Feather CLI¶
The Feather CLI lets you run and debug LÖVE games without modifying your game code. Running a game through the CLI injects Feather automatically at the process level — no require("feather.auto") needed.
- Package:
@kyonru/feather - Command:
feather - Repo: github.com/Kyonru/feather
- Documentation: kyonru.github.io/feather
Note
The npm package is scoped as @kyonru/feather, but the executable command is feather. npm creates that command from the package bin field.
feather run
feather run path/to/my-game
feather run path/to/my-game --target web
feather run path/to/my-game --target android
feather run path/to/my-game --target ios
Important
feather run launches desktop games directly. For web dev loops it builds and serves a local love.js artifact. For Android and iOS dev loops it builds the configured native template, installs the artifact, and launches it on a connected device or simulator.
Installation¶
Requires Node.js 18+ and LÖVE installed on your system.
For local development inside this repository:
npm install links the workspace package into node_modules/@kyonru/feather and exposes node_modules/.bin/feather for local CLI testing.
Desktop CLI Backend¶
The Feather desktop app uses the CLI as its project backend for setup-oriented workflows. In packaged desktop builds, Feather ships a same-version feather CLI sidecar. Settings resolves the CLI in this order:
- CLI path override from Settings.
- Bundled desktop sidecar.
featheronPATH.- Common npm bin locations.
React does not import CLI TypeScript directly and the desktop does not expose a generic terminal. Settings → CLI & Project Actions sends typed requests to Tauri, Rust maps each action to fixed CLI argv, and mutating actions run a --dry-run --json preview before requiring confirmation.
How injection works¶
feather run creates a temporary shim directory and passes it to love2d as the game source:
/tmp/feather-{uuid}/
conf.lua ← delegates to your game's conf.lua (window title, modules, etc.)
main.lua ← loads feather.auto, then runs your game's main.lua
feather/ ← symlink to the bundled feather library
plugins/ ← symlink to the bundled plugins
Your game's directory is:
- Added to Lua's
package.pathso allrequire()calls resolve correctly. - Mounted into
love.filesystemso assets (images, audio, data files) are accessible. - Loaded via
loadfile()to avoid a conflict with the shim's ownmain.lua.
Your game code runs exactly as normal — it just has Feather already active.
Commands¶
feather create <project-name>¶
Create a new Love2D project from a supported template and configure it for Feather CLI-managed development.
feather create awesome
feather create awesome --yes
feather create awesome --main --yes
feather create awesome --ref 0.1.2 --plugins screenshots,console
feather create awesome --packages anim8,bump --vendor-targets web,android
V1 supports only Oval-Tutu/bootstrap-love2d-project. By default, Feather resolves the template's latest GitHub release tag, clones that release, removes the sample game content, initializes a fresh git repo, configures Feather in CLI mode, and prints next steps.
Generated projects use a root Makefile as the main command surface:
The generated project keeps the template's build automation, workflows, tools, resources, and docs, while replacing the sample game/main.lua, removing game/eyes, rewriting game/product.env, adding Feather VS Code extension recommendations, and creating game/feather.config.lua.
Options:
| Option | Description |
|---|---|
--template <owner/repo> |
Template repository. V1 supports only Oval-Tutu/bootstrap-love2d-project. |
--ref <tag-or-branch> |
Clone a specific template ref. |
--main |
Clone the template main branch instead of resolving the latest release. |
-y, --yes |
Skip prompts and use defaults. |
--plugins <ids> |
Comma-separated extra Feather plugin IDs to include after initialization. |
--packages <ids> |
Comma-separated Feather catalog packages to install into game. |
--vendor-targets <targets> |
Comma-separated build vendor targets for feather build vendor add. |
--skip-plugins |
Skip extra plugin selection/setup. Default Feather init plugins still apply. |
--skip-packages |
Skip package selection/setup. |
--skip-vendors |
Skip build vendor selection/setup. |
If git cannot create commits because user identity is missing, Feather keeps the initialized project and prints the exact git config, git add, and git commit commands needed to recover.
feather init [dir]¶
Create Feather project configuration. For normal development, use CLI mode and launch with feather run; this keeps Feather out of your game code while still supporting desktop, web, Android, iOS, and Steam Deck dev loops.
feather init # configure current directory for feather run
feather init path/to/my-game # configure a specific directory
feather init --no-plugins # feather core only, no plugins
feather init --plugins screenshots,console
feather init --plugins hot-reload --hot-reload-allow game.player,game.systems.combat
feather init --session-name "My Game" --app-id feather-app-...
feather init --remote --branch v0.7.0 # use a specific runtime release
feather init --local-src ../feather/src-lua # use a local source tree
feather init --install-dir lib/feather # configure like FEATHER_DIR=lib/feather
Important
feather init defaults to CLI mode. Use --mode auto or --mode manual only when you intentionally want Feather embedded in the project for launches outside the CLI.
What it does:
By default, feather init opens an interactive terminal picker powered by Ink with CLI mode selected:
| Mode | Behavior |
|---|---|
cli |
Recommended. Creates feather.config.lua for feather run without changing game code. |
auto |
Advanced embedded mode. Copies core/plugins and patches main.lua with a guarded require("feather.auto"). |
manual |
Advanced embedded mode. Copies core/plugins, creates feather.debugger.lua, and loads it from main.lua when enabled. |
CLI mode writes a development config with debug = true, autoRegisterErrorHandler = true, and managed = "cli". Unless you pass --plugins or --no-plugins, it includes particle-system-playground and shader-graph so the creative tooling is ready immediately. Opt-in or dangerous plugins, such as Console and Hot Reload, still require an explicit include.
Install source priority:
--local-src <path>copies from a localsrc-luastyle tree.- Running the CLI from the Feather monorepo copies the repo's
src-lua. - Published CLI installs copy the bundled
cli/luaruntime. --remotedownloads from GitHub using--branch.
