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Agents

Delete an agent

Remove an agent you created, and everything it learned, for good.

Deleting removes an agent you created from the workspace, along with its memory, skills, extensions and system prompt. It's the one team change that's permanent, so ArkenOS asks first.

The Delete Kestrel-17 confirmation over the Agents page, with Cancel and Delete
Delete asks once more. To keep the agent's notes, dismiss it instead.

Delete or dismiss?

DismissDelete
Works onAny agent except OptimusAgents you created
Leaves the teamYesYes
Memory and skillsKeptRemoved for good
UndoRecruit it againNone

Most of the time you want Dismiss. It takes the agent off the team and keeps everything it learned, so you can bring it back for the next project phase. Delete when the agent was a mistake from the start, or when its notes are wrong enough that you'd rather begin again.

Built-in agents only dismiss, so their cards show Dismiss alone.

Delete an agent

  1. Find it on the Agents page

    Pick Created in the filter to see only agents you made.

  2. Click the trash icon on its card

    It sits next to Dismiss. A dialog names the agent and what will be removed.

  3. Click Delete

    The agent leaves the Agents page and the sidebar, and its folder under .optimus/agents/ is removed from the workspace.

Delete works once the agent is idle. If it's in the middle of a run, stop or pause that work first.

Before you delete

  • Keep what's worth keeping. Open its profile and copy any memory note or skill you want into a page first, or ask Optimus to save the useful ones.
  • Check who relies on it. Channels it's a member of and work that names it will need another agent.
  • Starting over? Deleting and creating an agent with the same name gives you a fresh one with no memory.