Lab Case study

Moss Island

For
Education, Wellness led play, Ages 5 to 15
Industry
Play and learning
What we are building
Venture, Game design, Service design, Play research
Status
Looking for testers. Launching November 2026.
The Moss Island home page, with Moss, the game's guide, sitting in the title above a sky of clouds and quest cards.

We dream of children who play, learn and grow out in the real world, and come home happy.

Real world quests for children, from an app built to get them off it.

Become a founding familyVisit mossislandgame.com

Why we are building it for the world.

Children learn most of what matters through play: how to take turns, how to lose, how to calm down after excitement, how to notice what someone else is feeling.

So the app does one small job. It sends children aged 5 to 15 on real world quests to move, play, rest, care and grow, and a grown up cheers each one on. The play itself happens away from the screen: in the kitchen, the garden, the park.

“Most apps are built to keep children on them. Moss Island is built to get them off.”

How design brings it together.

The screen sends you away

The app hands out a quest; the play happens in the real world. A grown up approves each one, often from a photo, so the whole family is part of it.

Feelings first

A daily weather check in helps a child name how they feel, and the quests that follow match it. Wellbeing, without it ever feeling like a lesson.

Skills that grow like plants

Thirty three skills, from patience to explaining clearly, grow as plants with practice: progress a child can see and tend.

Most apps are built to keep children on them. Moss Island is built to get them off.
Most apps are built to keep children on them. Moss Island is built to get them off.
Moss Island on a phone, with quest cards for play and care.
Moss Island on a phone, with quest cards for play and care.
How it works on a phone: a check in, a quest, time away from the screen and a grown up approving it.
How it works on a phone: a check in, a quest, time away from the screen and a grown up approving it.
The daily check in, a hand of weather cards from sunny to stormy.
The daily check in, a hand of weather cards from sunny to stormy.
What grown ups see: the skills a child is building, and every quest approved by them.
What grown ups see: the skills a child is building, and every quest approved by them.
Emblems children earn, each one a different shape with Moss acting it out.
Emblems children earn, each one a different shape with Moss acting it out.
Moss is waiting on the island: the founding family invitation on a phone.
Moss is waiting on the island: the founding family invitation on a phone.

The world

Inside Moss Island.

Each day starts with a weather check in. Moss then deals two quests that fit how the child feels, the time of day and their age. When a grown up approves a quest, Moss glows brighter and a skill grows on the child’s shelf.

Moss, a small round moss creature with a glowing fern curl.
Moss, the guide
The Floating Village, one of the islands children grow in Moss Island.
The Floating Village, one of five islands
  • 400+Real world quests
  • 33Skills to grow
  • 5Islands, from seed to haven
  • 5 to 15Ages

Five kinds of quest

  • Move
  • Play
  • Rest
  • Care
  • Grow

No ads and no chat. Photos are of things, never faces, and are deleted once a grown up decides. Data stays on the device.

Measured with the Wellness Design Scorecard

What we hold it to.

  • Do people feel safe, welcome and un judged?

    Emotional Safety Index

    Safe by design, not by setting: no ads, ever, and a grown up in every loop.

  • Does it change lives, or only please?

    Transformation Resonance Rate

    Does a quest change how a child handles a hard moment, long after the screen is down?

  • Do people want to come back, or only habitually do?

    Return Emotional Pull

    Success is a child asking for tomorrow’s quest, not a child who cannot put the app down.

Read the Wellness Design Scorecard

Who we are looking for.

  • Founding families

    Families who play before launch and tell us what works. Founding families receive a free year of the Family plan.

  • Schools, clubs and programmes

    People who work with children and would like to bring real world quests to them.

  • Partners

    Organisations who share the mission and want to help more families find it.

Interested to know more? Get in touch.

  • Looking for testers
  • Launching November 2026

Become a founding familyGet in touchVisit mossislandgame.com