Self-hosted runners
Run builds on your own machines
Use the computers you already have as build machines.
How it works
No agent to install
A runner is the LoreOwl app you already have, with one switch on in Settings → Build machine.
Your licences stay put
The build runs on your machine, signed in to your engine, so a Unity licence never moves.
One job at a time
Two builds on one machine fight over the same cores and licence. Want two at once? Add a second machine.
Always the latest code
The runner runs lore sync first, and fails the job rather than build a stale tree.
Failures explain themselves
A failed job brings back the last 64 KiB of its log, which is where the cause is.
Picks up work in seconds
The runner checks the queue every thirty seconds.
Builds start themselves
Triggers are set per project.
- After a push
- Every push to the project queues a build.
- On a schedule
- Every day at a set time, or on an interval from 15 minutes to 30 days.
- Where it runs
- This machine, or a runner you nominated.
- What it does
- The full build setup, saved with the trigger: platform, channel, checks, SDKs and uploads.
Where the build ends up
- Your own S3-compatible bucket, set once by an owner for the whole organization
- The keys that write to it stay in each runner's operating system keystore
- Or straight to itch.io and Steam, from the trigger
- A test upload from Settings, so a wrong key shows up there and not after a build
What a runner does not do
- Version control and the asset vault stay hosted. A runner changes where builds run, not where your project lives.
- It is not a build farm. If no runner is switched on, a queued build waits.
- A runner builds projects it has already cloned.
- One job at a time per machine.
- Runners build for Windows and Linux.
The rest of the app
Lore version controlBranch, diff and merge game projects. Binary-aware, no terminal.Asset managementOne versioned store, and only the bytes it does not already have.CI/CD pipelineCheck and export, then ship to itch.io, Steam or Epic.Issue trackingA board for the week, a timeline for the milestone.AnalyticsSessions and playtime with no code at all.Playtest feedbackCtrl+F inside the build. Reports land in the app.Pre-build checksEvery scene loaded and instantiated before you ship it.Roles and accessTwo roles, and a database that enforces them.