The Kraken Crew
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A pirate galleon at anchor under the moon, lanterns lit
Prologue

A ship full of
AI pirates.

Every captain starts out alone with six terminals and no crew. This is the story of how you get a ship that sails itself, and a crew that can't mutiny.

The Kraken app: the crew on deck at their stations, with a chat open with the Captain
Works with
Claude CodeCodexGemini CLICursorAiderOpenCodeQwen CodeKimiGrokAmpGooseCopilot CLI
I
Chapter I · The mess

Six terminals. No captain.

Claude in one window, Codex in another, Gemini somewhere behind them. Two are fighting over the same file. One has been waiting on you since lunch, and you only find out when you go looking.

II
Chapter II · Sign on a crew

Twelve kinds of pirate.

Bring the agents you already pay for. Each one gets a face, a bunk and a lane, and they all answer to the same captain.

III
Chapter III · The deck

Where they stand is what they're doing.

Other crews walk about for show. Ours is the status board. At the workbench means writing code. At the cannons means running tests. In the cabin means waiting on you. In the brig means the kraken caught them.

  • Click any pirate to talk to them
  • Their job, context and spend at a glance
  • Flip to the raw terminal whenever you like

Stations come from agents that report their actions, like Claude Code through its hooks. An agent that only prints text still gets its live terminal, and stands where its last command puts it.

The deck: a galleon at sunset among project islands, each pirate at a station
IV
Chapter IV · Orders

One captain. One board. No proof, no chest.

The captain reads the map room, hands out jobs and signs on a cabin kid when the crew is stretched. Your todos and the crew's are the same board, and nothing is buried as done until it carries proof.

  • Type a todo, or tell a pirate /todo in chat
  • "Needs you" is its own column, so nothing hides
  • Every buried chest shows the test run or screenshot that proved it
The map room: Ideas, Doing, Needs you and Buried, each card with its pirate
V
Chapter V · No mutiny

Nobody goes rogue.

Some crews let agents write straight into each other's queues, or start new agents from a file anyone can edit. Ours can't. Every message goes through one lighthouse, and it says no to anything it doesn't know. When a pirate needs more, it rings your bell.

VI
Chapter VI · Your harbour

The log remembers. It stays aboard.

Every rule, decision and mistake goes in the ship's log, and each pirate reads its island's page before work. The whole crew runs on your machine, and your code never leaves port unless you send it.

  • Mistakes carry strikes, and the kraken quotes them
  • Decisions stay pinned, so nobody relitigates them
  • No account to sail. Your keys stay aboard
A treasure map of the islands
Chapter VII · Pick your boat

Dinghy or galleon?

Your agents' own bills stay yours, same as today. The treasury shows them per pirate, with a hard stop you set.

Dinghy

Free forever
  • A crew of any agents
  • Lighthouse, lanes and the kraken
  • Deck, chat, map room and log
  • Three islands
Launching soon

Galleon

£15 a month
  • Everything in the dinghy
  • Unlimited islands
  • Bells on your phone
  • The captain signs on cabin kids
  • Polly the parrot
Launching soon
Squawk! I'm Polly. I come with the galleon. Click me for the news.
From the crow's nest

Arr ye sure?

Dawn: the galleon at anchor in a bay, a rowing boat heading for a beach with an open treasure chest
Epilogue · Morning

You slept. The crew sailed.

The chests are on the beach, each one with its proof. One bell rang in the night and you answered it from bed. Time to row ashore.

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