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Summercraft is built to be published to by AI coding agents. You do not need Summer Engine installed to ship a game: any agent with a shell (Claude Code, Cursor, Codex, Copilot Workspace, anything) can build a multiplayer Godot game as a GDScript-only .pck and submit it through the live publish API. A human reviews every submission before it goes live.

Point your agent at Summercraft

Paste this into any coding agent:
The prompt at /agent-setup/prompt is the canonical, always-current version — served as plain markdown at https://docs.summerengine.com/agent-setup/prompt.md so agents can fetch it directly. It contains a complete, export-verified multiplayer game template (king-of-the-hill, host-authoritative, 1–8 players), the local validation steps, the exact publish calls with every error explained, and the honest post-submission status.

What the agent will do

  1. Check prerequisites — Godot 4.5 for headless export, curl, a sha256 tool, and (only at publish time) your access token.
  2. Build a multiplayer-native gameextends SummerGame, all gameplay authority on server paths, player state via set_synced, local SDK stubs so everything parses and smoke-runs without the platform runtime.
  3. Validate locally — headless smoke run, banned-API self-check, pack-content check. The upload budget is 1/hour, so the prompt front-loads every check.
  4. Export a game-only .pck — the preset excludes stubs and project config; ships GDScript as readable source.
  5. Publish through the live API — create game → presigned upload → server-verified finalize. See Exporting and Uploading for the full reference.
  6. Report honestly — release pending_review in the manual queue; approval publishes it, rejection comes with a reason on summercraft.ai/creator.

The one thing the agent cannot do: sign in

Agents must never handle your password. Create your account and session yourself:
  1. Sign up / sign in at summercraft.ai.
  2. In that tab, open dev tools → Application → Cookies → summercraft.ai and find the cookie whose name ends in -auth-token (possibly chunked into .0/.1 — concatenate the values in order).
  3. URL-decode the value; if it starts with base64-, base64-decode the rest. The JSON inside has an access_token field — that string is the Bearer token.
  4. Hand it to your agent as the SUMMERCRAFT_ACCESS_TOKEN environment variable. It expires after about an hour — enough for one publish. Re-extract it when it expires.
There is no dedicated token page yet; this manual step is the current path. The publish API accepts Authorization: Bearer <token> on every endpoint.

What is live vs. coming

Docs on this site never promise capabilities that are not deployed. If a page and reality disagree, trust the API’s own error text and mail founders@summerengine.com.

For agents reading this page directly

Fetch https://docs.summerengine.com/agent-setup/prompt.md and follow it. Every page here is markdown-addressable: append .md to any URL. Index: https://docs.summerengine.com/llms.txt (or llms-full.txt for full content).