A Cyberpunk 2077 modding IDE built on VS Code.
REDcode brings the workflows of WolvenKit, browsing game archives, editing game files, importing and exporting assets, packing mods, into VS Code as extensions. WolvenKit's own C# engine does the file work inside REDbridge, a local process the extensions talk to. The name is RED for REDengine and code for VS Code.
REDcode is the build-time half of an AI-first, Node-based modding ecosystem; REDnode is the runtime half. A REDnode mod is edited in REDcode, deployed to the running game without a restart, debugged live, and its events stream back.
Read the docs · REDbridge · REDnode
Note
Status: C2 works end to end. The redcode extension opens WolvenKit projects, browses the game archives folder by folder, adds files or whole folders to a project, extracts them anywhere, and opens game files or project files as JSON. Next: the CR2W editor, texture viewer and TweakXL support (C3).
REDcode (VS Code extensions, MIT) REDbridge (.NET, GPL-3.0) REDnode (Node, runtime)
┌────────────────────────────────┐ ┌──────────────────────┐ ┌──────────────────────┐
│ project explorer, asset browser│ │ WolvenKit engine │ │ mods attached to the │
│ CR2W, texture, mesh editors │◄──►│ JSON-RPC over stdio │ │ running game │
│ import / export / pack │ │ MCP for AI assistants│ │ hot reload, debugger │
│ REDnode console and debugger │◄───┼──────────────────────┼──────►│ events and logs │
└────────────────────────────────┘ └──────────────────────┘ └──────────────────────┘
| REDcode | REDbridge | REDnode | |
|---|---|---|---|
| Role | The editor | The engine host | The runtime |
| Runs in | VS Code | A local .NET process | A Node process beside the game |
| License | MIT | GPL-3.0 (links WolvenKit) | MIT |
Everything a modder touches is text an AI assistant can read and write: game files as JSON, tweaks as YAML, scripts as TypeScript. The same bridge methods serve the extensions and an MCP server, so an assistant can work a project alongside the person using REDcode.
| Path | Contents |
|---|---|
extensions/redcode/ |
Bridge client, the Project and Game Assets views, project create and detect, add to project, extract, open as JSON |
extensions/rednode-hud-theme/ |
The REDnode HUD color theme, REDcode's default theme and the shared look of the whole ecosystem |
docs/ |
Documentation site |
tools/brand/ |
Generates the banner, badges and icon |
npm install
npm run build # bundles every extension
npm run bridge:build # rebuilds a REDbridge checkout next to this one (../REDbridge)
npm run bridge:update # pulls and rebuilds it
npm run redcode:package # writes dist/redcode-<version>.vsix
npm run theme:package # writes dist/rednode-hud-theme-<version>.vsix- C0 Decide. Contact the WolvenKit team. Confirm the Redscript IDE extension is on Open VSX. Build WolvenKit's libraries locally.
- C1 Bridge MVP. REDbridge lists an archive and converts a file; a VS Code command opens a game file as JSON.
- C2 Browse. Project explorer, asset browser, extract, log.
- C3 Edit. CR2W custom editor, texture viewer, TweakXL language support.
- C4 Ship. Import, export, pack. First mod built end to end. Extension pack published.
- C5 View. Mesh and audio viewers, TweakDB browsers, script runner, MCP server, REDnode deploy and debug.
- C6 Parity. Graph editors, ink preview, material preview.
- C7 Brand. A Code - OSS build with REDcode branding, bundled extensions and bridge, Open VSX.
REDcode depends on WolvenKit's engine and is meant to sit alongside it, not replace it. Which tools a modder uses is their choice. Changes that make WolvenKit's libraries easier to host go upstream.
The extensions are MIT. They talk to REDbridge only over stdio, and REDbridge is GPL-3.0 because it links WolvenKit. This repository contains no game files and no data extracted from them. Single-player modding only.
