ReelGrove
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Your game. Your development environment.

Bring your local build
back to ReelGrove.

Download bundlepack to package an edited development bundle for Import build. It runs locally and needs no ReelGrove credentials.

Linux amd64 & arm64Works in a Linux WSL2 environmentLocal files only
  1. 1ExportGet your development ZIP.
  2. 2BuildEdit and compile locally.
  3. 3PackageMake a verified TAR.
  4. 4ReturnUpload, validate, activate.

Choose the architecture of the Linux environment where you will run the command. Run uname -m there: x86_64 means amd64; aarch64 means arm64.

Enable JavaScript to check the available bundlepack release.

Before the first run

Check the download.

  1. Download the utility and its matching SHA-256 file into the same folder.
  2. Open Verify and run this download on your architecture’s card. Run its sha256sum -c command from that folder and check that the result says OK.
  3. Run the displayed chmod command, then -version. Its JSON reports version, os and arch; check these against the card.

If the checksum does not match, download both files again before running the utility. The checksum identifies the utility download; the pack command later reports a separate checksum for your game archive.

Make room for the build

Use a private Linux workspace.

In your project’s Export game dialog, choose Development bundle. Extract its ZIP into a private working folder, then follow source/development/README.md and the included source instructions to edit and rebuild both frontend targets.

Using Windows?

Run bundlepack inside WSL2’s Linux terminal. Keep the working bundle in your Linux home directory, such as ~/studio-work/, so Linux file permissions apply. Use that workspace instead of /mnt/c or a shared Windows folder.

The completed bundle folder must be private (mode 0700). Keep dependency installs, build caches, hidden files and credentials outside it. Use regular files and directories; symbolic links and hard links are rejected.

Keep the supplied layout, notices and game declarations. The bundle’s root contains:

Completed bundle
bundle.json
source/
frontend/
standalone/frontend/
math/
notices/

Keep the supplied runtime override arrays empty. Uploaded assets and saved Art, Sound, Motion and Animation Lab work stay in the original project and are preserved when you activate the rebuilt game in that same project. A build imported into another project does not transfer that saved Lab work.

After the build finishes

Make the import archive.

Stop build watchers and other processes writing to the finished bundle. From the folder containing your verified utility, run the example below. Replace the paths with your own; for ARM64 use bundlepack-linux-arm64.

Linux amd64 example · replace the paths before running
chmod 700 /absolute/path/to/completed-bundle
./bundlepack-linux-amd64 \
  -source /absolute/path/to/completed-bundle \
  -out /absolute/path/to/game.tar

The output folder must already exist outside the completed bundle. Choose a new filename: bundlepack never overwrites an existing archive. When it finishes, it prints the archive path, byte count and SHA-256.

Bundlepack packages completed files. Follow your game’s build instructions first; the utility does not compile the source or generate math.

Pick up where your team left off

Upload, review, then activate.

  1. Return to the same project and open Import build.
  2. Select the .tar created by bundlepack, upload it, and submit it for validation.
  3. Review the result and choose Activate build when ready. Uploading alone does not change the project.
  4. Open the Lab and preview, inspect your saved artwork, sounds, motion and animations, and check the math and frontend reports.

Import and activation must be enabled for your installation and role. A passing validation report checks the supplied files; play and review the rebuilt game before submission.

Your project is waiting.

Continue from Overview when your archive is ready.

Open studio ↗