Auto and manual mode are escape hatches for projects that cannot launch through the CLI. They use the same project layout as scripts/install-feather.sh:
my-game/
feather/init.lua
feather/plugins/screenshots/init.lua
feather/plugins/hump/signal/init.lua
main.lua
If you choose lib/feather as the install directory in auto mode, the Lua module becomes lib.feather, so Feather patches main.lua with a guarded loader:
local featherUseDebugger = os.getenv("USE_DEBUGGER")
if featherUseDebugger and featherUseDebugger ~= "0" and featherUseDebugger:lower() ~= "false" then
require("lib.feather.auto")
end
Note
This USE_DEBUGGER flow only applies to embedded auto/manual integrations. CLI-managed runs do not require setting USE_DEBUGGER.
The interactive flow asks for:
- session name
- install directory, matching
FEATHER_DIR - install source: bundled/local copy or GitHub download
- Git branch or tag when using GitHub download, matching
FEATHER_BRANCH - whether to install built-in plugins, matching
FEATHER_PLUGINS - optional plugins to force-enable, such as Console, Physics Debug, and Timer Inspector
- plugins to skip/exclude, matching
FEATHER_SKIP_PLUGINS; Console, Hot Reload, HUMP Signal, and Lua State Machine start preselected like the shell installer defaults - advanced connection/runtime options from
feather.config.lua, including host/port, socket vs disk mode, observers, logging, debugger, asset previews, capabilities, and binary threshold - a strong API key when Console is included
If the terminal is non-interactive, Feather still defaults to CLI mode unless you pass --mode auto or --mode manual.
All modes create a feather.config.lua template if one doesn't exist.
Manual mode writes the custom integration into feather.debugger.lua, then adds a small marked loader block near the top of main.lua. Both are guarded by USE_DEBUGGER. Use this only for embedded integrations that cannot rely on feather run. For example, when installing into lib/feather with screenshots and runtime-snapshot, the generated file looks like:
-- feather.debugger.lua
local featherUseDebugger = os.getenv("USE_DEBUGGER")
if not (featherUseDebugger and featherUseDebugger ~= "0" and featherUseDebugger:lower() ~= "false") then
return nil
end
if DEBUGGER then
return DEBUGGER
end
local FeatherDebugger = require("lib.feather")
local FeatherPluginManager = require("lib.feather.plugin_manager")
local ScreenshotsPlugin = require("lib.feather.plugins.screenshots")
local RuntimeSnapshotPlugin = require("lib.feather.plugins.runtime-snapshot")
DEBUGGER = FeatherDebugger({
debug = true,
sessionName = "My Game",
plugins = {
FeatherPluginManager.createPlugin(ScreenshotsPlugin, "screenshots", {}),
FeatherPluginManager.createPlugin(RuntimeSnapshotPlugin, "runtime-snapshot", {}),
},
})
return DEBUGGER
Tip
main.lua gets matching FEATHER-INIT comments around the loader and update hook. feather.config.lua also includes a managed metadata block so feather remove can remove generated files and markers before production packaging.
Options:
| Option | Description |
|---|---|
--remote |
Download from GitHub instead of copying the local/bundled Lua runtime. |
--branch <branch> |
GitHub branch or tag to download from when using --remote (default: main). |
--local-src <path> |
Copy from a local src-lua style directory. |
--install-dir <path> |
Install directory for auto/manual modes (default: feather). |
--no-plugins |
Skip plugin installation and omit the CLI-mode default include list. |
--plugins <ids> |
Comma-separated plugin IDs. In CLI mode this overrides the default creative plugins. |
--hot-reload-allow <names> |
Comma-separated Lua module names allowed for Hot Reload; also includes the hot-reload plugin. |
--session-name <name> |
Session name shown in the Feather desktop app. |
--app-id <id> |
Desktop App ID allowed to send commands to this game. |
--mode <mode> |
Setup mode: cli, auto, or manual. |
-y, --yes |
Skip confirmation prompts. |
feather replay init¶
Create a centralized Session Replay adapter so replay code lives in one project file instead of being scattered through gameplay systems.
feather replay init
feather replay init --dir path/to/my-game
feather replay init --path dev/replay.lua
feather replay init --force
feather replay init --no-config
By default this creates dev/replay.lua. If feather.config.lua exists, it also enables the session-replay plugin.
The generated adapter exposes:
register()to install theDEBUGGER:replayRegister()capture/restore hookstart()to start recording with an explicit initial baselinestop()to stop and load the recordingplay()to replay the selected sessioncapture()andrestore()placeholders for your game checkpoint logic
Wire it once from your game:
Then edit dev/replay.lua to delegate to your save, checkpoint, scene-loading, seed, or debug-state systems. The adapter no-ops when DEBUGGER is unavailable, so the game can require it safely while keeping Feather-specific logic contained.
feather run [game-path]¶
Inject Feather into a Love2D game and run it.
feather run # interactive run workflow
feather run . # run game in current directory
feather run path/to/my-game # run from an explicit path
feather run . --session-name "RPG" # custom name in the desktop session tab
feather run . --no-plugins # feather core only, no plugins
feather run . --no-debugger # launch without Feather injection
feather run . --love /usr/bin/love # override love2d binary
feather run . --plugins-dir ./my-plugins # use a custom plugins directory
feather run . -- --level dev # pass args through to the game
feather run . --target web # build love.js output and serve it locally
feather run . --target web --web-port 3000
feather run . --target web --no-debugger # serve raw source without Feather embed
feather run . --target android # build, install, adb reverse, and launch Android
feather run . --target android --device emulator-5554
feather run . --target android --verbose # show Gradle/ADB commands and output
feather run . --target android --no-cache # force a fresh native workspace
feather run . --target android --no-debugger
feather run . --target ios # build, install, and launch on the booted simulator
feather run . --target ios --device <simulator-udid>
When game-path is omitted in an interactive terminal, Feather opens an Ink workflow that asks for the game path, session name, config path, whether plugins should be disabled, and optional advanced paths/arguments. Scripts should pass game-path explicitly.
