Reading Nook
Four illustrated stories from the Lost Book. Pagewing, Tindra and the Blot stop to chat about clues, feelings, word meanings and why the writer chose each word.
A storybook world for curious kids, ages 8–12
Walk a glowing island in the sky. Mend a broken bridge with patterns, crack the Cipher Gate, follow a river to its delta, teach a clockwork crab to code, and write stories that a friendly fox reads and helps make even better. Quests fit your child’s grade. Kids think it’s a game. Grown-ups will notice all the thinking.

Chapter one
Every child explores as their own little 3D character, walking the island in third person: tap the ground, use the arrow keys, or steer with a thumb on a tablet.
Ember Ember has small wings, big ideas, and lights up dark places.
The world
Every quest changes the world: bridges mend, crystals sing, lanterns light and new islands rise out of the clouds. Each one is a real piece of maths, science, coding or reading thinking, fitted to the child playing.

The river has a secret. Its stepping stones follow a pattern, and one is missing.

A bridge of light climbs to an island in the clouds, where Wren the Star Keeper left three puzzles.

Wren is lost beyond the Northern Lights. Bring the aurora’s colours back so she can find her way home.

The Moon that always hung in the sky is a place you can go. Fly the Star Rocket there, bounce in low gravity and leave footprints that stay.

A sleepy volcano glows over cliffs striped like a layered cake. Flint the badger wants to know how they got that way.

A deep green wood, a still pond and one great tree. Juniper the hare knows who lives where, and why.


A lighthouse cove where Rivet the otter mends machines, and Pinch the clockwork crab does exactly what its cards say.
Try it
In MemoryCrib a question is never a worksheet. A character asks it, your child answers in their own words or picks a reply, and a wrong answer brings a kind clue, never the answer.

TindraThe Moonbridge stones glow in a pattern, but one has sunk into the river.
Tindra3, 6, 9, ?, 15. Which stone is missing?

PagewingOh no! The Blot smudged a word in my favourite book.
Pagewing“The sunset glowed pink and gold. It was b_ _utiful.” Can you spell the smudged word?

PagewingDescribe the Story Tree for a reader who has never seen it. Two sentences is plenty!
In the app, Tindra reads whole stories, letters and poems. Here, your words stay on this page.
Reading & writing
Inside a hollow oak lives Pagewing, a shy young dragon who looks after every story in Whisperwood. But the Blot, a lonely little ink creature, has been eating the words, and the Lost Book’s pages are turning blank. Every story your child reads and every writing quest they finish brings a page back.



Four illustrated stories from the Lost Book. Pagewing, Tindra and the Blot stop to chat about clues, feelings, word meanings and why the writer chose each word.
Six writing quests (an adventure, a letter, a poem, a news report…), with planning cards, a word bank and goals that tick off as your child writes.
Spelling, sentence-mending and word-magic puzzles across eight levels, rising and falling with your child.
A shelf of everything your child has written, draft by draft.
When Tindra reads a story
Tindra loved“The ladder creaked like an old grandpa.” I could hear it!
Try this nextTell me how Pip felt when the page came back.
One thing that works, one next step. Never a grade, never a rewrite.
Something to come back for
58 painted trophies celebrate the moments that matter: the first star shard, a cracked code, a story written and revised, a new best on Play Island. Charms to wear, a Journal of the adventure so far, and a new chapter waiting at the end of each one.
No streaks to lose, no countdowns, no in-game purchases.
First Light
Bridge Builder
Echo Listener
Code Cracker
Friend of Wren
Keeper of Every Star
Bookworm
Young Author
Story Weaver
Word Mender
Friend of the Blot
Creature CreatorFor grown-ups
MemoryCrib is built for curious kids who want more than drills, whether they are right at grade level or reaching past it: real reasoning, rich reading and writing they are proud of, in a world that makes them want to come back.
Choose Ontario or US Common Core, then a grade from 3 to 6 and a level, Core or Stretch. Every adventure quest comes in an easier and a harder telling to match. Your child never sees a grade, only a world that feels just right.
Eight kinds of puzzle (patterns, number trails, logic, equations, codes, spelling, grammar and vocabulary), each with eight levels that rise and fall with how your child is doing.
You create the family account, set up each explorer (nickname, grade, level and curriculum) and choose a 4-digit grown-ups PIN. Children pick their explorer from “Who’s exploring?” and play. Settings, the learning record, adding children and signing out stay behind the PIN.
A wrong answer brings kind encouragement and the next clue, so the thinking stays your child’s. Short animated lessons explain each big idea when it is needed.
A warm narrator voices 1,572 lines, from quests, clues and story pages to the lessons, so younger readers can play too. Turn on “Read to me” and most cards are read out.
Tindra names one thing that works and one next step, and never grades or rewrites. Contact details are masked before any text is read by AI, and a built-in reader answers when AI is unavailable.
Rocks, weather and rivers on Cinderpeak Isle, living things in Thistlewild Grove, and coding and simple machines in Cogwheel Cove, alongside patterns, fractions, logic, the Moon and stars, reading and writing.
No ads, no trackers, no streak pressure. After 25 minutes of play, Tindra gently suggests a rest. The play-break games open only after some thinking and some reading or writing, and share 20 minutes a day.
From the learning record, behind your PIN, you can download each child’s quests, stories, drawings and writing, or delete them, one child at a time.
Tindra is waiting by the river, and Whisperwood is ready whenever you are.
Step into Whisperwood