A daily learning game for homeschool families · grades 6–12
Your kid plays one quest a day — clearing maps, battling bosses, earning loot. Underneath, a mastery engine runs spaced repetition and a curriculum mapped to real standards.
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one quest a day
worlds, one per subject
mastery to pass a boss gate
The daily loop
Overnight, fog creeps back over territory your kid already won — that's forgetting, made visible. The quest opens with a short review sweep, timed by a spaced-repetition engine, to push it back.
A new node on the map: a tight micro-lesson, then your kid proves it by doing — not by watching. Clear the node and the map opens further.
A mixed challenge pulls old and new material together. Interleaving feels harder in the moment — and it's one of the best-tested ways to make learning stick.
XP tally, streak, and a loot chest. Effort pays; grinding doesn't — re-doing already-mastered content earns exactly zero XP.
25–35 minutes, start to wrap. Long enough to learn, short enough to want tomorrow's.
The worlds
Math
Ratios, equations, geometry — climbed node by node, from the foothills to the summit.
Science
Island by island: life, earth, and physical science, with experiments run as expeditions.
English Language Arts
Reading, writing, and argument — every text is a voice to find its way through the vale.
History
Follow the river downstream through civilizations, revolutions, and into the modern world.
Every region is a quest map of skills matched to Common Core standards. Humans decide what's taught — AI only writes the practice.
The game layer
A boss gate ends every unit: no hints, no companion, and at least a day after the last lesson so cramming can't carry it. It takes 80% mastery to pass — fail, and the game builds remediation quests before a fresh retake.
Kids team up in squads, climb leaderboards, and face off in battles. Starting a battle spends a battle pass — earned only by clearing planets — so the fight is the reward for the work.
Chests drop cosmetics — never pay-to-win, never gacha. Relics are collectible knowledge cards earned at milestones: they double as review material and build a portfolio your family keeps.
XP tracks learning value, not screen time: first attempts only, a daily goal of 60, a hard cap of 250. Streaks come with two earned freezes a month and a 48-hour make-up window.
A Socratic tutor rides along on every quest. It asks before it answers, never just hands over solutions — and it locks during assessments, so mastery is real.
Middle schoolers get Saga: full story, animated map, a companion with personality. High schoolers get Ascent: the same engine in a clean dashboard that doesn't feel childish.
Under the hood, it isn't a game at all
spaced repetition schedules every review
mastery required at every boss gate
map nodes matched to Common Core standards
for grinding content already mastered
For parents
Your kid plays the game. You see the learning — and steer it.
Standards-mapped reports show which skills are held, which are fading back into fog, and what the game is already doing about it.
Enroll and unenroll courses, assign worlds, pin quests. The game adapts around your plan — you stay the teacher of record.
Attendance and hour logs formatted for your state's rules, plus an exportable portfolio built from the relics your kid actually earned.
FAQ
Real curriculum. Every world is built on a human-authored skill graph per subject and grade, mapped node-for-node to Common Core standards. AI generates the practice items inside that fixed graph — it never decides what gets taught. The game is the delivery, not the substance.
About 25–35 minutes: a review sweep, one new lesson, a mixed challenge, and the wrap-up. Every subject moves a little every day, which is what spaced repetition needs to work.
No. XP is awarded on first attempts only, re-doing mastered content pays zero, and there's a hard daily cap. Even battles are rationed: starting one costs a battle pass, earned only by clearing new planets. The only way to progress is to demonstrate mastery — and boss gates require 80% with no hints and no companion.
Grades 6–12, across math, science, English language arts, and history. Middle schoolers play the full-story Saga presentation; high schoolers get Ascent, a cleaner dashboard on the same engine.
It can cover core academics in the four subject worlds, and you stay in charge: enroll or unenroll courses, assign worlds, and pin quests from the parent dashboard. Mastery reports, attendance and hour logs, and the exportable portfolio support your record-keeping.
Beta families join free. After beta, pricing will be a flat family rate — not per student, and never pay-to-win: loot is cosmetic and can't be bought.
Now enrolling beta families — free during beta
One quest a day. Real mastery underneath.
Set up your family in minutes.
Add your students, curate the curriculum, and watch the map open up.