio's hero × language matrix, before/after captures in the semantic diff (on a local Studio), a faster hosted preview, a hotspot that acts on a single tap and a map pin with several places (from Horacio, LostInBrittany), the phone's column on a short landscape screen.

Before them: 4.3.1 gave a translation's own text switches their voices through the whole chain, and says npm run solve finds one winning path (--prove proves every hero). 4.3.0 "Hero Choice": the player chooses the hero at New Game, a key per verb, a proportional pixel font for the interface, most of it from an outside contributor; the former web-scumm names are gone (npx quest-n-click migrate). 4.2.5: the new name. 4.2.4: an exit gone through on a single tap, actorGap, the sprite sheets' background, face: 'hero' fixed. 4.2.3 "Coordination": the Studio online for a team, experimental: previews per revision, health, personal undo, published builds, backup and restore, a scenario map, anchored comments, a diff by name, AI agents through a remote MCP, Git push and import, the hosted Assets tab. 4.2.0 "Stable World" restored strict SemVer after the 4.1.x line, and shipped before the people's passes: only its stable surfaces are promised (Stability and support).


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