Platform abstraction and Wrapfully deploy client for Makefully games.
- Adaptfully runtime — shared auth and platform services via
adaptfully.register()/adaptfully.get() - Adaptfully pipeline — prebuild, build, and deploy stages driven by
config.platforms - Wrapfully deploy — zip-and-post client for building desktop, mobile, and Steam packages
npm install @makefully/adaptfullyMaintainers: see PUBLISHING.md for npm trusted publishing setup.
Games register platform services before load and retrieve them in-game. Adaptfully applies platform registrations during prebuild — games compile a neutral deploy/ folder, then Adaptfully writes output/<platform>-prebuild/ with the correct auth and plugin scripts injected into HTML.
# wrapfully.json (gitignored) or env — Showfully PAT required for build/deploy/release:
# { "accessToken": "sfpat_…", "server": "https://make.makefullystudios.com/" }
# optional: "encrypt": true
export SHOWFULLY_PAT=sfpat_…
adaptfully prebuild web # deploy/ → output/web-prebuild/ (local only)
adaptfully build steam # Yap /yap/wrapfully chore → artifact zip
adaptfully deploy web --deployment web-prod # Yap deploy chore
adaptfully release android --encrypt # optional envelope encryption
adaptfully release steam,android,ios # sequential platforms; each → output/<platform>/
adaptfully release --platforms steam,android # same, flag form
adaptfully steam-publish # one-time: log in with steamcmd → assets/meta/deployments/steam/steam.json| Stage | What it does |
|---|---|
prebuild |
Copy deploy/ to output/<platform>-prebuild/ and inject registrations into config.htmlInjections |
build |
Prebuild, then submit a Showfully Yap wrapfully chore (PAT required); poll until the artifact zip returns |
deploy |
Submit a Yap deploy chore with the prior build artifact + deployment credentials |
release |
Yap release chore (build + configured deployments on Wrapfully) |
steam-publish |
One-time local setup: install steamcmd, interactive login, write the steam deployment's steam.json (also updates .gitignore) |
google-publish |
One-time local setup: import a Play Console service-account JSON into the android deployment folder (also updates .gitignore) |
apple-publish |
One-time local setup: write App Store Connect credentials into the ios deployment folder (also updates .gitignore) |
android-keystore |
One-time local setup: generate debug/release keystores and write android build.json (also updates .gitignore) |
apple-signing |
One-time local setup: CSR → Apple .cer → .p12 / provisioning profiles under ios/apple/ (also updates .gitignore) |
Comma-separated platforms (or --platforms) run sequentially. Build/deploy/release extracts always go to output/<platform>/ so sibling results are not overwritten; only that folder’s prior artifacts/ / status files are cleared before each extract.
Server means the Showfully Yap base (SHOWFULLY_SERVER / wrapfully.json showfullyServer or server), default https://make.makefullystudios.com/. Wrapfully workers claim chores with a separate service token.
Encryption (optional): --encrypt or "encrypt": true wraps the chore to the Makefully Wrapfully fleet public key (override with --encrypt-public-key). Results are decrypted locally with an ephemeral resultPriv kept only for that chore.
First-time walkthroughs (manual steps + helper skip markers): docs/credentials/.
wrapfully-deploy is a compatibility alias for adaptfully deploy when invoked with a Wrapfully builder name (steam, win, android, etc.).
A platform (config.platforms.<key>) describes how to build — registrations, packager, and the Wrapfully builder. A deployment describes where a build is sent, along with the credentials for that target. This lets a single build fan out to several targets of the same platform type (for example, a staging and a production SFTP host).
- A platform may declare
"deployments": ["<key>", ...]. Each key maps to a credential folder atassets/meta/deployments/<key>/. - If a platform has no
deploymentsarray, the platform key itself is the single default deployment key (sosteam→assets/meta/deployments/steam/). adaptfully deploy <platform>prebuilds once, then sends to Wrapfully once per deployment.--deployment <key>narrows it to one.- Only the selected deployment's folder is shipped in each zip (as
meta/publish/), so other targets' credentials never travel with a build.