Options:
| Option | Description |
|---|---|
--love <path> |
Path to the love2d binary. Defaults to auto-detect (see Binary detection). |
--session-name <name> |
Custom session name shown in the Feather desktop app. |
--no-plugins |
Load feather core only — no plugins registered. |
--no-debugger |
Run without Feather debugger injection. Desktop runs the game directly; mobile skips connection setup and builds raw source. |
--disable-debugger |
Alias for --no-debugger. |
--config <path> |
Explicit path to a feather.config.lua file. |
--feather-path <path> |
Use a local feather install instead of the CLI's bundled copy. |
--plugins-dir <path> |
Use a custom plugins directory instead of the CLI's bundled plugins. |
--target <target> |
Run target: desktop, web, android, or ios. Defaults to desktop. |
--device <id> |
Android device serial or iOS simulator UDID. iOS defaults to booted. |
--build-config <path> |
Path to feather.build.json for web/mobile run. |
--out-dir <path> |
Build output directory for web/mobile run. |
--clean |
Remove the output directory before the web/mobile build. |
--no-cache |
Disable Android/iOS dev native build cache for this run. |
--verbose |
Show web/mobile build steps plus Android/iOS install and launch commands. |
--no-adb-reverse |
Skip Android adb reverse setup. |
--port <port> |
Port used for Android adb reverse; defaults to feather.config.lua port or 4004. |
--web-host <host> |
Host used by the web dev server. Defaults to 127.0.0.1. |
--web-port <port> |
Port used by the web dev server. Defaults to 8000; use 0 for an OS-assigned port. |
Use -- to separate Feather CLI options from arguments intended for the LÖVE game. Everything after -- is passed to love after the generated shim path.
Web and mobile run are dev-only in V1 and do not forward game arguments. By default they embed the bundled Feather runtime, bundled plugins, and the selected feather.config.lua into the temporary .love archive before serving or installing. Web requires a configured targets.web.loveJsDir. Android requires adb, a configured targets.android.loveAndroidDir, and USB debugging or an emulator. iOS requires macOS, Xcode, a configured targets.ios.loveIosDir, and a booted simulator.
Project config file:
If a feather.config.lua exists in the game directory, it is read automatically and merged into the feather setup. See feather.config.lua.
feather watch [game-path]¶
Watch project source files and push game.love to a connected Android device or iOS simulator on every change — without rebuilding native binaries.
feather watch . # watch current directory, push to Android
feather watch . --target ios # push to booted iOS simulator
feather watch . --target android --device emulator-5554
feather watch path/to/my-game --target android
feather watch . --debounce 750 # wait 750 ms after last change before pushing
feather watch . --no-restart # push game.love without restarting the app
feather watch . --no-adb-reverse # skip adb reverse port forwarding
feather watch . --verbose # show adb and xcrun commands
How it works:
On start, feather watch runs a full feather run for the target — building the native app (or reusing the cache), installing it on the device, and launching it. From that point on, only game.love is rebuilt and pushed on every source change:
- Files change in
sourceDir. - A debounce timer fires (default 500 ms).
- Feather stages the project, embeds the Feather runtime, and packs a new
game.love. - Android —
adb push game.love /sdcard/Android/data/<appId>/files/game.love; app is force-stopped and relaunched viamonkey(unless--no-restart). - iOS —
game.loveis copied into the cached.appbundle, the bundle is ad-hoc re-signed, and the simulator app is terminated and relaunched viaxcrun simctl(unless--no-restart).
The native binary (APK or .app) is reused across pushes. Gradle and Xcode only run on the first launch or when the native cache is cold.
Tip
Use feather watch for tight Lua iteration loops. Typical push time (debounce → visible in app) is under two seconds for small games.
Options:
| Option | Description |
|---|---|
--target <target> |
Watch target: android or ios. Defaults to android. |
--device <id> |
Android device serial or iOS simulator UDID. iOS defaults to booted. |
--debounce <ms> |
Milliseconds to wait after the last file change before pushing. Default: 500. |
--no-restart |
Push game.love without restarting the app. |
--build-config <path> |
Path to feather.build.json. |
--out-dir <path> |
Build output directory. |
--no-plugins |
Feather core only — no plugins embedded in game.love. |
--no-adb-reverse |
Skip Android adb reverse setup. |
--port <port> |
Port for Android adb reverse. Defaults to 4004. |
--feather-path <path> |
Use a local Feather install instead of the CLI's bundled copy. |
--plugins-dir <path> |
Use a custom plugins directory instead of the CLI's bundled plugins. |
--runtime-config <path> |
Path to feather.config.lua for debugger embedding. |
--verbose |
Show adb and xcrun simctl commands. |
Ignored files: .git, node_modules, .feather-cache, hidden files.
Note
feather watch is a dev-only command. The first launch always builds and installs the full native app — only subsequent pushes skip native compilation. Prefer feather run for one-shot installs.
feather remove [dir]¶
Remove Feather from a project before creating a production build.
feather remove # interactive picker
feather remove path/to/my-game
feather remove --yes # remove default managed targets
feather remove --dry-run # preview without changing files
feather remove --keep-config # keep feather.config.lua
feather remove --keep-runtime # keep feather/ and feather/plugins/
feather remove --install-dir lib/feather
Caution
feather remove only edits main.lua inside the generated FEATHER-INIT marker blocks. It can also remove the installed runtime directory, feather.config.lua, and feather.debugger.lua when those files are detected.
