First game: build to publish

Availability: source-preview publishing workflow. Use an implemented CLI checkout and an API environment supplied by the platform maintainer. No public release or live endpoint is assumed; see status.

1. Install and choose the API

Follow installation, then set the intended API explicitly:

export VAPOUR_API="https://YOUR-STAGING-API"
vapour --help

Use http://localhost:8080 for the local API instead. Tokens belong to their issuing environment; do not reuse a staging token against a different project.

2. Sign in as a developer and create a token

The integrated dashboard's developer sign-in flow creates a developer account. Create a publish token from its token settings, or use the authenticated token API in Vapour tokens.

In Bash, read it without placing the literal token in shell history:

read -r -s -p "Vapour token: " token
printf '\n'
printf '%s\n' "$token" | vapour login --token -
unset token
vapour whoami

3. Create and export

vapour create "My Game" --engine godot
cd my-game

You can also start from an official skeleton with vapour template godot "My Game" (or bevy, unity). Be aware the templates contain no engine project yet: see Start from an official template.

The current CLI scaffold supplies a README and manifest, not a complete engine project. Create the actual game in that directory with your engine, or use --from to import an existing game. Export for Web into build/web/. Follow the Godot, Unity or Bevy guide. A valid web bundle includes index.html and all its referenced assets. Creating a project does not compile the game for you.

4. Validate locally

vapour publish --dry-run

Expected: the CLI prints the packed size and Dry run: nothing uploaded. A dry run does not register an offline project or need a PAT. It is not a browser playability test or a substitute for the server's ZIP validation.

5. Publish and play

vapour publish

Expected: Published ... and a /games/<slug> URL. Open it, launch the player, and verify asset loading, input and audio. Keep the exported ZIP if you need to reproduce the release later.

For the next release:

vapour publish --version 0.2.0

See publishing for verification and recovery. Performance capture is a separate opt-in process; it is not activated by publishing a game.

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