"config": {
"platforms": {
"web": { "registrations": { "auth": "google-auth" }, "deployments": ["web-testing", "web-prod"] },
"steam": { "packager": "electron", "registrations": { "auth": "steam-auth" } },
"steam-dev": { "packager": "electron", "registrations": { "auth": "steam-auth" }, "deployments": ["steam"] }
}
}Back-compat: projects with no
assets/meta/deployments/directory keep the legacy behavior — the entireassets/meta/tree (includingassets/meta/publish/) is shipped asmeta/, and a single set of credentials is read frommeta/publish/.
Place <!-- adaptfully --> / <!-- /adaptfully --> markers in your HTML templates where registrations should be injected (typically between split bundle scripts, before account.js runs). Do not also inline Adaptfully auth scripts at game compile time — prebuild/release owns the marker block for each platform.
// Injected into deploy/index.html for the target platform (before game code):
adaptfully.register('auth', adaptfully.auth.Google);
// In-game:
const platform = adaptfully.get('auth');
platform.login(function (result) { /* ... */ });| Plugin key | Registration | Runtime |
|---|---|---|
localStorage |
adaptfully.register('storage', adaptfully.storage.LocalStorage()) |
Sync key/value storage in the browser |
indexedDB |
adaptfully.register('storage', adaptfully.storage.IndexedDB()) |
Async key/value storage for larger payloads |
In-game:
const storage = adaptfully.get('storage');
storage.set('playerName', 'Ada');
storage.getObject('currentGame');| Plugin key | Registration | Runtime |
|---|---|---|
http-analytics |
adaptfully.register('analytics', adaptfully.analytics.Http()) |
Batches events to a first-party collector URL |
noop-analytics |
adaptfully.register('analytics', adaptfully.analytics.Noop()) |
Same API; no network (dev / opt-out builds) |
Register under the analytics key (same pattern as auth / storage). Point the HTTP plugin at your collector via Adaptfully config:
| Config key | Purpose |
|---|---|
analyticsEndpoint |
POST URL for event batches (required for HTTP) |
analyticsGameId |
Game id stamped on payloads (falls back to window.gameConfig.id) |
analyticsEnabled |
Set false to disable without swapping plugins |
analyticsPlatform / analyticsAppVersion |
Optional overrides; otherwise window.gameConfig |
In-game:
const analytics = adaptfully.get('analytics');
analytics.setContext({ channel: 'web' });
analytics.identify(accountId); // opaque id only — no emails
analytics.track('game_start', { mapId: 28, players: 1 });
analytics.optOut(); // persists via storage when registeredGames should call adaptfully.has('analytics') before get during rollout if older builds may omit the registration. Prefer named product events over fake page paths. Do not branch on Steam vs Capacitor for delivery — the HTTP plugin works across shells.
| Plugin key | Registration | Runtime |
|---|---|---|
google-auth |
adaptfully.register('auth', adaptfully.auth.Google) |
Web (Google Identity Services) |
steam-auth |
adaptfully.register('auth', adaptfully.auth.Steam) |
Steam / Electron (via steamworks.js) |
social-auth |
adaptfully.register('auth', adaptfully.auth.Social) |
Capacitor (via @capgo/capacitor-social-login) |
dev-auth |
adaptfully.register('auth', adaptfully.auth.Dev) |
Local / testing |
Use plugin keys in config.platforms.<platform>.registrations. Custom deploy scripts use a path relative to the deploy folder instead:
{
"config": {
"platforms": {
"steam": {
"registrations": {
"storage": "localStorage",
"auth": "steam-auth"
}
},
"web": {
"registrations": {
"storage": "localStorage",
"auth": "google-auth"
}
},
"dev": {
"registrations": {
"storage": "localStorage",
"auth": "dev-auth"
}
}
}
}
}Standard plugin keys load bundled Adaptfully runtime scripts and emit an inline adaptfully.register() call. Path values add a <script src="..."> tag — the script is expected to call adaptfully.register() itself (for example a bridge that wires storage and config). Use a leading / for site-root URLs; omit it for paths relative to each HTML page (required when the game is hosted in a subdirectory).
