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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

The Game Narrative SDK is kitefrost-game-narrative (Python) / @kitefrost/game-narrative (TypeScript). It 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).

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.