The command reads managed metadata from feather.config.lua when available, including the install directory and manual entrypoint path.
Options:
| Option | Description |
|---|---|
--install-dir <path> |
Override the detected Feather install directory. |
--dry-run |
Show what would be removed without changing files. |
--keep-config |
Keep feather.config.lua. |
--keep-main |
Keep main.lua marker blocks and update hook. |
--keep-manual |
Keep feather.debugger.lua. |
--keep-runtime |
Keep installed Feather runtime and plugins. |
-y, --yes |
Skip the interactive picker and remove default managed targets. |
feather doctor [dir]¶
Check the environment and project health.
feather doctor # check current directory
feather doctor path/to/my-game
feather doctor . --install-dir lib/feather
feather doctor . --host 127.0.0.1 --port 4004
feather doctor . --json
feather doctor . --production
feather doctor . --security --json
feather doctor . --build-target web
feather doctor . --upload-target itch
Doctor checks:
- Node.js, npm, and LÖVE availability
main.lua,feather.config.lua, and managed init metadata- embedded runtime files for auto/manual setups
- installed plugin manifests
- missing, unknown, malformed, or development-only plugins
- package lockfile integrity, version drift, and source provenance
- build dependencies when
--build-targetis provided, plus upload readiness when an upload target is requested orfeather.build.jsonis present USE_DEBUGGERguards andFEATHER-INITmarkers- risky settings such as hot reload, screenshot capture, and Console API keys
- Feather desktop WebSocket reachability
Tip
feather doctor --json is useful in CI or pre-release scripts. It exits with a nonzero status only when it finds blockers.
Use --production as a release gate. It fails on production-dangerous settings such as __DANGEROUS_INSECURE_CONNECTION__ = true, Console with a weak or missing apiKey, hot reload, broad hot reload allowlists, debugger/screenshot/disk persistence settings, wildcard or LAN-facing hosts with weak auth, and unmanaged embedded Feather runtime.
Use --security --json when automation needs a security-focused report without environment noise. It emits JSON only, filters checks to security-relevant groups, and includes config posture, network exposure, runtime management, plugin trust, and package provenance.
Sensitive values such as apiKey, tokens, secrets, and passwords are redacted from human output, JSON output, compact errors, and FEATHER_DEBUG=1 stack output.
Example output:
Feather doctor
Project: /path/to/my-game
Environment
✔ Node.js v22.0.0
✔ npm v10.8.1
✔ LÖVE binary /Applications/love.app/Contents/MacOS/love (11.5)
Safety
! Hot reload enabled
→ Hot reload is development-only remote code execution; keep allowlists narrow and never ship with it on.
Doctor passed with 1 warning.
feather mcp¶
Run Feather as a local Model Context Protocol server for AI clients. The MCP server exposes sanitized live session resources and full-control tools through the Feather desktop app's localhost bridge.
feather mcp # stdio transport for local MCP clients
feather mcp --transport http # Streamable HTTP on 127.0.0.1:4006/mcp
feather mcp --transport http --port 4010
feather mcp setup --client codex # install Codex MCP client config
feather mcp setup --client claude # install Claude Code MCP client config
Enable Settings → Security → MCP Access in the Feather desktop app first. The desktop writes a token to ~/.feather/mcp.json, which the CLI reads automatically. You can also pass a token explicitly:
Options:
| Option | Description |
|---|---|
--transport <mode> |
stdio or http. Defaults to stdio. |
--host <host> |
HTTP host. Defaults to 127.0.0.1; only localhost hosts are accepted. |
--port <port> |
HTTP port. Defaults to 4006. |
--desktop-url <url> |
Feather desktop MCP bridge URL. Defaults to http://127.0.0.1:4005. |
--token <token> |
MCP bridge token; overrides FEATHER_MCP_TOKEN and ~/.feather/mcp.json. |
Use feather mcp setup to add or refresh the Feather server in a local MCP client config. The setup command writes only the client launch command, not the MCP token; feather mcp reads the token from ~/.feather/mcp.json at runtime. Restart the client after setup so the new MCP server is loaded.
feather mcp setup --client codex
feather mcp setup --client claude
feather mcp setup --client claude --scope project
feather mcp setup --client codex --dry-run --json
Codex setup updates ~/.codex/config.toml. Claude setup defaults to user scope and updates ~/.claude.json; use --scope project to write .mcp.json in the current project, or --scope local to add a project-local entry under ~/.claude.json. Use --codex-config or --claude-config to write a specific config path.
Resources include feather://sessions and feather://sessions/{id}/{section} for config, logs, performance, debugger, plugins, assets, observers, and session-replay; feather://plugins/catalog and feather://plugins/{id} for built-in plugin metadata; live feather://sessions/{id}/plugins/{pluginId} payloads; and creative snapshots for Shader Graph, Particles Playground, and Texture Lab. Tools cover session snapshots, refresh requests, runtime suspend/resume, agent-friendly step debugging with breakpoints/source context/logs, Console eval/globals/pins, plugin catalog/live state/actions/params/enabling, high-level shader/particle/texture creation, Shader Graph compile/preview/import/export, Particle Playground authoring/export actions, Texture Lab recipe/generation actions, Time Travel, Session Replay state/record/playback/import/delete workflows, and the advanced feather_send_command escape hatch.
Warning
MCP full-control tools can execute powerful live-debug actions. The desktop bridge is disabled by default, binds only to localhost, requires a bearer token, and still relies on existing runtime gates such as Console evalEnabled and apiKey.
