Roadmap
Where KALYIX is heading
This roadmap shows direction and rough timing for KALYIX. Dates are goals, not contracts – the priority is a stable local core first, then plugins, shared control and more services on top.
Alpha – local engine, Twitch & multichat
Target: 01 Jan 2026 (running as “Now”)
Focus: a functional local setup that already feels like a real toolkit – Twitch events, multichat, HTML/React overlays and mods in the flow.
- Overlay runner & editor. Local overlay host with scene switching, JSON config and native HTML/React editor that pipes overlays straight into OBS.
- Twitch events & signals. Auth plus channel data and events (followers, subs, gifts, bits, donos), exposed as signals overlays can listen to live.
- Multichat & mod controls. Bundle multiple chats, detect/set mod rights, mode controls (slow, emote-only, sub-only) and routing for messages.
- Starter overlays & bindings. Scenes like just chatting, in-game, BRB/starting soon plus data bindings for stream metadata and chat in HTML or React overlays.
Beta – DB, plugins & marketplace preview
Target: 28 Jan 2026
After the alpha, it’s about structure, extensibility and early sharing options without losing the local-first nature.
- Stable IPC protocol. A defined, versioned IPC contract for polyglot plugins (Rust, Python, Node, …) to talk to the KALYIX core.
- Structured DB layer. Persistence for configs, plugin state and overlays – more robust than loose files, including migrations and backups.
- Plugin/overlay sharing. Early ways to share overlays/plugins between setups, even before a full marketplace UI exists.
- Marketplace preview. First online view on overlays/plugins, with a planned 90 / 10 split (90% to the creator, 10% for infrastructure and upkeep).
1.0 – release & base for server
Target: 01 Mar 2026 for 1.0
1.0 focuses on stability, integrated tools and a vetted marketplace. 1.x opens the path to shared control and server setups.
- 1.0 – stable & operable. Hardening, solid IPC, marketplace integration and a Studio Control area to manage scenes/overlays/plugins in one place.
- 1.0 – marketplace with checks. Uploads are validated directly by the system before going public. In the beginning only a small, selected set of uploads gets enabled and receives a visible "verified" label.
- 1.x – server version. Optional KALYIX server for shared control – hosted by KALYIX or on your own server, including localhost setups.
- More integrations via plugins. Other streaming platforms or custom data sources can be added via community plugins using the same IPC protocol, instead of hard-coding everything into the core.
How KALYIX ships
Testing & releases
When a version is published, there are already a few steps ahead locally – features are tested in real setups before they show up in a tag. But there's no illusion that everything can be covered: the moment more people use it, they will find edge cases.
Patches and bugfixes are not tied strictly to big versions. If a fix is ready, it can ship as its own update instead of waiting for the next feature milestone.
Data, storage & safety
With the beta, a first database layer comes in to store structured data: configs, plugin state, and other pieces that shouldn't just live in one-off JSON files. That makes migrations and backups easier and adds a bit more protection than "hope the file never breaks".
The focus stays on local-first: your data sits on your machine by default, with server/hosted options later for setups that want shared control.
Marketplace checks & trust
For the marketplace around 1.0, uploads won't just be thrown online. The system will run basic checks when something is uploaded: if an overlay or plugin clearly errors out, it will not be shown as public.
In the early phase, only a small, selected set of uploads will be enabled and get a visible "verified" label. Over time, checks and tooling can evolve based on how people actually use the marketplace.
Creators can choose between free and paid, with a planned 90 / 10 split (90% to the creator, 10% for infra and upkeep).
Marketplace plansMulti-channel chat & control
From the alpha on, chat isn't just text in a box. KALYIX is planned to handle multi-channel chat: your broadcast chat plus additional channels, with mod rights detected after Twitch login or configured manually.
Chats can be displayed merged or split, and you can decide whether a message should be sent to one channel or multiple at once. Chat-mode controls (emote-only, sub-only, slow-mode) and basic mod-actions on messages are meant to live in one place instead of clicking through several dashboards.
Saved presets make it easy to keep extra chats attached to a setup, so you don't have to re-enter them every time you start the stream.
HTML overlays, React & plugin keys
KALYIX doesn't force one stack. A simple HTML overlay can use keys like {events.new.follower.name}, while a React overlay subscribes to the same value via a small bridge. Plugins can bring their own keys and even ready-made components – overlays just consume them.
In the editor, multiple pieces like NewFollower, now-playing widgets and chat components can be combined into a single overlay entry. That overlay is rendered as one local HTML file and loaded into OBS via Browser Source – KALYIX handles data and state, the browser just renders.
HTML overlay – new follower
<!-- overlays/new-follower.html -->
<div class="follower-banner">
<span class="pill">New follower</span>
<span class="name">{events.new.follower.name}</span>
</div>React overlay – new follower
// overlays/NewFollower.tsx
import { useKalyixSignal } from "@kalyix/react";
export function NewFollower() {
const name = useKalyixSignal("events.new.follower.name");
if (!name) return null;
return (
<div className="follower-banner follower-banner--animate">
<span className="pill">New follower</span>
<span className="name">{name}</span>
</div>
);
}