Overlay toolkit, no platform lock-in

KALYIX

I'm building KALYIX as a local, modular overlay engine that ships to your OBS. Extensible via plugins; you keep control.

What is KALYIX?

Local overlay engine, not another website

I'm building KALYIX as your local overlay engine. You build overlays in plain HTML, CSS and JS/TS (or React), add bindings like {stream.title} or {music.current} – KALYIX renders locally, keeps data in sync, and ships to your OBS.

Local-first runtime

Overlays render on your machine. If a cloud service dies or some overlay SaaS has an outage, your scenes keep working. Config and state live in files next to you, not behind a login. That's how I want it to stay.

HTML & React bridge

Plain HTML overlays can read keys like {stream.viewers}, while React overlays can use a small bridge (hooks / signals) to subscribe to the same data. One source of truth, different ways to render it — that's what I'm optimizing for.

Polyglot plugins

Plugins are language-agnostic. Rust, Python, Node… as long as a plugin speaks the KALYIX API, it can join the party. That lets me extend, experiment and share modules more easily over time.

First creator preview

What the first builds aim to ship with

I want the early beta builds to be usable and to show how KALYIX thinks about overlays under the hood.

Overlay runner

Local overlay host with scene switching and basic transitions. Builds and delivers your overlays straight into OBS — no SaaS, no lock-in.

  • Local web server for overlays
  • Scene & source routing
  • Config via simple JSON

Signals & data

One place to consume Twitch, music and custom data. Exposed as simple signals your overlays can listen to – whether they are plain HTML or React-based.

  • Twitch auth & basic events
  • Now playing / generic data sources
  • Shared state across overlays

Starter overlays

A small set of scenes you can use as-is or tear apart to see how KALYIX thinks about overlays.

  • Just chatting & in-game layouts
  • BRB / starting soon examples
  • All built with the public API

Details for the beta may shift – some smaller pieces might land a bit later. I'd rather keep the core usable than ship a huge, fragile bundle.

After the beta phase, I focus on plugins: polyglot, swappable, with clear interfaces. An optional server mode comes much later — first solid local builds and plugins.

Why KALYIX exists

A toolkit, not a walled garden

I'm building KALYIX for people who like to tweak. It should feel more like a set of tools you can rearrange than a locked-in editor – modular by design and not interested in turning your overlays into yet another platform.

Built around your workflow

You have OBS — KALYIX is your local HTML overlay editor: build and render overlays locally, show chat and events, hook up your own bots/integrations locally. Launch OBS via a local path; API control later only where it truly adds value. No cloud requirement — cloud stays optional, focus remains local. That's the line I'm sticking to.

Modular, not monolithic

You can replace small pieces instead of throwing everything away. Use the starter overlays, or swap them out and keep the same data layer and plugins underneath. I want experiments to get safer over time, not scarier.

Minimal data, clear intent

The engine itself doesn't need your life story to work. Local overlays stay local. For sign-ups and news, email is enough – no tracking pixels, no surprise “growth experiments” hidden in the background. That's how I'm building it.

Stay in the loop

Get the first creator builds

I'm launching KALYIX solo. Planned beta start is January 28, 2026. Get updates by email newsletter or jump into Discord – no spam, no random “partner offers”. Sending runs through my own server, your data stays with me (check spam if needed).

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KALYIX