Wrapfully builders (steam, win, mac, android, etc.) map to platform keys via defaults (win → steam) or an explicit builders array on the platform config.
Each platform entry may set a packager (web, electron, or capacitor). Defaults to web — copy deploy and inject HTML only. Packagers are implemented as classes (WebPackager, ElectronPackager, CapacitorPackager) that handle prebuild output for their target platforms.
| Packager | Prebuild adds |
|---|---|
web |
game-config.js for web / uwp / pwa platform prebuilds (version + platform for analytics) |
electron |
main.js (Electron shell); preload.js when steam-auth is registered |
capacitor |
game-config.js, Capacitor CSP/viewport; social-login-config.js when social-auth is registered |
Android/iOS Wrapfully builds use the capacitor builder family. Cordova/PhoneGap is no longer supported.
steam-auth requires packager: "electron" and platforms.<name>.steamId (Steamworks app ID for the client preload). Steam upload app IDs live separately in each Steam deployment’s manifest.json — see Wrapfully docs.
social-auth requires packager: "capacitor" and platforms.<name>.socialLogin (Capgo provider client IDs). Wrapfully installs @capgo/capacitor-social-login when building.
Google client IDs are not interchangeable across plugins:
| Surface | Config | Notes |
|---|---|---|
Browser GIS (google-auth) |
config.googleClientId (via your config registration / bridge) |
OAuth Web client whose authorized JavaScript origins include the site origin |
Capacitor Capgo (social-auth) |
platforms.<name>.socialLogin.google.webClientId |
Server / web client id for native Google Sign-In — do not put this in googleClientId |
{
"config": {
"platforms": {
"web": {
"packager": "web",
"registrations": { "auth": "google-auth" }
},
"steam": {
"packager": "electron",
"steamId": 1234567,
"registrations": { "auth": "steam-auth" }
},
"android": {
"packager": "capacitor",
"registrations": { "auth": "social-auth", "storage": "localStorage" },
"socialLogin": {
"providers": { "google": true, "apple": true },
"google": {
"webClientId": "….apps.googleusercontent.com",
"iOSClientId": "….apps.googleusercontent.com"
},
"apple": {
"clientId": "com.example.service"
}
}
}
}
}
}Browser-only plugin using Google Identity Services (accounts.google.com/gsi/client). Requires config.googleClientId — there is no built-in default. GIS authorized origins are per OAuth client; reusing socialLogin.google.webClientId here is a common failure mode when mobile and web need different clients.
Optional config keys:
| Key | Default | Purpose |
|---|---|---|
googleClientId |
(required) | Browser GIS OAuth client id |
googleTokenKey |
adaptfully_google_token |
Storage key for the GIS access token |
googleTokenStorage |
localStorage |
localStorage (survives browser restart) or sessionStorage (tab-only) |
googleScopes |
openid email profile |
OAuth scopes |
autoLoginStorageKey |
lastLoggedIn |
Storage key written with the user id on login |
When steam-auth is registered on an electron platform, Adaptfully prebuild writes:
main.js— Electron shell with Steam overlay enabled and a preload script wired inpreload.js— initializes steamworks.js withplatforms.<name>.steamIdand exposeswindow.__ADAPTFULLY_STEAMWORKS__
The renderer steam-auth plugin reads the Steam ID from that bridge. When Steam is available, autoLogin() succeeds immediately with { id: steamId64, email: '' }. supportsLogout() is false and requiresEmail() is false — games should not offer Sign out, and should treat id-only identity as complete. Optional config keys:
| Key | Default | Purpose |
|---|---|---|
autoLoginStorageKey |
lastLoggedIn |
Storage key written with the Steam ID on login |
steamReadyTimeoutMs |
10000 |
Max wait when a bridge exists but identity is not yet ready |
When social-auth is registered on a capacitor platform, Adaptfully prebuild writes social-login-config.js (window.__ADAPTFULLY_SOCIAL_LOGIN__) from platforms.<name>.socialLogin. Wrapfully installs @capgo/capacitor-social-login and syncs it into the native project (same role as steamworks.js for Electron).
