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ALTERED BRILLIANCE IS LIVE.

Kri Zek
GAMEARC / IMPLEMENTATION PHASE

The agent version of Majestic Helios.

A control panel for specialized game-development agents that can work standalone or connect directly to Majestic Engine through Kri Zek’s first-party bridge.

AGENT CONTROL PLANE

Helios is the IDE. GameARC orchestrates the agents.

GameARC is the agent-native environment within the Majestic Helios product family. It turns a development objective into a persistent working session with a specialist role, project context, approvals, tools, evidence, and lifecycle controls.

It is designed to operate as a focused agent platform on its own. Its deeper advantage appears when a project uses Majestic Engine: the first-party bridge can connect planning and code changes to engine-aware builds, diagnostics, runtime state, validation, and play controls.

ONE SESSION, COMPLETE TRACE

Control the work without losing the evidence.

The current implementation defines durable session state rather than a disposable chat thread.

01

Working sessions

Launch multiple goal-driven sessions, inspect their state, and return to their timelines.

02

Lifecycle control

Pause, stop, retry, clear, and continue a session with follow-up instructions.

03

Explicit approvals

Plans, tools, terminal actions, network access, engine commands, and patches can require review.

04

Evidence ledger

Files read, citations, patches, checkpoints, commands, builds, tests, previews, diagnostics, usage, and cost live with the session.

TEN BUILT-IN PROFILES

The role changes. The accountability does not.

Each profile narrows the context, tools, and validation expected for a different game-production discipline.

  1. 01

    Gameplay Programmer

    Gameplay code, tests, and runtime logs.

  2. 02

    Engine Programmer

    Engine APIs, modules, builds, and validation.

  3. 03

    Technical Artist

    Materials, shaders, assets, and visual pipelines.

  4. 04

    Shader Programmer

    Shader code, materials, and render diagnostics.

  5. 05

    Level Designer

    Scenes, prefabs, resources, and level validation.

  6. 06

    Build & Release

    Build profiles, packaging, CI, and smoke tests.

  7. 07

    QA Automation

    Tests, diagnostics, regressions, and runtime evidence.

  8. 08

    Performance Analyst

    Frame timing, profiling artifacts, and runtime logs.

  9. 09

    Multiplayer & Backend

    Networking, services, tests, and security boundaries.

  10. 10

    Code Reviewer

    Diffs, diagnostics, tests, and review reports.

IDEA TO PLAYABLE BUILD

One control plane across the development loop.

This is the target workflow for the beta. It describes product direction, not a claim that every stage is already runtime-proven.

  1. 01

    Define

    Describe the game, feature, bug, or production outcome in one working session.

  2. 02

    Understand

    GameARC indexes the approved workspace and gathers cited project, code, build, and engine context.

  3. 03

    Plan

    A specialized agent produces a reviewable plan instead of silently editing the project.

  4. 04

    Execute

    Approved tools inspect files, propose patches, run commands, and preserve checkpoints.

  5. 05

    Connect

    The first-party bridge exchanges project, build, diagnostic, and runtime context with Majestic Engine.

  6. 06

    Verify

    Builds, tests, previews, engine acknowledgements, and repair cycles become recorded evidence.

  7. 07

    Play

    The target is a playable Majestic Engine build with a report that says what passed, failed, and remains.

FIRST-PARTY ADVANTAGE

Not just code-aware. Engine-aware.

A generic coding agent can inspect a repository and run commands. GameARC is being built to understand the full Majestic workflow: project identity, engine capabilities, scenes, build profiles, diagnostics, tests, runtime logs, play state, and validation evidence.

The bridge remains versioned and bounded. Majestic Engine stays authoritative for game execution, authoring contracts, assets, packaging, and runtime state. GameARC coordinates work through Majestic Helios rather than pretending to replace the engine.

Project contextBuild & testEngine diagnosticsPlay controlsRuntime evidenceVersion negotiation
BETA IN IMPLEMENTATION

The system exists in source. Packaged proof comes next.

CodenameDeacon contains the specialized profiles, versioned session schema, lifecycle APIs, control-panel UI, working-session timelines, follow-up messaging, background tasks, checkpoints, approval states, evidence fields, Majestic bridge foundations, and automated session tests.

The native Helios extension already connects to the shared AgentRuntime, but the GameARC-branded control experience and complete model-tool-engine loop still require packaged Windows acceptance. The beta is planned alongside Majestic Helios IDE after those gates pass.

PUBLIC PRODUCT ROADMAP

Direction, with the uncertainty left intact.

Turn Majestic Helios agent foundations into a packaged control plane that can carry a game from intent to verified play.

Reviewed August 2026 · no fixed release dates

View portfolio roadmap
Available now

Publicly shipped or part of the current product foundation.

  1. 01

    AgentRuntime foundation

    Versioned sessions, ten specialist profiles, lifecycle control, approvals, evidence fields, checkpoints, and test coverage exist in CodenameDeacon.

  2. 02

    Majestic bridge foundation

    First-party engine project, state, command, diagnostic, build, and validation contracts provide the integration path.

In validation

Source exists, but runtime, packaged, or release acceptance is incomplete.

  1. 01

    Native GameARC control experience

    Move the complete branded workflow beyond the deprecated browser harness and prove it inside packaged Majestic Helios.

  2. 02

    Model-tool-engine loop

    Prove planning, approvals, tools, patches, builds, tests, previews, engine acknowledgements, repair, and final evidence with a real provider.

In implementation

Approved work is actively being built or hardened.

  1. 01

    Agent control panel

    Complete working-session orchestration, timelines, follow-up messaging, artifacts, parallel background work, and operator controls in the native product.

  2. 02

    Idea-to-playable workflow

    Connect game ideation, implementation, verification, engine execution, and playable-build reporting through one persistent session.

Future direction

Intended direction, subject to validation, sequencing, and change.

  1. 01

    Standalone agent platform

    Offer GameARC as a focused agent command center while preserving its deeper Majestic Helios and Engine integration.

  2. 02

    Beta alongside Majestic Helios

    Open controlled Windows beta access after packaged acceptance, bridge reliability, and evidence gates pass.

GAMEARC BETA

Give the agents a game to build, and keep control of the path.

Register interest in the upcoming GameARC and Majestic Helios beta, or explore the first-party engine bridge it is designed around.

DEDICATED FAQ

GameARC FAQ

How the agent platform fits Majestic Helios, Majestic Engine, and human review.