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Version 2Active developmentInfrastructure completeDesktop application under construction
Where we're headed

Roadmap

LynxDock is built in the open and tracked as epics. This is the honest state of the platform — what's done, what's in progress, and what's planned next.

4 of 10 epics completeEpic 2 · Messaging in progress
  1. Epic 0Completed

    Foundation & Runtime

    The infrastructure the whole platform is built on: a polyglot monorepo, generated protocol types, shared libraries, CI, and a publish-gated release pipeline.

    • pnpm + Turborepo monorepo, Rust Cargo workspace
    • @lynxdock/shared, @lynxdock/protocol (Rust ↔ TypeScript via ts-rs)
    • @lynxdock/gspec with a Golden-IR contract test and browser support
    • CI (JS + Rust) and Changesets release pipeline
  2. Epic 1Completed

    Workspace & Identity

    The top-level container and who you are, stored locally. Everything else hangs off the workspace.

    • Local workspace (name, icon) as the root container
    • Profile: display name, avatar color, Rust-side validation
    • Settings applied live: theme engine, reduced motion, privacy status
    • Desktop sidebar: Workspace → Profile → Settings
  3. Epic 2Completed

    Local Messaging

    A full local-first chat client — the messaging layer everything networked now builds on. Workspace → Channel → Message.

    • Channels and messages: compose, edit, delete
    • Reactions, @-mentions, and local file attachments
    • Full-text search (SQLite FTS5) with channel and attachment filters
    • Unread counts, previews, day separators, relative timestamps

    Next: Now syncing over the network in Epic 3.

  4. Epic 3In Progress

    Networking

    Making messaging real-time over a self-hostable server: a WebSocket hub, live sync, and resilience on flaky connections.

    • WebSocket hub transport + RPC
    • Server-backed read state with live cross-device sync
    • User display-name resolution over the wire
    • Offline outbox: queues while disconnected, drains on reconnect
    • Self-hostable server (Rust / axum) with backup, export & import

    Next: Built on the protocol contracts already generated in Epic 0.

  5. Epic 4Planned

    Communities & Servers

    Friends, servers, and shared channels over the network, with membership and roles.

    • Friends & presence
    • Servers & membership
    • Roles & permissions
  6. Epic 5Completed

    Voice & Screen Sharing

    Real-time voice and screen sharing over an SFU (LiveKit), with a clean two-plane split between control and media — delivered across five phases, hardening included.

    • Control plane: call roster with join / leave / mute / screen-share state broadcast live
    • Room-scoped access tokens and TURN credentials issued server-side
    • Audio media: microphone publish, remote audio, active-speaker ring, deafen
    • Input and output device pickers, with autoplay unblocking handled
    • Screen sharing: publish, subscribe, and a multi-tile viewer
    • Hardening: connection state, classified errors with retry, per-participant quality dots

    Next: File transfer over the same media plane is next (Version 2.3).

  7. Epic 6Planned

    AI & Automation

    Agents and tools wired into the workspace, built on the @lynxdock/ai tool contracts.

    • Tool contracts
    • Workspace-aware agents
  8. Epic 7Planned

    Plugins

    Third-party extensibility via the @lynxdock/plugins SDK — a capability model and plugin host.

    • Plugin SDK & manifest
    • Capability model

    Next: The point at which the packages begin publishing to a registry.

  9. Epic 8Planned

    Studio

    The engineering environment, including GSpec Studio, matured into a real tool for building on the platform.

    • GSpec Studio
    • In-browser spec validation
  10. Epic 9In Progress

    Mission Control & Observability

    One honest view of the whole system: a shared status contract, a live hub every module reports into, and an event timeline — so health, activity and progress are observable rather than guessed at.

    • System status contract with a worst-wins health roll-up, generated to a single artifact
    • Mission Control hub: modules, metrics and entities aggregated into one state
    • Live server feed over the WebSocket hub — connections, active voice rooms, host CPU/RAM
    • Commander reporting: squadrons and operations, created from the desktop app
    • Event bus and timeline: retained event history replayed into a live activity log
    • Studio session observer: development sessions reported into the same hub

    Next: Dashboards, an integration layer, and AI Workforce views are designed and next.

Early access

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