MCP-free agent CLI contract¶
Agents can use Feather through plain shell commands without starting an MCP server. The contract is:
- use
--jsonwhenever a command supports it - use
--dry-run --jsonbefore mutating project files, fetching vendors, building release artifacts, or uploading - prefer fixed CLI commands over parsing desktop UI state
- treat live-session commands as localhost bridge reads unless an option explicitly says it sends a refresh command
Useful read-only or preview commands:
feather doctor . --json
feather doctor . --security --json
feather skills list --json
feather package list --installed --json
feather plugin list --json
feather build vendor list --json
feather build web --dry-run --json
feather upload itch web --dry-run --json
Live-session shell commands reuse the Feather desktop localhost bridge directly. They do not start an MCP server, but the bridge must still be enabled in Settings → Security → MCP Access so the desktop writes a token to ~/.feather/mcp.json. You can also pass a token with --token or FEATHER_MCP_TOKEN.
feather session status --json
feather session status <session-id> --json
feather session status <session-id> --section debugger --json
feather logs export --json --limit 200
feather logs export <session-id> --json
feather replay list --json
feather replay list <session-id> --refresh --json
Live-session command options:
| Option | Description |
|---|---|
--desktop-url <url> |
Feather desktop bridge URL. Defaults to http://127.0.0.1:4005 or the saved bridge URL. |
--token <token> |
Desktop bridge token; overrides FEATHER_MCP_TOKEN and ~/.feather/mcp.json. |
--json |
Emit machine-readable output. |
--section <name> |
session status section: config, logs, performance, debugger, plugins, assets, observers, or session-replay. |
--limit <count> |
logs export maximum entries. Defaults to 500, bounded by the desktop snapshot cap. |
--refresh |
replay list asks the running game to refresh replay metadata before reading the snapshot. |
--timeout-ms <ms> |
Wait timeout for replay list --refresh. |
This covers project setup, package/plugin inspection, build previews, logs, session snapshots, and replay inventories for Codex/Claude-style agents with normal shell access. Use MCP when an agent needs full live-control tools such as debugger stepping, plugin actions, Console eval, creative previews, or import/export workflows.
feather skills¶
Install bundled Feather agent skills into project-local agent skill directories. These are small skill folders with a SKILL.md playbook and optional bundled references for agents that need to debug games, inspect live sessions, profile, create shaders/particles/textures, iterate with plugins, build platform artifacts, or act as QA.
feather skills list
feather skills info feather-step-debugging
feather skills install feather-step-debugging feather-texture-lab
feather skills install --all --dir path/to/my-game
feather skills install --all --client codex --global
feather skills install --all --client claude --global
feather skills remove feather-step-debugging --dir path/to/my-game
Commands:
| Command | Description |
|---|---|
skills list [--json] |
List bundled skills. |
skills info <id> |
Show metadata, source path, and default install path for one bundled skill. |
skills install [ids...] |
Copy selected skill folders, or the full catalog with --all. |
skills remove <ids...> |
Remove installed catalog-known skills from the target directory. |
Install options:
| Option | Description |
|---|---|
--all |
Install every bundled skill. |
--dir <path> |
Resolve the project root from this path. |
--client <name> |
Target agents, codex, claude, or all. Defaults to all. |
--global |
Install into user-level skill directories such as ~/.codex/skills or ~/.claude/skills. |
--target <path> |
Custom project-local install directory. Relative paths stay inside the project root. |
--force |
Overwrite existing installed skills. |
--dry-run |
Report planned writes or removals without changing files. |
--json |
Emit machine-readable summaries. |
By default, project installs write to .agents/skills, .codex/skills, and .claude/skills so Codex/Claude-style loaders can discover the same Feather playbooks from their preferred locations. Running agent sessions usually do not hot-reload newly installed skills; start a new Codex/Claude session after installing them. The installer copies complete skill directories, including bundled references/, for skills declared in the bundled catalog and skips existing files unless --force is passed. V1 does not install remote or third-party skills.
feather build <target>¶
Build a LÖVE game into local artifacts. Supported targets are love, web, android, ios, windows, macos, linux, and steamos. Android and iOS default to development builds from local native template checkouts; --release produces signed/store-oriented mobile artifacts without embedding Feather's debugger runtime.
feather build love --dir path/to/my-game
feather build web --dir path/to/my-game
feather build vendor add web --dir path/to/my-game
feather build vendor add mobile --dir path/to/my-game
feather build vendor add desktop --dir path/to/my-game
feather build vendor add all --dir path/to/my-game
feather build android --dir path/to/my-game
feather build android --dir path/to/my-game --verbose
feather build android --dir path/to/my-game --no-cache
feather build android --dir path/to/my-game --runtime-config path/to/feather.config.lua
feather build android --dir path/to/my-game --no-debugger
feather build android --dir path/to/my-game --release
feather build ios --dir path/to/my-game
feather build ios --dir path/to/my-game --verbose
feather build ios --dir path/to/my-game --release
feather build windows --dir path/to/my-game
feather build macos --dir path/to/my-game
feather build linux --dir path/to/my-game
feather build steamos --dir path/to/my-game --json
feather build web --dry-run
feather build web --allow-unsafe
Builds read feather.build.json from the project root. love builds can run without target-specific vendors. Web builds need a local love.js player directory, mobile builds need local LÖVE native template paths, desktop builds need local LÖVE runtime vendors, and uploads need store metadata.
To fetch build vendors locally:
feather build vendor add web
feather build vendor add mobile
feather build vendor add desktop
feather build vendor add all --json
feather build vendor add android --ref 11.5
feather build vendor add ios --ref 11.5 --json
feather build vendor add web --force # overwrite existing vendor directory
feather build vendor list
build vendor add¶
Installs local build vendors into vendor/ and updates feather.build.json by default.
If a vendor directory already exists, it is skipped and installation continues for the remaining vendors. In interactive terminals, Feather prompts whether the existing vendor should be overwritten. Use --force to overwrite existing vendors without prompting.
