Create or import a project

Availability: source-preview publishing CLI. See status.

Create a new project

vapour create "My Game" --engine godot

Supported engine values are godot, unity, bevy and other. The default is godot. The CLI derives a lowercase slug and creates a directory such as my-game/, writes engine-specific README scaffolding and saves vapour.toml. The current templates do not generate a complete playable engine project. Create your Godot/Unity/Rust project in that directory or import an existing one.

The scaffold also creates a store/ directory:

File Purpose
template.md Markdown text for the store page
page.json Game details, media paths and page layout
page.schema.json Editor validation and autocomplete for page.json
README.md A short store-page editing reference

Edit these files before publishing; see Create a store page.

Normally it registers the remote project first. If the server rejects the request, scaffolding has not been written. If later disk or clone work fails, the already-created remote project may still exist; inspect your projects before retrying with a new identity.

Work offline first

vapour create "My Game" --engine godot --offline

This scaffolds locally without API access. The manifest has no project ID yet. The first real vapour publish registers the project and writes its returned ID. publish --dry-run does not register it.

Import a Git repository

vapour create "My Game" --engine godot --from https://github.com/YOUR-ORG/YOUR-GAME.git

The CLI shallow-clones the repository and removes the cloned .git directory, so the new project starts without the sample's Git history. It writes the new Vapour manifest and adds missing store/ starter files without overwriting existing files. Use --offline as well if remote registration should wait. Git must be installed. Clone into a new empty destination; the CLI rejects a nonempty directory rather than overwriting an existing project.

Existing directory without cloning

Create a manifest at the existing project's root, leave id absent until first registration, and set the correct engine and build directory. The publishing CLI can register it on first publish. Avoid inventing or copying another game's ID: the API enforces ownership.

Next: export for Web.

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