Majestic Helios is an AI-native Windows IDE being built specifically for game development and the Majestic ecosystem.

MAJESTIC HELIOS (BETA) / AI-NATIVE GAME IDE
Build the game,not the busywork.
Formerly KriForge, Majestic Helios is a Windows-native, Code OSS-based game development IDE for local context, reviewable AI workflows, durable sessions, and a tighter connection to Majestic Engine.
AN IDE THAT UNDERSTANDS THE GAMER
Bring player context into the place where the game changes.
Majestic Helios is designed to connect consented gaming evidence with the project itself: code, scenes, assets, shaders, configuration, diagnostics, builds, tests, logs, and runtime state.
- 01
Read the evidence
Start with a defined player or game question and only the context approved for that workflow.
- 02
Trace it through the project
Relate the signal to the systems, content, runtime state, and diagnostics that can explain it.
- 03
Review the change
Plan, inspect, approve, test, and hand the work to Majestic Engine without turning creation into a black box.
CODE OSS, GAME-NATIVE
A new identity for a more complete development loop.
Majestic Helios is the upgraded public identity for the workbench previously known as KriForge. Its supported product shell is native Code OSS and Monaco; the browser and Electron workbench remains development tooling rather than the final user-facing editor.
Windows-native betaLocal-first contextCode OSS foundation
THE WORKBENCH TODAY
The project stays visible while the tools get smarter.
Majestic Helios combines the native editor shell with explicit context, safety, source control, and engine integration boundaries.
LOCAL CONTEXT
Index with boundaries
Index the opened workspace under explicit ignore rules, preserve a local search fallback, and keep remote context and AI telemetry off by default.
#Local index#Ignore rules#Redaction
AI WORKFLOW
Plan, review, then apply
Use chat, composer plans, artifacts, risk classification, approval-gated tools, checkpoints, and visible diffs before a mutable action lands.
#Approvals#Diff review#Checkpoints
MAJESTIC ENGINE
Connect code to the game loop
Use a versioned, file-backed bridge for editor state, play controls, validation, selection, scene opening, node creation, and path-safe source handoff.
#Versioned bridge#Engine state#Play controls
MAJESTIC HELIOS WORKBENCH
The everyday editor loop is becoming durable.
PERSISTENT SESSIONS
Restore open tabs, active state, unsaved content, and dirty markers for the selected workspace, with guards before destructive closes or reverts.
FIND & REPLACE
Navigate matches, replace the current result, replace all results, and use familiar keyboard shortcuts inside the workbench editor.
FILES & WINDOWS
Create files and folders, rename or delete workspace entries, open multiple files, and launch another desktop window from the shell.
GIT WORKFLOW
Inspect status, stage all, unstage all, and commit with a required message through standard Git commands.
01
Open deliberately
The IDE begins with a local workspace and its explicit rules, not an opaque cloud-only project representation.
02
Approve mutations
File writes, creation, movement, deletion, terminal actions, and trusted tool paths remain subject to explicit control boundaries.
03
Ship with evidence
Plans, diffs, task results, diagnostics, and validation artifacts keep the work legible instead of collapsing it into a black-box done state.
BETA, STATED PLAINLY
Advanced foundation. Controlled availability.
Majestic Helios currently targets Windows and remains a developer preview. The latest Helios commit has local validation evidence, but no GitHub status checks because automatic push CI was previously disabled.
The installer is not presented as signed or publicly released. Unity and Unreal integrations remain future adapters; Godot is deferred. Majestic Engine is the active first-party integration.
EVIDENCE IN THE WORKBENCH
An IDE that can understand the gamer behind the game.
With player approval, structured gameplay evidence can move through tGiX and the scoped TGX-1 API into Majestic Helios. The IDE can place that context beside plans, diffs, diagnostics, and engine state so decisions stay reviewable.
Intelligence layer
Helios helps developers investigate patterns and shape changes with local context and explicit approvals.
Engine bridge
Majestic Engine remains responsible for authoring, execution, validation, and runtime behavior.
Beta direction / scoped access / no claim of autonomous game design
PUBLIC PRODUCT ROADMAP
Direction, with the uncertainty left intact.
Prove the first-party Majestic workflow, then extend the IDE through deliberate engine adapters.
Reviewed August 2026 · no fixed release dates
View portfolio roadmapAvailable now
Publicly shipped or part of the current product foundation.
- 01
Windows-native IDE foundation
Code OSS workbench, local context, Git, persistent sessions, and reviewable AI changes.
- 02
First-party Majestic workflow
Direct Majestic Engine project and bridge foundations keep code, diagnostics, and engine state in one development loop.
In validation
Source exists, but runtime, packaged, or release acceptance is incomplete.
- 01
Luna 4.9 packaged acceptance
Restore green CI, then prove the native build, browser verification, account persistence, and packaged Windows workflow.
Dependency: Blocked until the current npm installation failure is resolved.
- 02
Evidence-backed Agent loop
Prove plan, approval, tool use, repair, build, test, preview, and final reporting with real runtime evidence.
In implementation
Approved work is actively being built or hardened.
- 01
Majestic Engine bridge hardening
Add authenticated connection state, heartbeat, version and capability negotiation, acknowledgements, diagnostics, and reliable build/run control.
- 02
Majestic Account completion
Validate native sign-in, refresh, restart persistence, device registration, entitlements, and hosted usage.
Future direction
Intended direction, subject to validation, sequencing, and change.
- 01
Unity connection bridge
Bring engine-aware project context, build results, logs, play controls, and reviewable AI workflows to Unity projects.
Dependency: Begins after the first-party Majestic bridge is runtime-proven.
- 02
Unreal Engine connection bridge
Connect C++ modules, build tooling, editor logs, automation tests, and runtime context through a versioned adapter.
Dependency: Begins after the adapter contract is validated with Unity and Majestic Engine.
MAJESTIC HELIOS DESKTOP PREVIEW
Make the development loop more deliberate.
Request controlled preview access, or explore the native engine Majestic Helios is designed to understand.
DEDICATED FAQ
Majestic Helios FAQ
Platform status, engine relationship, AI workflow, and beta access.