Vendor Sources¶
- Web — Fetches
2dengine/love.jsintovendor/love.js - Android — Fetches
love2d/love-androidwith submodules - iOS — Fetches
love2d/loveand installs the matchinglove-<version>-apple-libraries.zipinto the Xcode project tree - Desktop — Downloads official LÖVE runtimes for:
- Windows
- macOS
- Linux
- SteamOS — Reuses the Linux runtime unless configured separately
Version Resolution¶
Note
Only 11.5 has been tested, future Love2D releases will be officially supported short after launch.
Mobile and desktop vendors resolve versions using:
loveVersion--ref
If neither is provided, Feather defaults to 11.5.
Web vendors behave slightly differently:
- Defaults to the
mainbranch oflove.js - Can be pinned using
--web-ref - Falls back to
--refif provided
{
"name": "My Game",
"version": "1.0.0",
"productId": "com.example.mygame",
"company": "Example Studio",
"website": "https://example.com",
"sourceDir": ".",
"outDir": "builds",
"exclude": ["screenshots/**", "tmp/**"],
"release": {
"fastlane": {
"path": "fastlane",
"bundleExec": "auto"
}
},
"targets": {
"web": {
"loveJsDir": "vendor/love.js"
},
"android": {
"loveAndroidDir": "vendor/love-android",
"displayName": "My Game",
"orientation": "landscape",
"recordAudio": false,
"versionCode": 1,
"versionName": "1.0.0",
"release": {
"bundleTask": "bundleEmbedNoRecordRelease",
"apkTask": "assembleEmbedNoRecordRelease",
"keystorePath": "signing/release.keystore",
"keyAlias": "release",
"storePasswordEnv": "ANDROID_STORE_PASSWORD",
"keyPasswordEnv": "ANDROID_KEY_PASSWORD",
"fastlane": {
"packageName": "com.example.mygame",
"track": "internal",
"releaseStatus": "completed",
"serviceAccountJsonEnv": "GOOGLE_PLAY_SERVICE_ACCOUNT_JSON"
}
}
},
"ios": {
"loveIosDir": "vendor/love-ios",
"bundleIdentifier": "com.example.mygame",
"displayName": "My Game",
"scheme": "love-ios",
"sdk": "iphonesimulator",
"teamId": "ABCDE12345",
"release": {
"exportMethod": "app-store-connect",
"signingStyle": "manual",
"provisioningProfileSpecifier": "My Game App Store",
"teamId": "ABCDE12345",
"fastlane": {
"bundleIdentifier": "com.example.mygame",
"teamId": "ABCDE12345",
"exportMethod": "app-store",
"appStoreConnectApiKeyPathEnv": "APP_STORE_CONNECT_API_KEY_PATH"
}
}
},
"windows": {
"loveRuntimeDir": "vendor/love-windows"
},
"macos": {
"loveRuntimeDir": "vendor/love-macos"
},
"linux": {
"loveRuntimeDir": "vendor/love-linux"
}
},
"upload": {
"itch": {
"project": "my-user/my-game",
"channels": {
"web": "html5",
"linux": "linux"
}
}
}
}
Build behavior:
- creates a deterministic
.lovearchive from the staged project - excludes
.git,node_modules,.featherlog, build output, and Feather runtime/config files by default - runs a production safety preflight unless
--allow-unsafeis passed - writes
feather-build-manifest.jsonin the output directory - packages
webby copying the configured love.js player, addinggame.love, patching the page title/game URL, and creating an HTML zip - packages
androidby copying a configured love-android checkout, embeddinggame.love, patching obvious app metadata, running Gradle, and copying the APK - packages
ioson macOS by copying a configured LÖVE iOS source tree, embeddinggame.love, runningxcodebuild, and copying the.app - embeds Feather runtime/config into Android/iOS dev builds by default; use
--no-debuggerto build raw source, and note that--releasenever auto-embeds Feather - caches Android/iOS dev native workspaces under
<outDir>/.feather-cacheso Gradle/Xcode incremental state survives between builds --releaseon Android produces.aaband.apkartifacts; signing passwords are read from environment variables named in config--releaseon iOS produces.xcarchiveand.ipaartifacts throughxcodebuild archiveand-exportArchive--verboseon Android/iOS shows staging steps, native workspace paths, Gradle/Xcode commands, and captured native tool output; JSON output stays decoration-free- packages Windows as a fused runtime zip and NSIS installer, macOS as
.app.zipand.dmg, and Linux/SteamOS as.AppImageplus.tar.gz steamosuses the Linux runtime vendor by default with SteamOS artifact naming
Options:
| Option | Description |
|---|---|
--dir <path> |
Project directory (default: current directory). |
--config <path> |
Path to feather.build.json. |
--out-dir <path> |
Build output directory override. |
--name <name> |
Product name override. |
--version <value> |
Product version override. |
--clean |
Remove the output directory before building. |
--dry-run |
Show planned files/artifacts without writing them. |
--json |
Print machine-readable output only. |
--allow-unsafe |
Skip the production safety preflight for intentional dev builds. |
--release |
Build Android/iOS release artifacts instead of dev artifacts. |
--no-cache |
Disable Android/iOS dev native build cache for this build. |
--no-debugger |
Build Android/iOS dev artifacts without embedding Feather. |
--runtime-config |
Path to feather.config.lua for Android/iOS dev embedding. |
--verbose |
Show Android/iOS native build commands and tool output. |
Run feather doctor --build-target <target> to see missing local dependencies and exact setup guidance before building. Use feather doctor --build-target all to scan every platform in one pass.
