A storybook world for curious kids, ages 8–12

Where thinking is the adventure.

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.

  • 7 islands and a Moon
  • 8 kinds of puzzle
  • 43 animated lessons
  • 1,572 lines read aloud
Tindra the fox
Tindra Hear the river? Its stones have a pattern. We can find the missing piece together.

Chapter one

First, choose who you’ll be.

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.

The game’s own 3D models. Drag, or use the arrows, to turn the island. These are the game’s own 3D models, live in your browser. A still from the game’s 3D world.

Ember Ember has small wings, big ideas, and lights up dark places.

The world

An island in the sky, and a story that keeps unfolding.

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.

  1. The Lantern Grove at night, lanterns glowing along the path by the river
    Chapters one and two

    Whisperwood Valley

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

    • Mend the Moonbridge spotting and continuing patterns
    • Wake the Echo Crystal reading a story for the reasons behind it
    • Light the Lantern Grove sharing fairly into equal groups
  2. The Star Lantern on Stardrift Heights shining its beam across the sky
    Chapter three

    Stardrift Heights

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

    • Open the Cipher Gate cracking letter-shift codes
    • Balance the great stones finding the hidden weight in an equation
    • Relight the Star Lantern telling truth-tellers from tricksters
  3. Wren the owl perched on a standing stone in snowy Aurora Reach
    Chapter four

    Aurora Reach

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

    • Thaw the Frozen Falls comparing and sharing fractions
    • Light the Shape Caves counting faces, edges and corners
    • Sing the Aurora Song patterns, logic and a song of your own
  4. The Star Rocket on its launch pad on the Moon, beside the Phase Observatory and its glowing moon lamps
    From chapter one

    The Moon

    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.

    • Light the Phase Observatory why the Moon shines and changes shape
    • Wake the Gravity Crater gravity, weight and a hammer and a feather
    • Send Wren’s satellite into orbit (chapter six) how an orbit keeps falling and missing
  5. Flint the badger
    Opens with the Moonbridge

    Cinderpeak Isle

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

    • The Striped Cliffs how rocks form, and how a scratch test tells minerals apart
    • The Weather Station the water cycle, and reading a rain gauge
    • The River Delta how moving water carries sand and builds new land
  6. Juniper the hare
    Opens with the Moonbridge

    Thistlewild Grove

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

    • The Habitat Pond what a home in the wild gives an animal
    • The Food-Web Tree how the Sun’s energy passes from one living thing to the next
    • The Seed Nursery what a seed needs, and how new seeds travel
  7. Rivet the otterPinch the clockwork crab
    Opens with the Moonbridge

    Cogwheel Cove

    A lighthouse cove where Rivet the otter mends machines, and Pinch the clockwork crab does exactly what its cards say.

    • Pinch’s Path instructions in order, loops and hunting down a bug
    • The Lighthouse IF and ELSE, comparing numbers, AND and OR
    • The Gear Workshop gears, pulleys and levers

And all along the way

  • 49 star shards to find, and 16 wonder stones whose riddles grow with your child
  • 15 lost words the Blot hid in glowing ink on the newer islands. The word lantern shows them, and each joins the word book in the Journal
  • A field kit that grows as you travel: the Moon’s telescope, Cinderpeak’s rain gauge, Thistlewild’s field guide and Cogwheel’s arrow cards all work on every island
  • A riverbank garden of real plants: sunflowers, tomatoes, strawberries, lavender, pumpkins, runner beans, an apple tree and a sugar maple. Children water and feed them as they grow over real days, the rain that falls on the island waters them too, and too much water or plant food has real effects. Sunflowers, tomatoes, pumpkins and beans are harvested when ripe; the trees grow taller than the explorer, and the maple turns red in autumn and rests bare through winter
  • Bouncy mushrooms, leaping fish and shooting stars to catch
  • Play Island, earned with a little thinking and a little reading: a bouncy castle and four quick games (Lantern Echo, Skipping Stones, Star Catch and Snow Slide), and Orbit Maker waiting on the Moon, 20 minutes a day
  • Tindra’s 43 animated lessons, a short story for each big idea, ready whenever a quest needs one and on the Journal’s shelf any time, from prime numbers to the planets
  • A meadow where the creatures kids draw come to life, each with a story they write

Try it

Questions that talk back.

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.

Tindra the fox
Tindra

TindraThe Moonbridge stones glow in a pattern, but one has sunk into the river.

Tindra3, 6, 9, ?, 15. Which stone is missing?

Reading & writing

The Story Tree, where words come back to life.

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.

Pagewing, a young purple dragon librarian with round glasses
Pagewing
The Blot, a small, sad ink creature
The Blot
The Lost Book, open, some pages glowing
The Lost Book

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.

Writing Desk

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.

Word Workshop

Spelling, sentence-mending and word-magic puzzles across eight levels, rising and falling with your child.

My Story Book

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

Trophies for thinking, not for screen time.

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 Creator

For grown-ups

Serious thinking, hiding inside a story.

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.

  • It fits your child’s grade

    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.

  • It adapts as they play

    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.

  • A grown-ups’ side, and a kids’ side

    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.

  • Clues, never answers

    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.

  • The story can be read aloud

    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.

  • Writing feedback that builds writers

    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.

  • Maths, science, coding and words

    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.

  • Healthy by design

    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.

  • Your family’s data, your call

    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.

The lanterns are lit. Come and explore.

Tindra is waiting by the river, and Whisperwood is ready whenever you are.

Step into Whisperwood