
The Hub explains the method. 10x-cli installs it. 10xBench helps select a model.
SF THEME // WHERE THE VIBE COMES FROM
The cosmic vibe of 10xDevs 3.0 comes from the books we actually read. Every universe in the campaign has its color, its symbol and its reason - all ten are below.
SF THEME // CLICK A GLYPH TO FLY TO A UNIVERSE
The quick pass · ten universes in 30 seconds
Battle School, simulations and command through frames - tactics you can read in two evenings.
SF-02Hard SF about science under pressure - what happens when the experiments stop adding up.
SF-03Seven pilgrims, seven tales - the strongest piece of writing in this set.
SF-04Ecology, politics and religion in one system - the worldbuilding everything else is compared to.
SF-05The founding myth of the Imperium - military SF about how great institutions rot from within.
SF-06Physics with no free passes and the crew of the Rocinante - the campaign's strongest recommendation.
SF-07Thrawn: a commander who wins through analysis of his opponent, not a bigger fleet.
SF-08Psychohistory and a plan for centuries - systems thinking at the scale of a galaxy.
SF-09A first contact that is not a mirror of humanity - a Polish classic playing in the world league.
SF-10Ender meets Rome on Mars - a hierarchy of Colors and ascent by passing as the elite.
A good metaphor sticks better than a definition - so instead of inventing our own universes, we borrow from the best. You can switch the theme off with one toggle in the header.
Orson Scott Card sends a child to Battle School, where everything is a game: simulations, armies, tactics in zero gravity. Ender wins not because he is the strongest, but because he is the first to flip the frame of reference - "the enemy's gate is down" - and fights the rest of the battle in better coordinates.
We recommend it because it is the best manual of command and teamwork disguised as an adventure novel: briefings, delegating to toon leaders, learning from replays. And the ending adds a grown-up question about the price of winning that the young-adult cover never hints at.
first on the list - pick it up when you want to see, in two evenings, how commanding through frames differs from commanding through orders.
Cixin Liu starts with physicists whose experiments stop adding up - and with the question of what that does to people who trusted the method their whole lives. Then come the Cultural Revolution, a strange VR game about a civilization on the unstable orbit of three suns, and a first contact that resembles nothing from the Hollywood playbook.
We recommend it because this is hard SF whose real protagonist is a thought experiment: the scale grows from a single laboratory to the fate of the species, and every plot twist follows from physics, not from the convenience of the script. The book teaches humility toward evidence - and that the observer changes the observed system.
pick it up when you want hard SF that takes evidence and the scientific method dead seriously - and is not afraid of civilizational scale.
Dan Simmons sends seven pilgrims to the Time Tombs, where the Shrike waits - and has each of them tell their own story along the way. The structure is straight out of "The Canterbury Tales", but every novella is a different genre: horror, romance, military SF, noir crime, cyberpunk. All of them converge at a single point of the route.
We recommend it because it is the strongest piece of writing in this set of ten - prose that beats most "serious" literature while being shamelessly inventive SF. The pilgrimage plan is simple; it is the pilgrims' tales that carry all the weight, exactly like a good plan for a change.
pick it up when you want SF written like great literature - and you do not mind that the full answers arrive only in "The Fall of Hyperion".
Arrakis is the only source of spice in the known universe, so the politics of the great houses, desert ecology, religion and economics form one coupled system in Frank Herbert's hands. Change a single variable - water - and everything changes: Fremen culture, military strategy, messianism. The Bene Gesserit design their trials generations ahead, and the gom jabbar filters out in a minute what stays invisible for years.
We recommend it because this is the benchmark of worldbuilding the rest of the genre is measured against - and the purest training in systems thinking in the form of a novel. This universe carries four metaphors in the campaign, from the shape of a project to quality gates.
pick it up when you want to see systems thinking in action - before Villeneuve's films, or right after them, while the world is still in your head.
Dan Abnett opens the Horus Heresy cycle with the line "I was there the day Horus slew the Emperor" - and spends the rest of the book showing the Imperium at the peak of its glory, already sprouting the cracks that will blow it all apart. The Astartes Legions, the Great Crusade, loyalty, propaganda - and the first decisions that will prove catastrophic dozens of volumes later.
We recommend it because Abnett writes military SF with a seriousness nobody expects from a universe born of a tabletop game: it is a story about how the greatest institutions rot from within, and how technology turns into ritual once nobody understands how it works anymore. The best possible entry into WH40k - no knowledge of the game required.
pick it up when you work with legacy and want a founding myth about the entropy of great systems - told from the inside, before it all came down.
