Majestic Engine is Kri Zek’s proprietary C++20 game engine, built as the authoritative runtime and authoring foundation for the Majestic development stack.
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Formerly KriZek2D, Majestic Engine by Kri Zek is a Windows-first proprietary C++20 engine and dockable 2D editor built around inspectable scenes, bounded simulation, and reliable project packaging.
The playable space
Explore our desktop-only browser showcase on its dedicated Play page. Signal Run is a prototype placeholder, not a Majestic Engine export.
Explore PlayMajestic Engine gives studios an inspectable place to act on what they learn from players. Consented evidence can inform a design question; the engine keeps execution, scenes, content, assets, simulation, and packaging grounded in explicit contracts.
What is the player experiencing, and which game system could explain it?
Use Majestic Helios to connect the question to code, content, diagnostics, tests, and a reviewable change.
Use Majestic Engine to author, execute, validate, and package the game without hiding runtime truth.
Majestic Engine is the upgraded public name for the technology previously presented as KriZek2D. Existing KriZek2D paths, C++ headers, namespaces, build targets, manifest filenames, bridge IDs, and scene extensions remain stable inside the product to protect compatibility.
The upgraded foundation connects project configuration, runtime behavior, scene data, physics, assets, and packaging through explicit contracts.
A shared, validated project manifest resolves the project root, asset root, main scene, window settings, fixed timing, and prebuilt runtime without depending on the process working directory.
Ordered multiple-script persistence retains legacy single-script data and preserves unresolved script types as inert placeholders. Scene changes are queued safely outside active lifecycle traversal.
Fixed-step gravity, solid AABB separation, triggers, symmetric collision layers and masks, tile filtering, and nearest-hit raycasts provide a practical 2D gameplay foundation.
Edit the project name, window size, resizable state, physics rate, and maximum fixed updates, then save those values back to the project manifest.
Check boot data, cameras, transforms, physics values, script registration, and missing or external texture, tile, audio, and model references before packaging.
Stage scenes and referenced dependencies, including external glTF buffers and images, then swap the package atomically. Export consumes a prebuilt executable and does not compile one.
Exchange versioned editor state, commands, events, and path-safe open-file requests with the Majestic Helios development workspace.
Codename DRM is built into the Majestic Engine development and packaging direction, giving developers a direct path to selected content sealing, signed package metadata, entitlement checks, integrity signals, and benchmark-led validation while they build.
| Specification Parameter | Value / Standard | Technical Details |
|---|---|---|
| Primary implementation | C++20 / Windows native | Engine library, native dockable editor, and Crystal Collector sample game. |
| Supported production path | 2D | Software 2D rendering, cameras, sprites, animation, tile workflows, audio, collision filtering, gravity, and raycasts. |
| Project & scene data | Manifest + .kzscene JSON | Root-aware project discovery, strict parsing, stable IDs, atomic saves, and backward-compatible script persistence. |
| Editor shell | Win32 / DirectX 11 / Dear ImGui | Dockable authoring with isolated play mode, project settings, validation, and staged packaging. |
| Windows delivery | Validation-gated package | Packages an existing runtime executable and referenced dependencies; it does not build, sign, or install. |
| 3D status | Experimental | 3D scene data, glTF ingestion, and physics scaffolding are not a production rendering guarantee. |
Majestic Engine is currently a Windows-first beta foundation. Cross-platform backends, a production 3D renderer, signing, installer generation, richer rigid-body physics, and broader asset pipelines remain future work.
Player-approved gameplay context can help a team frame better questions about pacing, difficulty, onboarding, accessibility, retention, and moment-to-moment feel.
tGiX and the scoped TGX-1 API structure relevant evidence for an approved use case.
Majestic Helios keeps insight beside plans, diffs, diagnostics, and developer judgement.
Majestic Engine owns the authoring and runtime contracts that turn a reviewed decision into the game.
Windows-first beta / player consent required / scoped integrations
Turn substantial source foundations into a build-proven engine capable of shipping the first complete game.
Reviewed August 2026 · no fixed release dates
View portfolio roadmapPublicly shipped or part of the current product foundation.
Windows-first runtime, native editor, manifest-driven projects, reflection metadata, command-based undo, and a supported 2D path.
First-party project and editor integration connects the engine to Majestic Helios without merging product boundaries.
Source exists, but runtime, packaged, or release acceptance is incomplete.
Compile, test, launch, and package the recent v0.4.0 source on a clean Windows machine.
Dependency: No recent capability is promoted as runtime-proven until this gate passes.
Approved work is actively being built or hardened.
Use one shipping-quality arena and boss encounter to drive engine priorities from real game requirements.
Add sprite-sheet animation, animation events, frame hitboxes, runtime UI, multi-voice audio, and stronger camera behavior.
Intended direction, subject to validation, sequencing, and change.
Harden packaging, physics, asset pipelines, and versioned release operations after the first game loop is proven.
Advance experimental 3D and evaluate macOS and Linux only after Windows production evidence is stable.
Request engine-preview access or pair the native authoring workflow with Majestic Helios IDE.
Engine scope, language, Helios integration, and beta status.