Augrym looks and feels like the blocky games your kids already love. The difference is what makes you powerful in it: not money, not hours, but getting the answers right.
Your kid will say they spent the evening running a farm with their friends.
You'll see four hundred multiplications.
Every item in the world carries a math question and the number it pays. Harder questions pay more, so children choose to stretch themselves, for the loot.
No placement test and no system quietly deciding they're a weak student. They reach for harder questions because they want to.
Easy questions never run out, so a tired or struggling player is never blocked, only slower. A wrong answer costs three seconds.
Levels run from 1st grade to Calculus II. When they've outgrown theirs, the game offers the next grade up. It never moves them down.
The ? on a question explains the idea behind it in plain words. It never gives away the answer.
Everyone on a crew gets the whole bonus for a job, and a strong player and a newer one on the same job is good for both.
Reaching the top of the ladder is a real milestone, marked on their plot with a plaque. Not an endless treadmill.
Plenty of games for this age are built to keep children hooked and spending. We wrote down what we won't do, so it stays a decision and not an accident.
Augies are never sold. Not in a bundle, not in a starter pack, not once. Every plot and every hat in the game is proof of what a child actually did.
The one random thing is the lucky dip in the Cloth Bazaar: socks, a tee or a beanie picked at random, paid in augies and never real money, at the same price as on the shelf, and never one they already own.
Players see each other working and celebrating, but nobody types anything. They talk with a wheel of friendly phrases and emotes: nice one, well done, thanks.
Becoming Pals takes a tap on somebody in the same place in the game. No codes, no links, nothing to forward. A no is silent. Only Pals can invite, join or send a line to one another; the server drops anything aimed at somebody who isn't.
Display names come from a list, never typed, so no name can say anything it shouldn't.
Which topics they try, how accurate they are in each, and the useful one: where they reach, the level they keep attempting above what they've already mastered.
One button, Play, and they're in. No email, no password, no personal details to begin.
Augrym is coming to iPhone. Take a look at how it plays, then let them loose.