James S.A. Corey splits the Solar System between Earth, Mars and the Belt - then drops into that cold conflict a detective from Ceres and a small crew that comes into possession of the Rocinante. Physics gets no free pass: thrust, deceleration, g-forces and orbits are real currency here, and the flip & burn maneuver hurts exactly as much as it should. Noir meets space opera and both come out better for it.
This is the strongest recommendation of the campaign - and the only one with personal proof: Marcin read all nine volumes in a year and a half and watched the entire series. The quality holds to the last page of the last volume, and the crew of the Rocinante is the best small team in SF.
pick it up when you are looking for a series for months, not for a weekend - nine volumes that hold their level to the very end.
Footsteps of History - Clinton Shorter (The Expanse, season 4). This track played on loop while 10xDevs 3.0 was being built.
Timothy Zahn picks up five years after the Battle of Endor: the New Republic is still celebrating while the remnants of the Empire are gathered by Grand Admiral Thrawn - a commander who wins not with more ships, but with analysis. He studies the art of his opponent's civilization to predict their decisions in battle. This is the book that resurrected Star Wars in 1991 and built the entire old Expanded Universe.
We recommend it because this is the franchise two generations grew up on - represented here by the best novel it ever got. Thrawn is the model of the analyst-commander: preparation instead of bravado, research on the opponent instead of a bigger fleet. In the campaign this universe carries the metaphors of operational scale: the jump to hyperspace, the squadron and the shields.
pick it up when you know the films and want to see how someone commands after actually doing the research on their opponent.
Using psychohistory - the mathematics of vast populations - Hari Seldon calculates that the Galactic Empire will fall and the dark ages will last thirty thousand years. Instead of saving the Empire, he founds the Foundation at the edge of the galaxy, meant to shorten the chaos to a thousand years. Crises are predicted generations in advance, and the Time Vault speaks up exactly when the plan requires it.
We recommend it because Isaac Asimov is the grandfather of the entire genre, and Foundation is the purest SF of ideas: few blasters, plenty of thinking on the horizon of institutions and systems. Every "plan that executes without its author" - including ours - has its prototype here.
pick it up when you want the source - thinking about plans longer than one lifetime started with Seldon's psychohistory.
Stanisław Lem sends psychologist Kris Kelvin to a research station above an ocean-planet that humanity has been studying for decades with no result. The ocean does not answer signals - instead it sends the crew "visitors": materializations of their most deeply buried memories. For Kelvin, it is his dead wife. Solaristics, whole libraries of theories about the ocean, turns out to be an encyclopedia of human helplessness: for a hundred years the researchers were describing their own reflection.
We recommend it because this is a first contact that is not a mirror of humanity - an alien that is genuinely alien, with no negotiation, no invasion, no translation into human categories. And there is a bit of pride in it: a Polish classic from 1961 plays in the world league on equal terms, with two famous adaptations and a place in every serious SF ranking.
pick it up when you want to see what first contact without a mirror looks like - and why the whole world keeps coming back to a Polish classic from six decades ago.
Pierce Brown starts in the helium-3 mines beneath the surface of Mars: Darrow is a Red, the lowest caste in the hierarchy of Colors, and believes his work is preparing the planet for future generations. It is a lie - Mars has long been settled, and the Reds are the slaves of its foundation. After losing his wife, Darrow lets himself be surgically rebuilt into a Gold and enters the Institute: a school for the elite whose final exam is a war between houses.
We recommend it because this is Ender meets Rome on Mars: an institution that tests through cruelty, a hierarchy of Colors instead of social classes, and ascent by passing as the elite - commanding people who would kill him for his origin alone. Brown writes faster and more brutally than Card, but the question stays the same: what does winning cost, and who are you after it.
pick it up when you want to see Battle School for adults - an institution, a hierarchy and the price of ascent in an environment that does not forgive mistakes.
Each of these universes got into the campaign because it carries a mechanism: a trial that cannot be skipped, a plan that executes without its author, a squadron with isolated cockpits. A metaphor only works when the source is good - which is why, instead of inventing our own worlds, we borrow from books that have survived decades of readers' review. Future modules will keep adding new glyphs, colors and reading.
the full map of metaphors and nodes lives in the 10x Workflow documentation - quick search across all modules.
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