4. Readiness

What exists, what does not, and what that means for a pilot. Written this way because a partner's engineers will find all of it in the first week, and finding it from us is cheaper for both sides than finding it themselves.

Built and running

fixed-odds markets, two-sided books, and the bankroll where the host stakes and the crowd backs them.

balance checks, one vote per viewer, idempotent settlement.

parse, algorithm pinned, viewer ids namespaced per platform.

shoe, crowd betting and crowd voting on the play.

Not built

Each of these is a real gap, not a caveat.

A packaged SDK. The protocol is plain JSON over a WebSocket and a client is a thin wrapper, but there is no Unity or Unreal package to drop in. Today a partner writes that wrapper. It is the single largest thing between here and an easy integration, and it is the licensable artifact.

Reconnection and replay. A game that drops loses its catalog and its open round. The round refunds so nobody is out of pocket, but the game must re-register from scratch. A commercial integration needs the server to hand back live state on reconnect.

A Twitch extension. Twitch and Kick viewer tokens are verified and a viewer on either is seated with a namespaced wallet, so the identity half is built. The extension itself is not: no viewer bundle for their iframe, no extension backend service, nothing submitted for review.

Spatial intent. Intent is "what", never "where". Anything positional has to be expressed as discrete zones your game validates, because a viewer clicking a point is clicking a point several seconds out of date.

Moderation. No ban, timeout, slow mode or report flow, and no way for a streamer to disable one action mid-stream.

Horizontal scale. One process holds the channel registry and every open round. A second machine does not share them. The fix is a shared registry and a message bus, and it is understood rather than done.

What that means by integration shape

ShapeState
A. Your game on our platformReady. Write a socket client.
B. Your game, your platform, our layerReady in protocol. You write the client and a token endpoint. No SDK yet.
C. A game nobody controlsHost-driven only. Real, but a different product, and it will not become A or B.

The honest summary

The engine is further along than the packaging. A partner with an engineer who can hold a WebSocket open will have counted intent flowing in a day or two. A partner expecting to import a package and call crowdplay.init() is waiting on work that has not started.

Ask for the pilot on shape A or B. Do not sell shape C as either.

Part of the IMPAKT crowdplay integration pack. All documents.