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.