The runtime plugin calls Capgo SocialLogin.initialize / login / logout / isLoggedIn. Default provider is google on Android and apple on iOS when both are enabled (override with socialLogin.defaultProvider).
Apple-only iOS (providers.google: false, providers.apple: true) is supported — Google webClientId is not required. On iOS, if apple.clientId is omitted, Adaptfully defaults it to the platform packageName (Capgo uses this as a plugin label on native iOS, not an Apple Services ID). On Android, Apple Sign-In still requires apple.clientId. At runtime, an empty Apple clientId also falls back to window.gameConfig.packageName.
Google Sign-In on Capacitor reads socialLogin.google.webClientId only (via social-login-config.js). It does not fall back to config.googleClientId.
Optional config keys:
| Key | Default | Purpose |
|---|---|---|
autoLoginStorageKey |
lastLoggedIn |
Storage key written with the user id on login |
socialReadyTimeoutMs |
10000 |
Max wait for the Capgo plugin bridge |
import {
prebuildPlatform,
createPackagerForPlatform,
resolveHtmlInjections,
runAdaptfullyStage,
buildAdaptfullyInjection,
injectAdaptfullyRegistrations,
adaptfullyInjectionForPlatform,
resolveRegistrationAssets,
resolvePlatformKey,
resolveBuilderForPlatform,
getRuntimeDir,
resolveRuntimeScript,
STANDARD_PLUGINS,
} from '@makefully/adaptfully';prebuildPlatform(deployFolder, platformKey, pkg)— copydeploy/tooutput/<platform>-prebuild/and inject registrations intoconfig.htmlInjections(default:index.html).createPackagerForPlatform(platformKey, pkg, { platforms, log })— get a packager instance for custom prebuild or future build/deploy integration. The instance exposesusesPlugin('steam-auth'),collectUsedPlugins(), andprebuild(dest, htmlPaths).resolveRegistrationAssets(registrations)— resolve runtime script paths, inline registration JS, and external script tags for a registration map (useful for Vite dev servers).runAdaptfullyStage('prebuild' | 'build' | 'deploy', platformKey, options)— run a pipeline stage programmatically.platform.autoLogin(callback)— restore a prior session without UI when the auth plugin supports it (Google useslastLoggedInin storage and a cached OAuth token).platform.supportsAutoLogin()— whether the active auth plugin can attempt automatic sign-in.platform.logout(callback)— clear / revoke the platform session when supported.platform.supportsLogout()— whether logout is a durable user-facing action. Steam returnsfalse(identity is bound to the Steam client); Google, social, and dev returntrue. Prefer this over checkingauth.namewhen showing Sign out UI.platform.requiresEmail()— whethergetUser()must include email for a complete session. Steam returnsfalse(SteamID64 alone); Google, social, and dev returntrue. Prefer this over checkingauth.namefor session sync and account-link routing.
After prebuild, the build and deploy stages zip output/<platform>-prebuild/ and POST it to a Wrapfully build server. Artifacts are saved to ./output/<platform>/.
- Build your web app into a neutral deploy folder (default:
./deploy/, must includeindex.htmlwith adaptfully markers). - Add
config.platformsand other settings topackage.json(see Configuration). - Add icons and any signing credentials under
./assets/meta/. - Prebuild for your target platform, then build or deploy:
npx adaptfully prebuild web
npx adaptfully deploy steam http://build.example.com:9633/For web-only hosting (no Wrapfully), stop after prebuild and upload output/web-prebuild/ yourself.
Run from your project root:
npx adaptfully <prebuild|build|deploy|release> <platform> [server] [mode]
npx adaptfully steam-publish [--username U] [--password P] [--deployment steam] [--output path]
npx adaptfully google-publish [--from service-account.json] [--deployment android] [--output path]
npx adaptfully apple-publish [--deployment ios] [--category C] [--identity I] [--username U] [--password P]| Stage | Description |
|---|---|
prebuild |
Copy deploy/ → output/<platform>-prebuild/ with registrations injected into config.htmlInjections |
build |
Prebuild, then POST to Wrapfully (no platform release) |
deploy |
Prebuild, POST to Wrapfully, then release when credentials are present |
| Argument | Default | Description |
|---|---|---|
platform |
— | Platform key from config.platforms (web, steam, etc.) |
server |
see below | Wrapfully server base URL (build and deploy only) |
mode |
extract |
extract unpacks the response zip into ./output/<platform>/; any other value saves ./output/<platform>/{name}-{version}-{builder}.zip |
Examples:
