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Teachers already plan backward from the outcome — we built the structure to match. The Campaign names that outcome; Paths and Nodes sequence the work to reach it.
Grounded in: Backward Design (Wiggins & McTighe) · Bloom's Taxonomy · Mastery Learning (Bloom, 1968)
Every Investigation frames a Node's learning objective inside a story beat. Students get pulled into the content by the narrative, then build understanding from sources — not from being told it matters.
Grounded in: Constructivism (Piaget, Vygotsky) · Inquiry-Based Learning · Dual Coding Theory (Paivio)
After investigation, students put ideas into their own words and share them with the room — before any quiz. Reports make thinking visible to the student, to peers, and to the teacher.
Grounded in: Metacognition research (Flavell, Schraw) · Retrieval & Elaboration (Karpicke) · Writing-to-Learn (Graham & Hebert)
Engage is the quiz — and the turn in the game. Questions authored at the Node level automatically populate Path-level Trials and Campaign-level Rifts. One authoring pass, three assessments, the retrieval loop students actually want to finish.
Grounded in: Formative Assessment (Black & Wiliam) · Retrieval Practice (Roediger & Karpicke) · Mastery Learning (Bloom, 1968)
The Gamemaster runs the table. Stakes, pacing, and access are dialed from the Guildhall — students play with real agency, just inside rules the table agreed to.
Grounded in: Social Constructivism (Vygotsky) · Self-Determination Theory (Deci & Ryan) · Guided Discovery
Guided prompts turn your story settings into a fantasy-inspired Campaign in minutes. Name the grade, sketch the narrative, and the Wizard scaffolds Paths, Nodes, Investigations, and Engage questions around it.
Campaigns get sharper with iteration. Tighten a paragraph, rewrite a distractor, or scrub tone drift across a whole Path — the Wizard takes correction better than most apprentices, and nothing needs rebuilding to fix.
A grading partner who's read every Node you've written. The Wizard reviews the whole Campaign and flags what's thin.
Quizzes that feel like turns in a game. Stakes exist, but so does recovery — every mechanic is there to keep students thinking through the problem instead of bailing on it.
A Sorcerer has torn open a Rift over the realm and let corruption spill into every Node in its path. Players cleanse the Nodes, weaken the creatures guarding each Path, restore the Gemhearts needed to reopen the Rift on their own terms, and bring the Sorcerer down.
Three signals for three different things — mastery, effort, and peer recognition. Nothing collapses into a single number, because students don't either.
Every instructional feature, free forever. Paid tiers add cosmetics, Mob variety, and AI tokens — never pedagogy.
Pocket change for the full cosmetic closet, a taste of the Wizard, and a quiet way to back the project.
The working Gamemaster's tier. Enough AI to plan a unit on Sunday and not regret it Monday morning.
For the teacher who's also herding teachers. Run your own House, your own Lords, your own public Parties.
For the school, district, or anyone whose org chart needs its own Realm. Custom anything, including features that don't exist yet.
Contact us for custom solutions, district-wide deployments, and volume pricing.
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