A standalone command-line REPL for the Jurnalis text-based CRPG engine.
Download the appropriate archive for your platform from the GitHub Releases page.
| Platform | Archive |
|---|---|
| Linux (x86_64) | jurnalis-cli-<version>-linux-x86_64.tar.gz |
| macOS (Intel) | jurnalis-cli-<version>-macos-intel.tar.gz |
| macOS (Apple Silicon) | jurnalis-cli-<version>-macos-apple-silicon.tar.gz |
| Windows (x86_64) | jurnalis-cli-<version>-windows-x86_64.zip |
Extract the archive and place the jurnalis-cli binary somewhere on your PATH:
tar xzf jurnalis-cli-0.1.0-linux-x86_64.tar.gz
sudo mv jurnalis-cli /usr/local/bin/Requires Rust (stable toolchain).
git clone https://github.com/yanekyuk/jurnalis.git
cd jurnalis
cargo build --release -p jurnalis-cliThe binary is placed at target/release/jurnalis-cli.
Launch the CLI without arguments to start a new game:
jurnalis-cliYou will be guided through character creation, then dropped into the game
world. Type commands at the > prompt to explore, interact, and fight.
Built-in REPL commands:
| Command | Description |
|---|---|
save [slot] |
Save current game state (default: autosave) |
load [slot] |
Load a saved game (default: autosave) |
quit / exit |
Exit the game |
All other input is forwarded to the game engine for parsing.
When compiled with the dev feature, you can inject a pre-crafted GameState
JSON file to skip character creation and jump directly into a specific scenario:
cargo run -p jurnalis-cli --features dev -- --dev-state path/to/state.jsonA future --stdio-json flag will run the CLI as a headless JSON-over-stdin/stdout
interface, suitable for scripting, testing harnesses, and external tool
integration. This mode is not yet implemented.
Releases are cut automatically on every push to main. The tag is the bare semver from Cargo.toml (e.g. 0.1.0) and the release name is jurnalis-cli v<version>.
To cut a release:
- Bump the version in
Cargo.toml. - Push to
main— thecli-release.ymlworkflow builds cross-platform binaries and creates a GitHub Release with the archives attached.
See the repository root for license information.