Loading the demo world…
This world was generated from a real textbook. ← → to move, Space to jump, ↓ + Space to drop through. Use the on-screen controls to run and jump.
Sound familiar?
Three evenings every parent of a teenager knows, and what is behind them.
The homework fight
You ask once, then twice, then it is an argument. Not defiance: a page of text asks a tired brain for a decision every minute, and the brain says no.
A game starts in one tap, and the first question is already waiting. Nobody has to be asked twice.
“I studied, but nothing stuck”
They did read it. Rereading and highlighting feel like work, but they train the eye to recognise a sentence, not the memory to produce it. The exam asks for the second.
Every answer here has to be recalled, not recognised, and the ones they miss come back until they stick.
Screen time that only takes
An hour on the phone leaves nothing behind, and taking the phone away leaves a fight. The screen is not the problem; what it asks of them is.
Here the screen asks them a question from the book every minute, and explains the answer.
How it works for your family
One upload, five games, and a dashboard you can both read.
Their textbook, or a ready book
They upload the textbook, their notes or a past paper, any PDF or EPUB up to 50 MB in any language, or start on a public book world for free.
A game is written from it
In a few minutes: maps to explore, characters to battle and a multiple-choice question on every key idea, each with its explanation. Five ways to play, one set of questions.
You follow along
Their dashboard shows the day streak, three daily goals, each world’s progress and achievements. A family classroom adds a Members page with every teen’s progress side by side.
Screen time you will be glad about
What your teenager is actually doing while it looks like a game.
Every battle is a question from the book
The game has no filler. A character blocks the path, asks a question from the chapter, and the answer is explained whether they got it right or wrong. No answer, no progress.
Missed questions come back
A question they got wrong comes back next time they face that character, and in Tower Climb’s orbs; a flashcard graded Again comes round sooner. What they miss gets the most practice.
Ten minutes a day, kept up
A day streak and three daily goals reward showing up, not marathon sessions. Ten minutes on the tower before dinner counts, and spreading it over days is what makes it stick.
Their subjects, their language
History, biology, literature, economics, a language course: if the textbook explains things in sentences, it can be played, and the questions come out in its language.
For the evenings the chapter is too much
The free study timer: a 25-minute block in a pixel room, their character in the armchair, a cat on the sill. Every block earns XP and keeps the streak.
What you can see
Two ways to set it up. Start with the free account either way; pay once when you want their own books in.
Pro on their account
Your teen signs up free. You pay once with your card while they are signed in, and their account becomes Lifetime Pro. You follow along on their dashboard.
- They get: every premium world, unlimited battles and mini-game questions, duels on every map, and 3 book-to-game credits for their own textbooks.
- You see: their day streak, the three daily goals, achievements and the leaderboards, on their dashboard.
- You pay: once. No subscription, nothing to cancel.
Pro on your account, a family classroom
You take Lifetime Pro, turn their textbooks into games and share them through a family classroom. Each teen joins free with their own account and plays them in full.
- They get: every world in the classroom in full, each with their own progress. Premium public books stay a preview for them.
- You see: the Members page, with each teen’s level, XP, characters defeated, best tower stage, flashcard mastery, best mini-game score, day streak, points and last played.
- You pay: once, on your own account. The credits stay with it; a teen who wants to upload books of their own needs credits on their own account.
The family classroom’s member list: every character, dressed by what its player earned.
- AnaChallengerLv 7 · 16/22 characters defeated · tower stage 14 · 9-day streak
- MihaiExplorerLv 4 · 9/22 characters defeated · tower stage 6 · 64% mastery
- DadAdventurerLv 2 · 3/22 characters defeated · tower stage 3
Why it works better than rereading
None of this is our idea. The research on learning has said it for years; the game only makes it something a teenager wants to do.
Retrieval practice
Every battle is a test, and testing beats rereading.
A 2013 review of ten study techniques rated practice testing and spacing the most useful, rereading and highlighting among the least. Tested students remembered more a week later than rereaders.
Dunlosky et al., 2013Spacing
Missed questions come back later, and flashcards are scheduled over days.
Across 317 experiments, spaced study beat one sitting, and the best gap grew with how long the memory had to last. Cramming works for tomorrow and fails in four weeks.
Cepeda et al., 2006Feedback right away
Every answer shows you the right one, and why.
Feedback after a test raises what you keep, and not only on the wrong answers: it also fixes the right ones you were unsure of, which slip away first.
Butler, Karpicke & Roediger, 2008Motivation you can feel
Levels, bosses and streaks make your progress visible.
People stick with what makes them feel competent and lets them choose. A rising level and a fallen boss are competence you can see; five modes are the choice.
Ryan & Deci, 2000- Dunlosky, Rawson, Marsh, Nathan & Willingham (2013). Improving students’ learning with effective learning techniques: promising directions from cognitive and educational psychology. Psychological Science in the Public Interest, 14(1), 4–58.
- Roediger & Karpicke (2006). Test-enhanced learning: taking memory tests improves long-term retention. Psychological Science, 17(3), 249–255.
- Cepeda, Pashler, Vul, Wixted & Rohrer (2006). Distributed practice in verbal recall tasks: a review and quantitative synthesis. Psychological Bulletin, 132(3), 354–380.
- Butler, Karpicke & Roediger (2008). Correcting a metacognitive error: feedback increases retention of low-confidence correct responses. Journal of Experimental Psychology: Learning, Memory, and Cognition, 34(4), 918–928.
- Ryan & Deci (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
Safe by design
What a parent asks before handing over an email address.
Ages 13 and up
The service is not directed at children under 13, as the privacy policy says. It is built for secondary school and the exam years, with one account per teenager.
No ads, no tracking cookies
No ads and no ad pixel. The site sets a language cookie and, once signed in, the sign-in cookie; the analytics are cookie-free. Section 5 of the privacy policy lists them.
No strangers in the games
Duels and races start from a link they send or a classmate’s challenge, or against the computer. There is no public matchmaking and no chat.
Their name, their choice
Leaderboards show a display name they pick, and a switch in Settings hides them from every board. The account can be deleted at any time, on the site or in the app.
Built on real books
Live numbers, straight from the database.
Questions parents ask
Will my teenager actually use it, or is it one more app?
Is it a game or is it studying?
How do I pay for my teenager?
Do we need a subscription?
We have more than one teenager. How does that work?
How old does my child have to be?
What can I see of their progress?
Does it work for their subjects, and in our language?
Can we try before paying?
Is it safe? Who can they play with?
One payment, not a subscription
Free to try, no card. Pro is one payment, less than a few hours of tutoring, for every subject and every exam year ahead.
- Unlimited play on free public worlds
- A taste of premium worlds: 5 battles, 10 tower questions and 10 mini-game questions each
- Live duels with friends, classmates or the computer
- All five modes, on any device
- Progress saved to your account
Launch price for the first 100 buyers or until 31 Dec 2026, then $49.99. 97 of 100 left.
- Turn your own notes into games (3 book-to-game credits)
- Unlimited battles on every world
- Unlimited mini-game questions on every world
- Duels on every map of every premium world
- Every premium world, every map, all five modes
- Your own flashcards in any world (up to 200)
- Study timer extras: room themes, window views, pets and focus insights
- Classrooms: share the worlds you generate with your students, who join free
- All future updates included
Need more later? Extra book-to-game credits are $4.00 each, 5% off from 3, 10% off from 5 and 20% off from 10.
Several teenagers? One Lifetime Pro on your account and a family classroom they join free; see the two set-ups above.
The textbook is already on the desk.
Let it ask the questions. Create their free account and try the demo together.
Create their free account