GameARC is the planned specialist-agent platform for coordinating reviewable game-development work inside Majestic Helios.
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.
- 01
Gameplay Programmer
Gameplay code, tests, and runtime logs.
- 02
Engine Programmer
Engine APIs, modules, builds, and validation.
- 03
Technical Artist
Materials, shaders, assets, and visual pipelines.
- 04
Shader Programmer
Shader code, materials, and render diagnostics.
- 05
Level Designer
Scenes, prefabs, resources, and level validation.
- 06
Build & Release
Build profiles, packaging, CI, and smoke tests.
- 07
QA Automation
Tests, diagnostics, regressions, and runtime evidence.
- 08
Performance Analyst
Frame timing, profiling artifacts, and runtime logs.
- 09
Multiplayer & Backend
Networking, services, tests, and security boundaries.
- 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.
- 01
Define
Describe the game, feature, bug, or production outcome in one working session.
- 02
Understand
GameARC indexes the approved workspace and gathers cited project, code, build, and engine context.
- 03
Plan
A specialized agent produces a reviewable plan instead of silently editing the project.
- 04
Execute
Approved tools inspect files, propose patches, run commands, and preserve checkpoints.
- 05
Connect
The first-party bridge exchanges project, build, diagnostic, and runtime context with Majestic Engine.
- 06
Verify
Builds, tests, previews, engine acknowledgements, and repair cycles become recorded evidence.
- 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 roadmapAvailable now
Publicly shipped or part of the current product foundation.
- 01
AgentRuntime foundation
Versioned sessions, ten specialist profiles, lifecycle control, approvals, evidence fields, checkpoints, and test coverage exist in CodenameDeacon.
- 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.
- 01
Native GameARC control experience
Move the complete branded workflow beyond the deprecated browser harness and prove it inside packaged Majestic Helios.
- 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.
- 01
Agent control panel
Complete working-session orchestration, timelines, follow-up messaging, artifacts, parallel background work, and operator controls in the native product.
- 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.
- 01
Standalone agent platform
Offer GameARC as a focused agent command center while preserving its deeper Majestic Helios and Engine integration.
- 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.
