Roadmap

Underneath Kromi One

The roadmap on the home page shows the way to Kromi One itself. This page shows the work underneath it, step by step: what is done, what we build now and what follows. It shows the order, not dates.

KROM and the Aura chipset · Status 12 October 2026

The road to KROM 1.0

We build Kromi One in steps. Each step begins once the one before has passed its measured checks on the real hardware, so this shows the order, not dates.

  1. 01
    Foundations

    The chipset, its interfaces and its budgets written down and agreed before any hardware.

    Done
  2. 02
    First picture

    KROM boots on the board and shows a picture through our own display engine.

    Done
  3. 03
    Core chipset

    The 2D engine, the display and audio, at 1080p and 60 frames a second.

    Done
  4. 04
    Performance

    Ten full-screen layers in one 1080p frame, measured on the board.

    Milestone · reached
    Beta 1
    Done
  5. 05
    Modern 2D and 2.5D

    Thousands of sprites a frame, blend modes, upscaling, textured triangles, tile maps and lines. Lighting and raster effects follow.

    Now
  6. 06
    KromiOS on the hardware

    KromiOS starts on the real machine. Keyboard, mouse, the time of day, SD-card storage and the network work for programs.

    Now
  7. 07
    Release hardening

    Faults and recovery, long runs, power and temperature, updates, reproducible builds.

    Milestones
    Release candidate, then KROM 1.0
    Then
KROM and the Aura chipset · In detail

What is done, what we build now, what follows

Each item starts once the one before it has passed its checks on the real hardware. The release work comes last and ends with KROM 1.0.

Area
Done
Now
Next
Then
Klara · Tina
Graphics
Done
  • 2D engine at 1080p, 60 frames a second
  • Sprite lists: thousands of objects a frame
  • Blend modes, filtered scaling and rotation
  • Textured triangles with bones (2.5D)
  • Per-pixel colour combiner, first stages
  • Tile maps for scrolling worlds
  • Thick, smooth lines
Now —
Next
  • Lighting and post-processing
  • Raster lists: per-line effects
  • Logic operations and fills
  • Palette, 16-bit and video formats
Then —
Dora
Display
Done
  • Four planes composed at scan-out
  • Colour grading tables
  • Scaler with AMD FSR 1 upscaling
  • Wrap-around scrolling
  • Frame statistics for profilers
Now —
Next —
Then —
Aria
Sound
Done
  • Exact-timed audio through the monitor
Now —
Next
  • A sound engine on its own real-time core: voices, effects, synthesis
Then —
Ines
Input and devices
Done
  • USB keyboards and mice, hubs, plugging in and out
  • Keyboard lights; Ctrl+Alt+Esc ends a stuck program
  • The time of day for programs
  • SD card storage
  • Randomness for security
  • The network: Ethernet for programs
  • Which keyboard or mouse each input came from
Now —
Next —
Then —
Firmware · OS
KROM and KromiOS
Done
  • KromiOS starts on the real machine
  • All four processor cores for programs
  • Commands in about one microsecond
  • One program interface: 21 revisions, each only adding to it
  • KromiOS's own checks of input and time on the board
Now —
Next —
Then
  • Updates and recovery
  • Power management
Milestones
Release
Done
  • Beta 1
Now —
Next —
Then
  • Faults and recovery: resets, clocks, hangs
  • A watchdog on a real-time core
  • 24-hour runs, power and temperature
  • Reproducible builds
  • Release candidate, then KROM 1.0

As pictures, for articles and posts (PNG, 3200 px wide): Overview, light · Overview, dark · In detail

KromiOS, our operating system · Status 12 October 2026

The road to KromiOS's first release

KromiOS is built in steps too, on top of KROM. Each part is built and checked in the emulator first. Everything up to step 04 has run on the real machine since KromiOS first started there; step 05 adds keyboard, mouse, the time and storage. This shows the order, not dates.

