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@kyonru/feather

v1.2.0

Published

CLI for Feather — run and debug Love2D games without touching your game code

Readme

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.

[!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

npm install -g @kyonru/feather

Requires Node.js 18+ and LÖVE installed on your system.

For local development inside this repository:

npm install
npm run cli:build
npm run feather -- --help

npm install links the workspace package into node_modules/@kyonru/feather and exposes node_modules/.bin/feather for local CLI testing.


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:

  1. Added to Lua's package.path so all require() calls resolve correctly.
  2. Mounted into love.filesystem so assets (images, audio, data files) are accessible.
  3. Loaded via loadfile() to avoid a conflict with the shim's own main.lua.

Your game code runs exactly as normal — it just has Feather already active.


Commands

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,profiler
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. |

Install source priority:

  1. --local-src <path> copies from a local src-lua style tree.
  2. Running the CLI from the Feather monorepo copies the repo's src-lua.
  3. Published CLI installs copy the bundled cli/lua runtime.
  4. --remote downloads 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.

# macOS / Linux
USE_DEBUGGER=1 love .
# Windows PowerShell
$env:USE_DEBUGGER = "1"
love .
:: Windows cmd.exe
set USE_DEBUGGER=1 && love .

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, 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. | | --plugins <ids> | Comma-separated list of plugin IDs to install (default: all). | | --mode <mode> | Setup mode: cli, auto, or manual. | | -y, --yes | Skip confirmation prompts. |


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:

  1. Files change in sourceDir.
  2. A debounce timer fires (default 500 ms).
  3. Feather stages the project, embeds the Feather runtime, and packs a new game.love.
  4. Androidadb push game.love /sdcard/Android/data/<appId>/files/game.love; app is force-stopped and relaunched via monkey (unless --no-restart).
  5. iOSgame.love is copied into the cached .app bundle, the bundle is ad-hoc re-signed, and the simulator app is terminated and relaunched via xcrun 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/upload dependencies when --build-target or --upload-target is provided
  • USE_DEBUGGER guards and FEATHER-INIT markers
  • 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 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 list

build vendor add installs local build vendors into vendor/ and updates feather.build.json by default. Web fetches 2dengine/love.js into vendor/love.js. Android fetches love2d/love-android with submodules. iOS fetches love2d/love and installs the matching love-<version>-apple-libraries.zip into the Xcode tree. Desktop vendors download official LÖVE runtimes for Windows, macOS, and Linux; SteamOS reuses the Linux runtime unless configured separately. Mobile and desktop versions come from loveVersion or --ref, falling back to 11.5; web defaults to the love.js main branch unless --web-ref or --ref is passed.

{
  "name": "My Game",
  "version": "1.0.0",
  "productId": "com.example.mygame",
  "company": "Example Studio",
  "website": "https://example.com",
  "sourceDir": ".",
  "outDir": "builds",
  "exclude": ["screenshots/**", "tmp/**"],
  "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"
      }
    },
    "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"
      }
    },
    "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 .love archive 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-unsafe is passed
  • writes feather-build-manifest.json in the output directory
  • packages web by copying the configured love.js player, adding game.love, patching the page title/game URL, and creating an HTML zip
  • packages android by copying a configured love-android checkout, embedding game.love, patching obvious app metadata, running Gradle, and copying the APK
  • packages ios on macOS by copying a configured LÖVE iOS source tree, embedding game.love, running xcodebuild, and copying the .app
  • embeds Feather runtime/config into Android/iOS dev builds by default; use --no-debugger to build raw source, and note that --release never auto-embeds Feather
  • caches Android/iOS dev native workspaces under <outDir>/.feather-cache so Gradle/Xcode incremental state survives between builds
  • --release on Android produces .aab and .apk artifacts; signing passwords are read from environment variables named in config
  • --release on iOS produces .xcarchive and .ipa artifacts through xcodebuild archive and -exportArchive
  • --verbose on 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.zip and .dmg, and Linux/SteamOS as .AppImage plus .tar.gz
  • steamos uses 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.loveAndroidDir to point at a local love-android checkout with gradlew.
  • iOS builds expect targets.ios.loveIosDir to point at a local LÖVE iOS source tree with platform/xcode/love.xcodeproj.
  • feather build vendor add mobile fetches those template checkouts, but it does not install Android SDK, JDK, Xcode, or signing assets.
  • Desktop builds expect targets.windows.loveRuntimeDir, targets.macos.loveRuntimeDir, and targets.linux.loveRuntimeDir to point at local runtime vendors. feather build vendor add desktop creates those directories.
  • Dev Android/iOS builds reuse cached copied native templates by default. Use --no-cache for a fresh temporary workspace, or --clean to 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 --release validates product id, Gradle wrapper, JDK, Android SDK, and signing env setup.
  • feather doctor --build-target ios --release validates bundle id, macOS/Xcode setup, template path, export options, and signing hints.
  • Play Console and App Store upload are not included in this pass.

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 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:

butler push <artifact> <user/game>:<channel> --userversion <version>

The Itch project and default channels come from feather.build.json. Use --channel or --user-version to override them in CI.

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. | | --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.


feather plugin

Manage Feather plugins in a project.

Run feather plugin with no subcommand to open an Ink workflow for common plugin tasks:

feather plugin
feather plugin --install-dir lib/feather
feather plugin --remote --branch main

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:

  1. --local-src <path> copies from a local src-lua style tree.
  2. Running the CLI from the Feather monorepo copies the repo's src-lua.
  3. Published CLI installs copy the bundled cli/lua runtime.
  4. --remote downloads from GitHub using --branch.

feather plugin list [dir]

List installed plugins.

feather plugin list
Installed plugins (12)

  screenshots              1.0.0    Capture screenshots and record GIFs
  profiler                 1.0.0    Function-level CPU profiling
  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 remove <id>

Remove an installed plugin.

feather plugin remove hump.signal

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 profiler     # 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.


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:

  1. --love <path> flag
  2. LOVE_BIN environment variable
  3. Platform defaults:
    • macOS: /Applications/love.app/Contents/MacOS/love
    • Windows: %PROGRAMFILES%\LOVE\love.exe, %LOCALAPPDATA%\LOVE\love.exe
    • Linux: love or love2d from 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:

my-game/
  feather/init.lua   ← detected → local install is used
  feather/plugins/
  main.lua

To point at a different feather build or plugins directory:

feather run . --feather-path ../feather-dev
feather run . --plugins-dir ../my-custom-plugins

--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:

- name: Run game smoke test
  run: feather run . --no-plugins
  env:
    LOVE_BIN: /usr/bin/love

Alias for fast iteration

Add a shell alias so fr runs from any game directory:

alias fr='feather run .'

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.