Foundation uses TeamCity for continuous integration and deployment. Hypercade operates a shared instance. Your studio gets a project on that instance. You don’t configure TeamCity yourself - buildScripts templates do that automatically during onboarding.
How it works
Every time you push to a branch, TeamCity detects the change and runs a build. Builds use pre-configured templates for Unreal and Unity. Artifacts are produced automatically. Version numbers are set correctly. When you’re ready, one click pushes to Steam or Epic.
Build triggers
Builds trigger automatically on:
- Push to main branch (production build)
- Push to any feature or development branch (artifact build for QA testing)
You control which branches trigger builds by configuring your project settings in the Hypercade portal.
Build configurations
TeamCity projects include build configurations for each supported target:
Unreal Engine:
- Windows (Development, Shipping)
- Mac (Development, Shipping)
- Linux (Shipping)
Unity:
- Windows (Development, Shipping)
- Mac (Development, Shipping)
- Linux (Shipping)
- iOS (Shipping)
- Android (Shipping)
Each configuration handles compilation, symbol stripping, packaging, and versioning automatically. The buildScripts templates include engine-specific setup - no manual steps needed.
Artifacts
Build artifacts include:
- Compiled binaries
- Debug symbols
- Build logs
- Crash dump collection binaries (for BugSplat integration)
- Analytics SDK injection (if enabled)
Artifacts are stored in Hypercade’s artifact repository and retained for 30 days. You can download them from the Hypercade portal or retrieve them via API.
Deploying to Steam and Epic
When a build is ready for release:
- Navigate to the build in the Hypercade portal.
- Select your deployment target (Steam or Epic).
- Click Deploy.
The system handles:
- Version number updates in your game’s metadata
- App credentials (passed securely from stored secrets)
- Upload to the platform’s depot system
- Build submission to release branches
No manual depot configurations needed. No version number conflicts. No lost uploads.
QA branch builds
QA can deploy builds to feature branches for testing without waiting for engineers to push to main. In the portal:
- Select a branch build artifact.
- Click “Deploy to QA.”
- The artifact is packaged and made available for download or streamed to QA machines.
QA gets faster feedback. Engineers stay focused on code.
Build notifications
Build status is visible in the Hypercade portal in real time. You can also:
- Receive email notifications for build failures (configurable)
- Receive Slack notifications if your studio uses Slack
- Query build status via the Hypercade API
What buildScripts does
buildScripts is a separate automation system that configures TeamCity when you onboard. It:
- Clones your game repo
- Detects your engine (Unreal or Unity)
- Applies the appropriate build template
- Configures build triggers for your branches
- Sets up artifact storage and retention
- Configures credentials securely
You don’t run buildScripts yourself. Hypercade runs it during onboarding. If you need to reconfigure (e.g., add a new engine target or change branches), reach out to the team.
Troubleshooting
Build failed to start: Check that your repo credentials are valid and the repo is accessible.
Build timed out: Long builds may exceed the default timeout. Reach out to optimize your build configuration.
Artifact not found: Artifacts expire after 30 days. Re-run the build to generate a fresh artifact.
Deployment failed: Check your app credentials (Steam / Epic API keys). If they’re invalid, update them in the portal settings.
For help, contact the Hypercade team at [email protected].