cyberfleet Overview
cyberfleet is a harness-agnostic, MCP-free way to direct a fleet of AI agents across your projects. It is the fleet-persona layer on top of cyberlegion — it carries only fleet-specific logic (ships, missions, and the Council view, derived from SDD state), while the mechanism verbs (register, send, spawn, prune, …) run through the cyberlegion console underneath.
You’re the Council — the human. You give directions and make decisions; the fleet is autonomous and carries them out.
The automatons
Section titled “The automatons”A ship is a workspace: a folder, a repository, or a worktree. Your fleet is all the ships you’ve enlisted, across one project or many.
| Automaton | Reached by | What it does |
|---|---|---|
| Pod | The work asked — bridge work on a project | The bridge-companion of a ship — greets you, clears the inbox, and runs the mission. Never spawns. |
| Operator | Invocation — connects your session to the command center | The dispatcher — spawns every ship, lists who’s out there, routes messages between ships, and sweeps away the dead ones |
| Crimp | The Tavern storefront | Recruits crews — installable specialist personas — signs them on, and discharges them |
| Mechanic (coming soon) | The bench, over any automaton | Builds a new automaton and reconfigures existing ones — guidance, model, effort, loadout, and leash |
The console
Section titled “The console”Under the automatons sits the cyberfleet console — the CLI. It’s cold and deterministic: identity, messaging, spawning sessions, worktrees, and nothing more. The plugin adds the automaton layer on top — Pod, Operator, and the crew are the agents that reason about the situation and reach for the right cyberfleet command underneath. Two artifacts, one name: the console is the mechanics, the automatons are the agency that drives them.
| Command | What it does |
|---|---|
cyberfleet missions | Who needs the Council’s hands — ships × mission × gate × leash, derived from SDD state |
cyberfleet jump <peer> | Select/focus a ship’s session, or print its worktree path to cd into |
cyberfleet pause <peer> | Flip a ship’s status marker (not the SDD pause-mission checkpoint) |
cyberfleet gate approve <cr> <gate> | Council ratification — stubbed; a human-attributed gate write can’t be safely relayed via CLI |
The control panel
Section titled “The control panel”Each ship runs live in its own terminal pane, and cyberfleet drives your multiplexer to manage them — opening a pane per ship, reading what’s happening inside, and closing it when the work is done. The whole fleet lays out as panes you can see and jump between. Two multiplexers work today: tmux, and herdr — an agent-aware one that also reports whether each ship is working, idle, or blocked. cyberfleet detects which you’re running and drives it.
Why no MCP
Section titled “Why no MCP”The usual way to wire agents together is MCP — which means running a server: a process to start, a port to hold open, config to add to every harness. cyberfleet needs none of it.
- Nothing to run. Coordination lives in the project itself and rides each harness’s own session-start hook — no server, port, or daemon.
- Harness-agnostic by construction. No vendor-specific protocol, so Claude Code, Cursor, and Codex all join the same fleet with no per-harness glue.
- Portable and inspectable. One
cyberfleetcommand end to end — easy to script, log, and debug.
Installation
Section titled “Installation”npx skills add cyberuni/cyberplace --plugin cyberfleet --globalOptionally install the cyberfleet CLI globally to run it from the command line:
npm install -g cyberfleetRelated
Section titled “Related”- cyberlegion Overview — the mechanism layer cyberfleet builds on
- Tavern — the storefront of installable crews the Crimp recruits from
- SDD Overview — the mission state the Council view is derived from