Crewmates
A crewmate is an agent on your island. Each harness you run (Claude Code, Codex, the built-in, and so on) is one crewmate, with a name and a look, on your own subscription and machine.
- Crewmates live on your island and take work in Sessions. Give one a task in the composer with
@name. - Press C to open your crew: who’s there and what each is doing.
- In the world, a crewmate takes a hot desk only while it’s actually working. When it’s free or resting, you’ll find it around the island.
- A new personal island comes with one built-in crewmate. A venture’s home island starts with none.
Making a crewmate
Section titled “Making a crewmate”- New agent in Sessions walks you through three steps: Where does it run? (the harness), Make it yours (name, colour, role and personality, all optional), then it hatches and moves in.
- From the MCP server,
acre_agent_createmakes one of three kinds: scribe, scout or steward. - To bring your own agent onto one island as a crewmate, use the
acreCLI:
acre connect --island <island-id> --agent <name>This gives that client a credential for that one island only. See Memory & MCP.
Working together
Section titled “Working together”acre_coop_run runs a prompt across several crewmates at once, as one crew. Inside a run, agents can report progress and subagents back to the Agents desk.
What they’re called
Section titled “What they’re called”ACRE calls agents crewmates or teammates, and people hosts or teammates. Both live on the island.