CogniCluster is Jeff Sylvan's public engineering lab: one Staff/Principal engineer building two systems in public. The first is a persistent multiplayer space game engineered for ten-thousand-player battles; the second is the durable agent orchestrator that keeps its development moving while specs change under it.
A persistent multiplayer space game designed for 10,000-captain battles with no time dilation.
The game ↓A durable orchestrator for parallel development under rapidly changing specs.
The orchestrator ↓For sci-fi adventure gamers
Every captain is the hero of their own story. In Legend of the Black Skies, ten thousand of those stories can collide in the same stretch of sky, at full speed. Yours might begin with a secondhand ship and a license fresh off a station clerk's desk, or somewhere far stranger.
You're a swashbuckling adventurer with a crew that depends on you. Take a contract off the station board, run a blockade through contested space, and limp home with a hold full of salvage while your chief grumbles about what you did to her engines. Your crew are people, each with short-term goals and life goals of their own, and helping them get there unlocks real rewards. Keep their morale high and their unique abilities are yours to call on; let it slide, and you'll feel the difference in a firefight.
You control the pacing through your loadout, with a feel Gloomhaven players will recognize: standard play stays smooth, but in a crisis every decision carries a payoff and a risk. So take the risk. Player and crew death are never permanent, and the captains worth following are the ones who learned the hard way. Even completing a life's journey isn't the end: finish your captain's story and either ascend into something far greater, or begin a new legend with a new name and a new past.
And the galaxy remembers, because it's alive: thousands of persistent NPCs live by the same rules you do, flying the same ships, taking the same contracts, chasing goals of their own. Their behavior runs on cards too, Gloomhaven-style doctrine decks that nest into surprisingly rich rulebooks, so a pirate picket and a merchant convoy are genuinely playing the game, not running a script. And when you log off, the choice is yours: slip quietly out of the world after a while, or hand the helm to one of your own doctrine cards and let your ship keep flying your orders while you sleep. When you break a blockade or burn a station's trust, that isn't a scripted event resetting for the next player. It's the plot, changed. And someone is watching it change: monitors track the big events and patterns across the galaxy, and human game masters, with AI drafting the briefings, decide how the world answers. A trade war you started can draw a Charter response. A region you bled dry can turn desperate. The story bends around what players actually do, curated by people whose whole job is keeping it fun.
Then there's the idea the whole design is built around. Every mechanic in Black Skies was shaped from day one so that fleets can converge at full speed, applying lessons from teams that operate at planetary scale: Discord, Google, Uber, Netflix. No time dilation by design. No molasses, no waiting a minute for your guns to cycle. The goal is simple: the biggest battle in the galaxy should play exactly like your first one, and if your shot misses in the chaos, it's because the target dodged or a wreck drifted into the lane, never because a server hiccuped. Curious how that's even possible? The full technical story is an eight-part engineering series at jeffrey.blog.
Start solo. Fall in with a crew of captains. End up in the battles they name eras after.
Small attack slot. Fire costs one ready card and comes back in two minutes.
A captain's order that buffs the crew. Ready again in one minute.
Stays slotted. Spend a ready card to spray an aerogel blocker. Six minutes between sprays.
Call Tow. Hauls you to the nearest safe starbase, so you are never stranded. One hour.
Your lifetime goal. No actions, only bonus XP for systems you discover, and exploration missions unlock.
EVERY ACTION COSTS ONE READY CARD · RARITY SETS THE COOLDOWN · TIMERS RUN OFFLINE

Steady morale, no penalty. Her repair directive sits in your action menu while she is aboard.

One role slot, two ability slots, one personal objective she is chasing.

Strained. Her cards still play; crew actions ready a quarter slower.

Shaken. One ability starts every combat unavailable until his morale climbs.
Hire at a starbase cantina, rescue from an event, or train a green recruit. Five seats at most.
NO PERMADEATH · DOWNED CREW GO UNCONSCIOUS, NOT DEAD · MORALE GATES THEIR CARDS
Black Skies is in the shipyard. The full-speed promise gets proven in public trials before launch. Follow the build → · Engineers: how it works →
From the designer who shipped Alteil, a live tactical card game with tens of thousands of players, playing card games since Revised-era Magic.
For product orgs running agentic workflows at scale
AI automation is everywhere now, and used well it genuinely multiplies what a team can ship. But ubiquitous is not the same as complete. The current generation of agentic tooling still has gaps, and Plotwarden, CogniCluster's orchestrator of ambient agents, is built to close one of the most expensive ones.
Agentic workflows shine in constrained spaces: a well-specified task, a stable spec, a bounded codebase, the right context, skills, and MCP servers, and oversight watching the run. Hand an agent that, and it comes back with credible work. Real product environments are not constrained. They are complex systems with many moving parts, where specs, features, and code all change constantly and at once. A workflow that was correct when it started quietly stops being correct while it runs, hallucinations slip in and cascade through everything built on top of them, and today a human closes that gap by hand, re-reading and re-planning between every session.
Plotwarden closes it continuously. It consumes changes wherever your specs actually live, GitHub issues, wiki edits, and the codebase and flows themselves, and maintains two living maps: the authoritative spec and the current state of your system, linked so it knows exactly how they relate. When the two drift, it reconciles, and this is the part built for the real world: it reconciles changes in flight, re-planning running work instead of restarting it. Work that a change made stale isn't an error, it's a superseded order: finish what survived, recall what didn't, salvage the partial. And when a change contradicts the spec or trips a red flag, it doesn't guess. The work blocks, the conflict surfaces on a review site where your team talks it through, and the resolution pipes straight back into the running project as ratified truth. Humans set direction and adjudicate genuine conflicts; everything else runs ambient. Minimal human-in-the-loop by design, not by neglect. The name is literal: in a ship's operations room, the plot is the authoritative picture of where everything is, kept true as every new report flows in. Keeping the plot is the job.
What exists today is stated plainly. v0.1.5 is a working scaffold: Temporal workflows, a Postgres event log, Docker-isolated workers, and tool proxies that turn ordinary commands into manager-reviewable evidence. 37 passing tests, 14 published invariants, one rule underneath: workers produce evidence, never authority. APIs are unstable and the spec is public so you can argue with it while it's still cheap to change.
AS OF JULY 2026 · Positions are coarse on purpose: no percentages, no promised dates. When something moves, the board moves.
There is no pretend team here. CogniCluster is Jeff Sylvan, a Staff/Principal-level distributed systems engineer with twenty-plus years across fintech, marketplaces, SaaS, ecommerce, and game infrastructure, working with an orchestrated fleet of AI coding and research agents. Everything above was designed, built, and operated by one person, in public, with the evidence published.
The founder is currently available for full-time Staff/Principal work, distributed systems, platform, and AI infrastructure. Boston area or remote (July 2026).
Email jeff@cognicluster.com · LinkedIn · jeffrey.blog/about