Craft

Publishing and Releases

Your workspace is private — nothing in it is visible to anyone until you publish. Publishing creates a release: a numbered, frozen snapshot of the whole project (v1, v2, v3…). Releases are what the rest of Craft interacts with — the project page players see and the version new games are built from — while you keep editing the live workspace underneath.

Creating a version

The Create Version button at the top right of the workspace opens a short form: an optional version title, release notes (shown in version history, release previews, and the update dialog players see), and a summary of everything changed since the last release — click it for the full diff, and give it a glance to catch an accidental deletion before it ships. Hit Save to cut the release; saving is disabled when nothing has changed. If the project has no Game Start file type yet, the dialog warns and offers to create one, since players need it to begin a game (see Game Starts).

Worlds and Systems

Every project is a World or a System — chosen at creation, changeable under Project type in settings. Publishing works identically for both; the type only changes what your audience does with the result. A published world is played: its page shows Start game. A published system is built on: its page shows Clone system instead (only you can start games on your own system, to test it), and it appears as a starting point when others create a new project. Systems are always clonable; worlds have a cloning toggle you control.

Visibility and sharing

Cutting a version and being visible are separate switches. The pill in the workspace top bar shows the state: Private (only you), Unlisted (anyone with the link can view and play), or Public (listed on Discover, where the Community Guidelines apply). The publish form offers to make a not-yet-public project public along with the new version — and once a project is public, every version you save goes live immediately. The Share Project dialog (in the menu next to Create Version) holds the shareable link, the visibility picker, and the Allow Cloning toggle; discovery tags (up to three) and an optional attribution line live in project settings.

Players always meet your latest release, never your workspace: Start game on the project page builds from it, and existing games stay pinned to the release they were created from, showing an update indicator when a newer one ships. See Game and Project Sync for how updates work and Playing a Published Project for the player's side.

Release history

Version History (same menu) lists every release with its title, notes, and a chip on the currently published one. Each release has four actions:

  • View — browse the release as a read-only workspace.

  • Restore — replace your live workspace with the snapshot. Unpublished changes are lost, so Craft asks first.

  • Promote to Published — point players at an older release without touching your workspace. This is your rollback if a version shipped broken.

  • Delete — permanently remove the release.

Old snapshots also thin out automatically over time — see Version History and Retention.

Versions are checkpoints, not just publishing

Even on a private project, cut a version before a big experiment — Restore is the project-wide undo that per-file history can't give you.

Starting a game with unsaved changes

New games — including your own test games — start from the latest release. Hitting Start Game while the workspace has uncaptured changes brings up a warning that offers to Create Version first or start on the existing release anyway.

Publishing less than a project

To share just a slice — a spell compendium, a bestiary, a file type with its layouts — publish a package instead of a whole project.