# Prebuild for web (upload output/web-prebuild/ via FTP, S3, etc.)
npx adaptfully prebuild web
# Build for Steam via Wrapfully
npx adaptfully build steam http://build.example.com:9633/
# Full Steam deploy (build + upload when steam.json credentials are present)
npx adaptfully deploy steam http://build.example.com:9633/Add scripts to your project's package.json:
{
"scripts": {
"web:prebuild": "adaptfully prebuild web",
"steam:deploy": "adaptfully deploy steam"
}
}npx wrapfully-deploy [builder] [server] [mode]Accepts Wrapfully builder names (steam, win, mac, android, webapp, etc.) instead of platform keys. Maps to the matching config.platforms entry (defaults: win → steam, webapp → web) and runs the deploy stage.
The server URL is resolved in this order:
- CLI argument
WRAPFULLY_SERVERenvironment variableserverfield inwrapfully.jsonhttp://localhost:9633/
Keep server addresses and credentials out of version control — use environment variables or a gitignored wrapfully.json.
The client POSTs a zip stream built from output/<platform>-prebuild/ to:
{server}{builder}/{name}-{version}
For example, a project named mygame at version 1.2.0 with builder android:
http://build.example.com:9633/android/mygame-1.2.0
The server extracts the zip, reads the embedded package.json, runs the build for that platform, and streams a zip of artifacts back to the client.
| Archive path | Source on disk | Purpose |
|---|---|---|
deploy/ |
prebuilt output/<platform>-prebuild/ |
Built web app with Adaptfully registrations injected |
deploy/index.html |
prebuilt entry point | Platform-specific HTML |
meta/ |
./assets/meta/ (if present) |
Icons, signing keys, and publish credentials |
package.json |
project root | Merged package.json + wrapfully.json config |
mygame/
├── package.json # npm metadata + config.platforms (see below)
├── wrapfully.json # optional — merged into config
├── deploy/ # neutral build output (default deployFolder)
│ └── index.html
├── output/
│ ├── web-prebuild/ # after adaptfully prebuild web
│ ├── steam-prebuild/ # after adaptfully prebuild steam
│ ├── web/ # after adaptfully build/release web
│ └── steam/ # after adaptfully build/release steam
└── assets/
└── meta/ # shared files packaged as meta/ in the zip
├── icon-foreground.png
├── icon-background.png
└── deployments/ # one folder per deployment target (creds)
├── web-testing/
│ └── sftp.json
├── web-prod/
│ └── sftp.json
├── web-s3-prod/
│ ├── manifest.json # { "type": "s3" }
│ └── s3.json
├── web-showfully/
│ ├── manifest.json # { "type": "showfully" }
│ └── showfully.json
└── steam/ # default deployment for the `steam` platform
└── steam.json
The selected deployment's folder is shipped as meta/publish/ in the zip, so per-platform credential file names (build.json, sftp.json, s3.json, showfully.json, steam.json, apple.json, google.json, ms.json, android/, ms/) live inside assets/meta/deployments/<key>/.
Icons (icon-foreground.png, icon-background.png) are required for mobile, desktop, and Steam builds. If either file is missing from assets/meta/, Adaptfully warns and ships packaged placeholder icons for that build so Wrapfully can still run.
Place two layered PNG files in ./assets/meta/ (packaged as meta/ in the zip):
| File | Purpose |
|---|---|
icon-foreground.png |
Foreground layer (typically the character or subject) |
icon-background.png |
Background layer (typically the scene or environment) |
The build server composites the foreground over the background, applies a binding/logo overlay, and generates the icon sizes each platform needs.
Recommended format: 1536×1536 pixel square PNGs for both files. Images with other dimensions are scaled to 1536×1536 automatically, but matching the target size produces the sharpest results.
