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SDKs & Libraries

Official client libraries for integrating KiteFrost into your project: typed interfaces and mapped error handling on top of the REST API. KiteFrost is a dev-time authoring platform - the SDKs are built for authoring, auditing, and exporting narrative content from your build pipeline and tooling, not for per-utterance calls at game runtime.

Python SDK

Synchronous client for server-side integration and scripting.

TypeScript SDK

Zero-dependency, promise-based client for Node.js, Deno, and browsers.

REST API

Use any HTTP client. OpenAPI 3.1 spec available for code generation in any language.
Authoring in a game engine? Export your finished narrative (Ink, Yarn Spinner, or universal JSON) from the Python/TypeScript SDK or the API, then load it with that engine’s native runtime (the Ink runtime, Yarn Spinner packages, or a JSON TextAsset). No per-utterance cloud call at runtime.

Quick Comparison

SDKs are per-pack (kitefrost-<pack> / @kitefrost/<pack>, e.g. kitefrost-game-narrative) - there is no single install for “all of KiteFrost.” Every per-pack package depends on a shared core (kitefrost-core / @kitefrost/core) that owns auth, transport, and the resources common to every pack (health, keys, projects, billing, events, context, BYOK, webhooks). See your pack’s own quickstart for the exact package name.

Error Handling

Both SDKs expose typed exceptions/classes that map to HTTP status. Every one carries a feedback_id (fbk_...) you can optionally reference when contacting support - see Telemetry & Privacy. See your pack’s error catalog (if it has one) for full descriptions and resolution steps, or refer to the language-specific SDK docs for code examples:

Telemetry

The SDKs do not automatically report errors or usage today. See Telemetry & Privacy for what the API itself collects and how feedback_id works.