Vapour Developer Handbook

Build a web game, publish it to Vapour, and investigate its performance locally. This handbook covers both game-developer workflows and platform-maintainer workflows, from credentials and engine exports to trace analysis and deployment.

Start with your goal

Goal Start here
Publish a game for the first time First game
Build Godot, Unity or Bevy for the browser Web exports
Create, rotate or revoke a CLI token Vapour tokens
Automate a game release Publishing from CI
Profile a browser game Browser telemetry
Work on Linux/eBPF profiling Native profiler
Understand port 6767 and the two collectors Local agent
Export or inspect a performance dump Dumps
Use charts, flamegraphs and optimization reports locally Local dashboard

Read availability before running commands

The project is under active implementation. The publishing CLI and backend have working source in the maintainer workspace, but that implementation was not yet on their public main branches at this documentation snapshot. The native profiler's published revision provides an attach/detach proof; the newer maintainer checkout adds the local dashboard and reports. Browser telemetry is on a published feature branch and is not wired into the live player.

Every workflow is grounded in the implementation status. A source preview is not a release announcement or a claim about the deployed service. Commands marked planned describe the intended interface, not executable instructions for today's binaries.

Performance data stays local

Browser and native profiling are explicit opt-in features. Captures, raw dumps, stacks and reports do not go through Vapour servers. Optional Claude requests send a compact summary directly to Anthropic. Publishing a game build does upload that build to Vapour; a performance dump is a different artifact.

The Devtools UI and browser collector belong on staging only. Production must exclude their code and routes, not merely hide a toggle.

Source audit: 14 October 2026. See maintenance for how to keep these instructions synchronized with code.

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