Missing icons do not fail the Adaptfully client: check the WARNING missing layered icon(s) log line and replace the placeholders before a store release.
Build settings are read from package.json. The client merges any wrapfully.json fields into package.json's config object before sending.
Standard npm fields (name, version, description) are used directly. Add a config block:
{
"name": "mygame",
"version": "1.2.0",
"description": "My game",
"config": {
"title": "My Game",
"packageName": "com.example.mygame",
"publisherDisplayName": "Example Games",
"publisherFullName": "Example Games LLC",
"publisherWebsite": "https://example.com",
"publisherEmailAddress": "hello@example.com",
"scope": "https://example.com/games/",
"themeColor": "#1a1a2e",
"twitterId": "@examplegames",
"deployFolder": "deploy",
"platforms": {
"web": {
"registrations": {
"auth": "google-auth",
"storage": "javascript/adaptfully-bridge.js"
}
},
"steam": {
"packager": "electron",
"steamId": 1234567,
"registrations": {
"auth": "steam-auth",
"storage": "javascript/adaptfully-bridge.js"
}
}
},
}
}| Field | Used by | Description |
|---|---|---|
title |
All | Display name shown in stores and app shells |
packageName |
Capacitor, Electron, UWP, Play upload | Reverse-DNS identifier (com.company.game) |
publisherDisplayName |
Electron, web | Short publisher name |
publisherFullName |
Electron | Legal entity name for copyright |
publisherWebsite |
Web | Company URL |
publisherEmailAddress |
Optional | Contact email |
scope |
Web/PWA | Base URL scope for the web app |
themeColor |
Capacitor, Electron, UWP, web | Loading screen / theme color |
twitterId |
Web | Twitter handle for meta tags |
deployFolder |
Client | Neutral deploy directory staged before prebuild (default: deploy) |
htmlInjections |
Prebuild | Deploy-relative HTML paths to inject (default: ["index.html"]) |
outputFolder |
Client | Prebuild output root (default: output) |
platforms |
Prebuild | Per-platform registration maps (see Adaptfully runtime) |
platforms.<name>.builder |
Build/deploy | Override Wrapfully builder for a platform (default: web → webapp, others match platform key) |
platforms.<name>.builders |
wrapfully-deploy | Map additional Wrapfully builder names to a platform |
platforms.<name>.packager |
Prebuild | web (default), electron, or capacitor — selects the packager class that adds platform-specific files during prebuild |
platforms.<name>.steamId |
Electron + steam-auth | Steamworks app ID baked into preload.js (client). Upload app IDs belong in the Steam deployment manifest.json |
platforms.<name>.socialLogin |
Capacitor + social-auth | Capgo provider config (providers, google.webClientId, apple.clientId, optional defaultProvider) |
platforms.<name>.<configField> |
Build/deploy | Overrides the matching top-level config.* default for that platform only (e.g. platforms.android.packageName, platforms.ios.title). Does not apply to control fields: packager, registrations, builder, builders, deployments, steamId, socialLogin, steamworks |
Top-level config.* values are defaults. Any non-control field on config.platforms.<name> overrides the default when that platform is built or deployed. Example:
"config": {
"packageName": "com.example.game",
"title": "My Game",
"platforms": {
"android": {
"packager": "capacitor",
"packageName": "com.example.game.android"
},
"android-dev": {
"packager": "capacitor",
"packageName": "com.example.game.dev"
}
}
}Optional. Fields are shallow-merged into package.json's config:
{
"deployFolder": "dist",
"server": "http://build.example.com:9633/",
"title": "My Game",
"packageName": "com.example.mygame"
}Use this to set the server address or override config per environment without editing package.json.
