Packaging and Distribution · Version 0.5

Standalone Runtime and User-Local Data

Understand the editor/runtime boundary and where packaged games store player saves, settings, logs, and recovery information.

Filmstrip has separate editor and runtime bootstraps. A packaged game starts the runtime directly and does not need to initialize editor windows, authoring history, asset management, or project modification services.

Authored project content

  • Shipping scenes, dialogues, tilesets, templates, tags, input, themes, audio, RPG definitions, project metadata, and selected assets.
  • Collected into the build according to preflight and content-manifest rules.
  • Treated as read-only installed content at runtime.

User-local writable state

  • Named player save slots and their index.
  • The development debug slot when used in a source workflow.
  • Save Point recovery checkpoint.
  • Runtime settings, logs, caches, and recognized operational data.
  • Editor layout and scene recovery for editor runs.

Project identity determines storage

The project publisher and project ID define the user-local application-data location. Changing project identity is a deliberate metadata decision because it can change where a built game looks for writable state.

Read-only installs

The runtime is designed so normal play does not need to write into the installed bundle. This supports standard Windows installations and allows read-only verification of a disposable build copy.