Mobile build notes:
- Android builds expect
targets.android.loveAndroidDirto point at a local love-android checkout withgradlew. - iOS builds expect
targets.ios.loveIosDirto point at a local LÖVE iOS source tree withplatform/xcode/love.xcodeproj. feather build vendor add mobilefetches those template checkouts, but it does not install Android SDK, JDK, Xcode, or signing assets.- Desktop builds expect
targets.windows.loveRuntimeDir,targets.macos.loveRuntimeDir, andtargets.linux.loveRuntimeDirto point at local runtime vendors.feather build vendor add desktopcreates those directories. - Dev Android/iOS builds reuse cached copied native templates by default. Use
--no-cachefor a fresh temporary workspace, or--cleanto remove both artifacts and cached state in the output directory. - Release Android/iOS builds use fresh native workspaces by default for reproducibility.
feather doctor --build-target android --releasevalidates product id, Gradle wrapper, JDK, Android SDK, and signing env setup.feather doctor --build-target ios --releasevalidates bundle id, macOS/Xcode setup, template path, export options, and signing hints.
feather release¶
feather release is an optional Fastlane-backed layer for signed store-ready mobile workflows. It scaffolds editable Fastlane files, runs a clean Feather-free mobile release build for beta and production, checks generated artifacts for Feather runtime/debug files, and invokes the selected lane with explicit FEATHER_* environment variables.
feather release init --dir path/to/my-game
feather release ios beta --dir path/to/my-game
feather release ios production --dir path/to/my-game
feather release android beta --dir path/to/my-game
feather release android production --dir path/to/my-game
feather release android metadata --dir path/to/my-game --skip-build
feather release ios screenshots --dir path/to/my-game --skip-build
Fastlane remains optional: feather build android --release and feather build ios --release still work without it. If a Gemfile exists, Feather runs bundle exec fastlane; otherwise it runs fastlane directly. Secrets stay in environment variables or files referenced by environment variables, never directly in feather.build.json.
Options:
| Option | Description |
|---|---|
--dir <path> |
Project directory (default: current directory). |
--config <path> |
Path to feather.build.json. |
--out-dir <path> |
Build output directory override. |
--name <name> |
Product name override. |
--version <value> |
Product version override. |
--dry-run |
Show the release command without running Fastlane. |
--json |
Print machine-readable output only. |
--clean |
Remove build output before the release build. |
--no-cache |
Disable native build cache during the release build. |
--verbose |
Show native build and Fastlane output. |
--skip-build |
Run Fastlane using existing build manifest artifacts. |
feather upload <itch|steam>¶
Upload a built artifact. V1 supports Itch through butler; Steam is registered but returns a planned-support error.
feather upload itch web --dir path/to/my-game
feather upload itch android --dir path/to/my-game --build
feather upload itch web --channel html5 --if-changed
feather upload itch web --dry-run --json
feather upload steam linux
feather upload itch reads feather-build-manifest.json, chooses the artifact for the requested build target, and runs:
The Itch project and default channels come from feather.build.json. Use --channel or --user-version to override them in CI.
When --build is used, upload always performs a production-safe build first. Android and iOS upload builds force release mode, debugger embedding is disabled, --allow-unsafe and --allow-feather-runtime are rejected, and generated inspectable artifacts are checked for Feather runtime/debug files before upload. --allow-feather-runtime only applies when uploading an existing artifact you built yourself.
Options:
| Option | Description |
|---|---|
--dir <path> |
Project directory (default: current directory). |
--config <path> |
Path to feather.build.json. |
--build-dir <path> |
Directory containing feather-build-manifest.json. |
--channel <name> |
Upload channel override. |
--user-version <version> |
Store-facing version override. |
--dry-run |
Show the upload command without running it. |
--if-changed |
Pass --if-changed to supported uploaders. |
--hidden |
Pass --hidden to supported uploaders. |
--build |
Build a production-safe artifact before uploading. |
--allow-feather-runtime |
Override safety checks only for existing artifacts. |
--json |
Print machine-readable output only. |
Run feather doctor --upload-target itch to check for butler, Itch project config, and CI auth hints. Use BUTLER_API_KEY in CI or butler login locally.
feather update [dir]¶
Update the Feather core library in a project.
feather update # interactive source picker in a terminal
feather update -y # update from the local/bundled CLI copy
feather update path/to/my-game
feather update --remote --branch v0.7.1
feather update --local-src ../feather/src-lua
In an interactive terminal, feather update opens an Ink workflow to choose local/bundled files or a GitHub branch/tag. In scripts or with -y, it uses the local/bundled CLI copy unless --remote is provided.
This updates all core: files listed in manifest.txt. Plugin files are not touched — use feather plugin update for those.
Note
CLI-managed projects (initialized with feather init in cli mode) do not embed the runtime in the project. For those projects feather update prints an informational message and exits — update the CLI package itself to get the latest runtime.
feather plugin¶
Manage Feather plugins in a project.
Run feather plugin with no subcommand to open an Ink workflow for common plugin tasks:
The workflow can list installed plugins, install one or more catalog plugins, remove installed plugins, or update selected plugins. Like feather init, plugin installs and updates are local-first by default:
--local-src <path>copies from a localsrc-luastyle tree.- Running the CLI from the Feather monorepo copies the repo's
src-lua. - Published CLI installs copy the bundled
cli/luaruntime. --remotedownloads from GitHub using--branch.
feather plugin list [dir]¶
List installed plugins.
Installed plugins (12)
screenshots 1.0.0 Capture screenshots and record GIFs
console 1.0.0 Remote Lua console
entity-inspector 1.0.0 ECS entity browser
...
feather plugin install <id>¶
Install a plugin from the local/bundled runtime by default, or from GitHub with --remote.
feather plugin install console
feather plugin install time-travel --remote --branch main
feather plugin install console --local-src ../feather/src-lua
feather plugin install console --install-dir lib/feather
feather plugin install console input-replay # install multiple at once
feather plugin install console --force # overwrite if already installed
If a plugin is already installed, feather plugin install skips it and continues installing the others. In an interactive terminal it then offers to overwrite the skipped plugins. Pass --force to overwrite without prompting.
