Build, playtest, publish
Buy an experience in the Shop, place its door, and open its setup panel.
Buy an experience in the Shop, place its door, and open its setup panel. Enter the room to build its scenery. Its script runs in copies of the room.
Save & playtest saves the settings and script shown in the panel, then enters a private copy of the draft. It does not publish. All rooms belonging to the game are snapshotted together, including their saved scripts and scenery.
During a playtest:
- Restart takes a new snapshot of saved drafts and starts fresh script state. It keeps test saves, so you can test returning players.
- Reset progress starts again with empty test saves, including global values and leaderboards. Published-game saves are never read or changed.
- Script opens the entry room's script. Save & restart applies its changes.
- Logs keeps the latest 100 messages and errors for this run. Use
log()inside a handler. Runtime errors identify the handler; window errors name the invalid field. Errors duringstartare retained too. - Stop returns to the authoring room and discards test saves. Test data lives in memory and also disappears when the player session ends or the server restarts.
Only the creator can enter a playtest. Invitations and spectating are disabled. Scripts can use send and doors to visit the game's draft rooms. A playtest is currently a solo test; testing several real players together still uses published copies. Restart always starts at the room where you began the playtest.
Publish snapshots the saved game for players. Existing published copies keep their version until they end; a playtest always starts a new copy. Publishing from the setup panel uses the saved script, so save script edits first.
This page as markdown: /api/build-playtest-publish.md