  1. 01
    Foundations

    The architecture, the screens and the requests to KROM, written down and agreed before any code.

    Done
  2. 02
    The first slice

    A desktop with text and vector icons, Lua apps with limits, and the same picture in the emulator and on the Mac.

    Done
  3. 03
    A small working system

    Tasks and messages, files in memory, windows, a start-up script, and apps that only do what they may.

    Done
  4. 04
    The Terminal

    The Terminal's first version at 1920 × 1080: commands, scripts, a Lua console, tabs, history, copy and find.

    Done
  5. 05
    KromiOS on the hardware

    KromiOS starts on the real machine. Keyboard, mouse, keyboard layouts and the time work; storage on the SD card now.

    Now
  6. 06
    Apps you can rely on

    When an app hangs you see it and can end it; apps ask before they reach further; every change can be undone.

    Done
  7. 07
    Studio 1

    Studio, the Lua editor, in its first version: write, run and fix apps on the machine itself.

    Milestone · reached
    Studio 1
    Done
  8. 08
    The desktop in motion

    All four cores at work, the interface on its own; windows and the pointer as hardware planes, smooth at 60 frames a second.

    Then
  9. 09
    Files that stay

    Your files on the SD card; Files, Text and Settings that save; a clock; your session kept across a restart.

    Then
  10. 10
    The network

    The network with secure connections, the App Center's catalogue, and later Mail.

    Then
  11. 11
    An installable product

    Installed from an SD card onto the machine; updates; switching off and on.

    Milestone
    First release
    Then
KromiOS, our operating system · In detail

What is done, what we build now, what follows

Each item starts once what it needs is in place. The first release comes last: KromiOS installed from an SD card, with updates.

Area
Done
Now
Next
Then
Desktop
Done
  • Every screen designed first, on one canvas
  • Text and vector icons drawn by the chipset
  • Windows you can drag, resize, stack and minimise
  • A dark theme
  • Native 1920 × 1080
Now —
Next —
Then
  • The interface on its own processor core
  • Windows and the pointer as hardware planes
  • Settings that are kept, and a clock in the menu bar
Apps
Done
  • Commands with templates, wildcards and aliases
  • Shell scripts, Lua scripts and a Lua console
  • Tabs, history, editing and completion
  • Scrolling, copying and finding in the output
  • Studio's editor: undo, find and highlighting
  • Trial runs with Stop, the console and errors at their line
Now —
Next —
Then
  • Files
  • Text
  • Slides and Sheets
  • The App Center's catalogue
  • Mail
Apps platform
Done
  • Lua apps, each with its own memory and time limits
  • Apps that only do what their permissions allow
  • The names apps use, settled for good
  • When an app hangs: see it, wait or end it
  • Apps ask before they reach further
  • Undo and redo for every document
Now —
Next —
Then —
System
Done
  • The architecture and its key decisions
  • Handing the machine to a game and getting it back
  • Tasks and messages between apps
  • Files and folders in memory, with assigns
  • A start-up script
  • A session written down and brought back
  • The trash and the clipboard
  • Room for apps: 16 MB each, more memory as needed
  • Apps hear what changed: files, the clipboard, settings
  • The time of day
Now
  • Storage on the SD card
  • The network, with secure connections
Next —
Then
  • Home and Disk 1 on the SD card
  • Your session kept across a restart
  • Updates and recovery
  • Switching off and restarting
Input and text
Done
  • US and German keyboard layouts
  • USB keyboards and mice
Now —
Next
  • Keyboard lights, and the key that ends a stuck game
Then
  • Fonts from a disk
On the board
Done
  • What KromiOS needs from KROM, asked for in batches
  • KromiOS starts on the real machine
  • Up to date with KROM's interface
Now —
Next —
Then
  • Installing from an SD card
Quality
Done
  • Checks that can fail, and the same bytes in the emulator and on the Mac
Now —
Next —
Then —
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