Each builder name becomes a path segment on the server. Some builds require a specific host OS on the server side; composite builders fan out to multiple platforms automatically.
| Builder | Output |
|---|---|
android |
Release Android (.aab) |
android-dev |
Debug Android (.apk) |
ios |
Release iOS (.ipa) |
ios-dev |
Debug iOS (.ipa) |
ios-sim |
iOS Simulator (.app) |
mac |
Release Mac (.app) |
mac-dev |
Debug Mac (.app) with DevTools |
win |
Windows portable (.exe) |
win-dev |
Debug Windows portable with DevTools |
linux |
Linux build |
linux-dev |
Debug Linux build with DevTools |
uwp |
Universal Windows Package |
webapp |
Service-worker web app (optionally SFTP deploy) |
steam |
Windows + Mac + Linux, uploads to Steam |
steam-dev |
Debug Windows + Mac + Linux, no Steam upload |
For a single platform, pass the specific builder name.
First-time setup: see docs/credentials/ for iOS, Android, and Steam walkthroughs (CLI helpers + full manual steps).
Signing keys, provisioning profiles, and store credentials go in the deployment folder ./assets/meta/deployments/<deployment>/ on disk (the selected deployment is sent as meta/publish/ in the zip). The examples below use <deployment> as a placeholder for the target key (e.g. steam, web-prod). These files contain secrets — add them to .gitignore and never commit them to a public repository. (Projects that have not adopted the deployments/ layout may still place these under the legacy ./assets/meta/publish/.)
First-time setup: docs/credentials/android.md (android-keystore, google-publish).
Place keystore files in assets/meta/deployments/<deployment>/android/. Include assets/meta/deployments/<deployment>/build.json:
{
"android": {
"debug": {
"keystore": "./android/debug.keystore",
"packageType": "apk",
"storePassword": "android",
"alias": "androiddebugkey",
"password": "android",
"keystoreType": ""
},
"release": {
"keystore": "./android/release.keystore",
"packageType": "bundle",
"storePassword": "(your store password)",
"alias": "(your alias)",
"password": "(your password)",
"keystoreType": ""
}
}
}To deploy to Google Play, also include assets/meta/deployments/<deployment>/google.json. The easiest path is:
npx adaptfully google-publish --from ./path/to/play-service-account.json
# defaults to assets/meta/deployments/android/google.json (+ manifest type "google")The file looks like:
{
"type": "service_account",
"project_id": "(your project id)",
"private_key_id": "(your private key id)",
"private_key": "(your private key)",
"client_email": "(your service account email)",
"client_id": "(your client id)",
"auth_uri": "https://accounts.google.com/o/oauth2/auth",
"token_uri": "https://oauth2.googleapis.com/token",
"auth_provider_x509_cert_url": "https://www.googleapis.com/oauth2/v1/certs",
"client_x509_cert_url": "(your service account cert URL)"
}First-time setup: docs/credentials/ios.md (apple-signing, apple-publish).
Capacitor iOS signing is file-based under the deployment folder:
assets/meta/deployments/<deployment>/
apple.json
apple/distribution.p12 # release
apple/app-store.mobileprovision # release
apple/development.p12 # ios-dev device
apple/development.mobileprovision # ios-dev device
build.json # optional: { "apple": { "p12Password": "..." } }
adaptfully build (zip-only) still packages this deployment folder for Capacitor so device debug builds can sign. Optional build.json may set apple.p12Password for the .p12 passphrase (defaults to empty when omitted). Team ID and profile UUID are read from the .mobileprovision. Enable Sign in with Apple on the App ID when using Capgo Apple auth.
To deploy to the App Store, include assets/meta/deployments/<deployment>/apple.json. The easiest path is:
npx adaptfully apple-publish
# defaults to assets/meta/deployments/ios/apple.json (+ manifest type "apple")The file looks like:
{
"category": "public.app-category.games",
"identity": "(your team id)",
"username": "(Apple ID email)",
"password": "(app-specific password)"
}iOS IPA upload uses username + password via xcrun altool --upload-app. category / identity matter more for macOS Electron signing/notarization.
First-time setup: docs/credentials/steam.md (steam-publish).
steam-dev builds debug Electron binaries for Windows, Mac, and Linux without uploading to Steam. No steam.json credentials are required.
