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
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.