Options:
| Option | Description |
|---|---|
--force |
Overwrite already-installed plugins without prompting. |
--dry-run |
Show planned changes without writing files when supported. |
--json |
Emit machine-readable summaries for desktop/automation use. |
--remote |
Download from GitHub instead of the local/bundled runtime. |
--branch <branch> |
GitHub branch or tag when using --remote (default: main). |
--local-src <path> |
Copy from a local src-lua style directory. |
--install-dir <path> |
Install directory (default: feather). |
--dir <path> |
Project directory (default: current directory). |
feather plugin remove <id>¶
Remove an installed plugin.
feather plugin update [id]¶
Update a plugin, or all installed plugins if no ID is given.
feather plugin update # interactive picker for installed plugins
feather plugin update -y # update all installed plugins
feather plugin update console # update a specific plugin
feather plugin update --remote --branch main
When no plugin ID or source flag is provided in an interactive terminal, feather plugin update opens an Ink workflow where you can choose the source and select installed plugins. Use -y, --remote, or --local-src for CI or scripts.
Use --install-dir <path> with plugin commands when the project was initialized outside the default feather/ directory.
Use --managed <mode> to override the managed-mode detection read from feather.config.lua. Accepted values are cli, auto, and manual. This is rarely needed; the config file is the source of truth.
feather config¶
Update values in feather.config.lua without opening the file.
feather config plugins¶
Add or remove plugins from the include/exclude lists and keep the capabilities allowlist in sync.
feather config plugins --include console,input-replay
feather config plugins --exclude hump.signal
feather config plugins --include console --exclude runtime-snapshot --dir path/to/my-game
Options:
| Option | Description |
|---|---|
--include <ids> |
Comma-separated plugin IDs to add to include. |
--exclude <ids> |
Comma-separated plugin IDs to add to exclude. |
--dir <path> |
Project directory (default: current directory). |
--dry-run |
Report planned config changes without writing files. |
--json |
Emit a machine-readable summary. |
feather config hot-reload¶
Enable the opt-in hot-reload plugin and write a narrow debugger.hotReload.allow list.
feather config hot-reload --allow game.player,game.systems.combat
feather config hot-reload --allow game.player --dir path/to/my-game
This also writes debug = true, autoRegisterErrorHandler = true, include = { "hot-reload", ... }, the required filesystem capability, and safe defaults such as deny = { "main", "conf", "feather.*" } and persistToDisk = false.
Options:
| Option | Description |
|---|---|
--allow <names> |
Comma-separated Lua module names Hot Reload may update. |
--dir <path> |
Project directory (default: current directory). |
feather config managed <mode>¶
Change the managed field that controls how Feather detects the integration mode. Useful when you want to override what feather init wrote without re-initialising the project.
feather config managed cli
feather config managed auto
feather config managed manual --dir path/to/my-game
Valid modes are cli, auto, and manual. This updates the config field only — it does not patch main.lua, install the runtime, or generate feather.debugger.lua. Use feather init --mode <mode> for a full mode transition.
Options:
| Option | Description |
|---|---|
--dir <path> |
Project directory (default: current directory). |
feather.config.lua¶
Place a feather.config.lua in your game directory to configure the Feather injection without touching command-line flags. feather run reads it automatically.
-- feather.config.lua
return {
sessionName = "My RPG",
-- Force-enable opt-in plugins.
-- "console" is a remote REPL. "hot-reload" is development-only remote code execution.
include = { "console" },
-- Remove plugins you don't need
exclude = { "hump.signal", "lua-state-machine" },
-- Per-plugin option overrides
pluginOptions = {
screenshots = { fps = 60, gifDuration = 10 },
["memory-snapshot"] = { autoInterval = 5 },
},
-- Connect to a remote desktop app (e.g. on another machine)
-- host = "192.168.1.42",
-- Small in-game badge shown while Feather is loaded.
debugOverlay = {
enabled = true,
visible = true,
hideKey = "f12",
touchToggle = true,
corner = "top-right",
},
}
All feather.auto.setup() options are supported. Command-line flags (--session-name, etc.) take precedence over the config file. The debug overlay is visible by default when Feather is active; press F12 or double-tap the top-right corner to temporarily hide/show it.
Binary detection¶
feather run finds the love2d binary in this order:
--love <path>flagLOVE_BINenvironment variable- Platform defaults:
- macOS:
/Applications/love.app/Contents/MacOS/love - Windows:
%PROGRAMFILES%\LOVE\love.exe,%LOCALAPPDATA%\LOVE\love.exe - Linux:
loveorlove2dfrom PATH
Examples¶
Run any game with zero setup¶
# Clone any love2d game and run it with Feather
git clone https://github.com/some/game.git
feather run game/
The Feather desktop app will show a new session as soon as the game connects.
Use the bundled feather vs a local install¶
By default, feather run uses the feather library and plugins bundled inside the CLI package. If your project has feather installed locally (via feather init), the CLI prefers that:
To point at a different feather build or plugins directory:
--plugins-dir takes precedence over the bundled plugins and any game-local plugins/ directory.
CI / headless mode¶
feather run exits with love2d's exit code, making it suitable for CI workflows:
Alias for fast iteration¶
Add a shell alias so fr runs from any game directory:
CLI vs Embedded Setup¶
feather run |
Embedded auto/manual setup | |
|---|---|---|
| Recommended for | Normal development | Projects that cannot use CLI launch |
| Game code changes | None | Generated or manual loader code |
| Works on any game | Yes | Only games you've modified |
feather.config.lua |
Supported | Supported |
| Plugin management | Via CLI | Vendored in the project |
Both approaches are compatible, but prefer feather run when you can. A game that already has require("feather.auto") can still be launched with feather run because Feather checks the DEBUGGER global and skips double-initialization.