Feather πͺΆΒΆ
Real-time debug & inspect tool for LΓVE (love2d) games.
Like Flipper or React DevTools, but for LΓVE game. Inspect logs, variables, performance metrics, and errors in real time over a WebSocket connection with a built-in plugin system, step debugger, and zero-config setup.
FeaturesΒΆ
- π Live log viewer β See
print()output instantly in the app. - π Variable inspection β Watch values update in real-time.
- π¨ Error capturing β Catch and display errors automatically.
- πΈ Screenshots & GIF capture β Capture screenshots and record GIFs via the built-in plugin.
- π Plugin system β +18 built-in plugins + custom ones. Server-driven UI: plugins define their actions in Lua, the desktop renders them automatically.
- π± Multi-session support β Connect multiple games simultaneously, each gets its own session tab.
- π² Mobile debugging β Auto-detected local IP in Settings with copyable connection string.
- π» Console / REPL β Execute Lua code in the running game (opt-in, requires
apiKey). - π Step Debugger β Breakpoints, step over/into/out, call stack, and local variable inspection.
- πΌοΈ Asset inspector β Browse loaded textures, fonts, and audio sources with previews, zoom, pan, and pixel grid.
- β¨ Texture Lab β Generate tiny PNG sprites, masks, noise maps, gradients, and trail textures for creative workflows.
- π Log file viewer β Open
.featherlogfiles for offline inspection. - π₯οΈ CLI-first workflow β
feather init,feather run, andfeather removemanage setup and cleanup with no manual Lua integration. - π’ Build/upload helpers β
feather buildcreates.love, web, mobile, and desktop artifacts andfeather upload itchpushes them with Butler. - π§Ή Self-cleaning setup β Generated files are managed by Feather and can be previewed or removed before release.
- π¦ Config file support β
feather.config.luakeeps project settings outside game code.
Quick StartΒΆ
Install the Feather desktop app and CLI:
- Download the desktop app from Releases.
- Install the CLI:
Initialize your project, open the Feather app, then run the game:
Feather is injected by the CLI for dev runs and debug builds, so your game code does not need a manual require for any target.
By default, CLI init enables error capture and includes the creative plugins particle-system-playground and shader-graph. Other plugins are controlled through feather.config.lua:
feather config plugins --include input-replay --dir path/to/my-game
feather config hot-reload --allow game.player --dir path/to/my-game
Caution
feather run is for development. Do not publish builds created from a run session; create user-facing builds with feather build <target> --release so Feather debugging tools are not included.
Optional VendorsΒΆ
Vendor setup downloads the local LΓVE runtimes/templates needed by web, mobile, and packaged desktop targets, then updates feather.build.json.
feather build vendor add web --dir path/to/my-game
feather run path/to/my-game --target web
feather build vendor add android --dir path/to/my-game
feather run path/to/my-game --target android
feather build vendor add ios --dir path/to/my-game
feather run path/to/my-game --target ios
For all build vendors, including desktop packaging runtimes:
Build release artifacts from the same CLI flow:
feather build love --dir path/to/my-game --release
feather build android --dir path/to/my-game --release
feather build ios --dir path/to/my-game --release
feather build windows --dir path/to/my-game --release
feather build macos --dir path/to/my-game --release
feather build linux --dir path/to/my-game --release
feather build steamos --dir path/to/my-game --release
See CLI for feather run, feather doctor, feather build, and feather upload options.
DocumentationΒΆ
- CLI β Run games without touching their code,
feather run,feather init,feather doctor,feather build,feather upload - Installation β Download, install script, LuaRocks, custom paths
- VS Code Extension β Run, doctor, build, plugin, package, and project settings from the editor
- Usage β Quick tour of the desktop app and common workflows
- Configuration β Runtime options, auth, runtime budgets, connecting, mobile debugging
- MCP β Local AI client access to sessions, plugins, Shader Graph, Particles Playground, and Texture Lab
- Session β Connection health, auth/config status, suspend/resume, session switching
- Logs β Live logs, follow-tail, persistence, filters,
.featherlogfiles - Observability β
observe,watch, diffs, history, exports, and payload-cost guidance - Performance β Health metrics, Feather overhead, runtime budgets, profiler entry points
- Profiler β Core profiler captures, snapshots, probes, wrapped functions, run comparisons
- Debugger β Breakpoints, stepping, pause-on-error, source views, profiler probes
- Console β Opt-in Lua eval, result inspectors, pins, read-only guardrails
- Assets β Inspect loaded textures, fonts, audio, previews, and game-root mapping
- Particle System Playground β Particle templates, timelines, previews, exports
- Shader Graph β Node graph shaders, templates, previews, connected-game apply
- Texture Lab β Procedural PNG sprites, masks, noise maps, spline paths, gradients, and trail textures
- Standalone Showcase β Browser-hosted creative tools without a local game
- Time Travel β Observer snapshot recording and timeline scrubbing
- Session Replay β Input replay with developer-selected state checkpoints
- Package Management β Curated LΓVE packages, trust, checksums, lockfiles
- Plugins β Built-in plugins, plugin system, custom plugins
- Recommendations β Security, performance, release builds
ScreenshotsΒΆ
