@vyrld/cli
v0.1.3
Published
Publish web games and 3D experiences to VYRLD — one command, no config.
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@vyrld/cli
Publish web games and 3D experiences to VYRLD — one command, no config.
npx @vyrld/cli@latest publishRun it from your project root. It finds your build folder, reads the engine
from package.json, writes platform.json, signs you in through your browser,
scans the bundle, and prints the URL of your live page.
Anything that builds to static files works: Three.js, Babylon, PlayCanvas, React Three Fiber, raw WebGPU, hand-written canvas, or Rust compiled to WASM. No SDK, no engine to switch to.
Commands
| Command | What it does |
| --- | --- |
| vyrld publish | Build folder → live page |
| vyrld login | Sign in on this machine |
| vyrld logout | Forget the saved token |
| vyrld whoami | Show who you're signed in as |
| vyrld skill install | Teach your AI agent to publish for you |
Options
| Flag | Use |
| --- | --- |
| --dry-run | Show what would upload, upload nothing |
| --yes, -y | Accept detected values without prompting |
| --dir <path> | Publish a subdirectory |
| --upload-id <id> | Resume validation after an interrupted publish response |
| --message <text> | What changed, for the game page and follower email |
| --message-file <path> | Read multiline UTF-8 release notes from a file |
Upload size and retries
Bundles may be up to 99 MB zipped, 512 MB unpacked, 128 MB per file, and 10,000 files (MB limits use 1,048,576 bytes). Version 0.1.1 and later upload the ZIP straight to private R2 storage using a short-lived URL; only small JSON requests pass through Vercel. The server verifies ownership, exact size and SHA-256, then runs the bundle scan before publishing.
The CLI retries interrupted uploads and checks the same publish result after a lost response. If it prints an upload ID, resume without creating another version:
npx @vyrld/cli@latest publish --upload-id up_...Upload URLs last 15 minutes; finish publishing within 30 minutes. Start a new publish if the session expired. Completed results remain available for retries. Older CLI versions can still send small multipart bundles, but need updating for files above Vercel's request-body limit.
Publishing from CI
Set VYRLD_TOKEN from a dashboard key and pass --yes. It takes priority over
the saved login, so CI never depends on an interactive sign-in.
VYRLD_TOKEN=pk_… npx @vyrld/cli publish --yesLet an agent do it
npx @vyrld/cli skill installThen tell Claude, Cursor, or Codex: "list this on VYRLD".
Notes
Your world runs on its own isolated origin, so the bundle must be
self-contained — external scripts, CDN fonts, and absolute paths like
/assets/x.png will not resolve. Use relative paths and vendor your
dependencies.
Your first publish is reviewed by a person. After that, worlds go live the moment you ship them.
MIT © VYRLD
Update emails
Players can follow your game on VYRLD. Publish an update with a short, player-friendly summary:
npx @vyrld/cli@latest publish --message "New lake, better fishing, and smoother mobile controls."
# For longer notes (path relative to --dir):
npx @vyrld/cli@latest publish --message-file release-notes.txt --yesInteractive publishing asks for notes. In CI, pass a flag; missing notes get a simple new-update announcement. Notes belong to this upload, not platform.json, so future publishes do not accidentally reuse old text. Resuming with --upload-id retains the original notes. First releases and private drafts do not email followers. Updates that need review wait until approval. Email sends are queued independently of the upload; failures retry without republishing.
