Detailed Onboarding Guide

This guide walks you through everything needed to get your studio live on Hypercade. The process usually takes a few hours from start to builds.

Before You Start

Gather the following information:

For Your Game Repo

  • Repository URL (GitHub, GitLab, on-premises, etc.)
  • Access credentials (personal access token or SSH key recommended, not a personal password)
  • Which engine: Unreal Engine 5.x or Unity 2021.3+
  • Windows build target (macOS and Linux support coming)

For Project Management

  • Which tool you use: Jira, Linear, GitHub Issues, YouTrack, or other
  • API access (API key, token, or OAuth permissions)
  • Which projects/workspaces to connect

If you don’t use a PM tool yet, that’s fine - you can add it later. Radar (project health) requires it, but Foundation (CI/CD) works without it.

Step 1: Prepare Your Repository Access

We need read-only access to clone your repo and run builds.

If you use GitHub:

If you use GitLab:

If you use Gitea or on-premises Git:

  • Generate an access token with read access
  • Provide the full repository URL including protocol

Store your token somewhere safe. You’ll give it to us during setup, and we’ll store it encrypted.

Radar needs PM tool integration to track velocity and scope. If you skip this, Foundation still works perfectly.

For Jira:

  • Create an API token: Settings > Security > API Tokens > Create API Token
  • Provide your email address and the token
  • Provide a sample Jira project key (e.g., PROJ)

For Linear:

  • Go to Settings > API > Create New API Key
  • Give us the API key

For GitHub Issues:

  • Use the same personal access token from Step 1
  • Provide the org/repo path (e.g., mycompany/mygame)

For YouTrack:

  • Create a service account or API token
  • Provide the YouTrack instance URL and token

If you use something else, reach out - we support most PM tools.

Step 3: Contact Us and Provide Access

Email your Hypercade contact (or [email protected] if you don’t have one) with:

Studio Name: [Your studio name]
Game Title: [If applicable]
Engine: Unreal Engine 5.x / Unity [version]
Repo URL: [Your repo URL]
Repo Access: [Token or credentials]

PM Tool: [Jira / Linear / GitHub Issues / etc]
PM Tool Access: [API key or token]
PM Project(s): [Project keys or workspace names]

We’ll acknowledge receipt and let you know when setup is in progress.

Step 4: We Set Up Your Infrastructure

During this phase (usually 1-2 hours):

  • Your game gets a project on our shared TeamCity instance
  • We configure build definitions for your engine (Unreal or Unity)
  • We connect to your PM tool to sync velocity and scope data
  • We enable crash reporting to BugSplat
  • We set up analytics ingest for your game

You don’t need to do anything here. We’ll let you know when builds are ready to run.

Step 5: First Build

Once we’ve confirmed setup, trigger your first build:

  • Push a commit to your main branch, or
  • Manually trigger a build from TeamCity (we’ll give you the link)

Watch it run. It should succeed. If it fails, we’ll help debug - this is common on first runs.

Successful first build means:

  • Your repo is cloned correctly
  • Your engine build scripts are working
  • Artifacts are being stored
  • Logs are captured

Step 6: Verify Everything

Check these boxes:

Builds running? You should see builds appear in your Portal dashboard within minutes of a commit.

Crashes flowing in? Crash reporting starts automatically. If your game has crashes on launch, you’ll see them in the Portal.

Analytics data? If your game includes the Hypercade analytics SDK (we’ll provide it), you’ll see session data and custom events in real-time.

Project health signals? Radar will start analyzing your codebase and PM tool. Initial signals appear within 24 hours.

Step 7: Log Into Your Portal

You’ll get a magic-link email invite to app.hypercade.io. Click the link to log in. No password needed - we use email verification.

In the Portal you’ll see:

  • All your builds with logs and artifacts
  • Crash reports grouped by type and affected builds
  • Analytics dashboards
  • Radar alerts (if PM tool is connected)
  • Team member management

Troubleshooting

Build failed on first run Most common causes: build scripts missing, engine version mismatch, or missing dependencies. Forward the build log to [email protected] and we’ll debug.

Crashes not showing up The crash reporter initializes in-game. If you don’t see crashes after a day, check that your game is hitting the crash endpoint. We’ll walk you through verification.

Analytics not flowing Make sure you’ve integrated the analytics SDK. We’ll provide integration instructions for your engine.

No PM tool integration yet You can add it anytime after launch. Just provide the credentials and we’ll backfill data.

What’s Next?

  • Learn about Foundation - your CI/CD pipeline
  • Explore Radar - project health signals
  • Check out Portal - your dashboard
  • If you need audience intelligence, read about Sonar

Questions? Email [email protected].