For release uploads, run adaptfully steam-publish once on your machine. It installs steamcmd if needed, logs you in interactively (enter a Steam Guard code if prompted), and writes assets/meta/deployments/steam/steam.json:
{
"username": "(your Steam build account)",
"password": "(your password)",
"configVdf": "(base64 login token from steamcmd)",
"sentryFileName": "(only when Steam Guard is enabled)",
"sentryFile": "(base64 ssfn file — only when Steam Guard is enabled)"
}Accounts without Steam Guard only need username, password, and configVdf. Accounts with Steam Guard also include the ssfn sentry file so the Wrapfully server can log in without a live 2FA prompt.
Re-run adaptfully steam-publish if Steam invalidates the token (new machine, password change, or expired guard).
For Steamworks / steam-auth client builds, set platforms.<name>.steamId. For Steam uploads, set steamId on the deployment’s manifest.json (see Wrapfully). Those are independent: you can deploy without steam-auth, or use steam-auth without uploading.
Steam builds can run on either the Windows or Mac server. The server that receives the request builds its own platforms and requests the rest from the other server (Windows builds win and requests mac/linux; Mac builds mac/linux and requests win). Install the Steamworks SDK ContentBuilder on any server that will upload to Steam.
When builds relay between servers, meta/publish/ credentials travel in the zip with the game payload.
-dev builders produce debug Electron apps with DevTools enabled and the application menu visible. Dev builds skip code signing, notarization, and Steam upload. No publish credentials are required for dev builds.
Release win builds can be signed with assets/meta/deployments/<deployment>/ms.json (see Windows below). Release mac builds can use assets/meta/deployments/<deployment>/apple.json for signing and notarization (see Apple above).
adaptfully deploy web prebuilds and POSTs to the Wrapfully webapp builder (same conduit as Steam). Each web deployment folder under assets/meta/deployments/<key>/ is zipped as meta/publish/ for Wrapfully. Set manifest.json "type" to sftp, s3, or showfully (or rely on the credential filename). The inner settings key stays the builder name (webapp).
SFTP — sftp.json:
{
"webapp": {
"host": "(your sftp host)",
"port": 22,
"username": "(your username)",
"password": "(your password)",
"path": "/home/user/example.com.incoming",
"uploadMode": "direct",
"serviceWorker": false,
"metaWeb": false,
"cleanRemote": false
}
}path is the remote site root or a longer subfolder path. With uploadMode: "direct" and cleanRemote: true, Wrapfully uploads to [path]-temp, then deletes the live directory and renames temp → path (atomic replace). cleanRemote is ignored for versioned uploads.
AWS S3 — s3.json + manifest.json { "type": "s3" }:
{
"webapp": {
"region": "us-east-1",
"bucket": "my-games-cdn",
"prefix": "",
"uploadMode": "direct",
"cleanRemote": false,
"accessKeyId": "(iam access key)",
"secretAccessKey": "(iam secret)"
}
}prefix: "" deploys to the bucket root; "games/mygame" deploys under that key prefix. cleanRemote: true uses an atomic prefix-temp swap (refuses empty prefix unless allowBucketRootWipe: true).
Showfully folder — showfully.json + manifest.json { "type": "showfully" }:
{
"webapp": {
"server": "https://make.makefullystudios.com/",
"folder": "MyGame",
"path": "",
"accessToken": "sfpat_…"
}
}folder is a top-level Showfully folder name. path: "" writes at that folder’s root; "web" (or nested) prefixes zip entries under a subfolder. accessToken is required (Wrapfully workers cannot reuse the Yap submit PAT).
See Wrapfully README for uploadMode, serviceWorker, metaWeb, and deployer details.
To sign the app, place your certificate at assets/meta/deployments/<deployment>/ms/packcert.pfx and include assets/meta/deployments/<deployment>/ms.json:
{
"publisherName": "CN=(your publisher id)",
"certificateFile": "./ms/packcert.pfx",
"password": "(your password)"
}The server responds with a zip stream containing build artifacts (.apk, .aab, .ipa, .app, .exe, etc.) and optional status files. By default the client extracts this into ./output/<platform>/. Use a non-extract mode value to save the raw response zip instead.
Every build also includes wrapfully-status.json with structured success, warn, and error events. The client prints these after extraction and exits with code 1 if any errors were reported, so build failures do not crash the server silently.
MIT