For parents

The game they want. The math you hoped for.

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.

Why it works

Practice that never feels like practice.

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.

🎯

They choose the difficulty

No placement test and no system quietly deciding they're a weak student. They reach for harder questions because they want to.

🧩

Never stuck

Easy questions never run out, so a tired or struggling player is never blocked, only slower. A wrong answer costs three seconds.

πŸ“š

The right level

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.

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Help that teaches

The ? on a question explains the idea behind it in plain words. It never gives away the answer.

πŸ‘₯

Better with friends

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.

🏁

Somewhere to arrive

Reaching the top of the ladder is a real milestone, marked on their plot with a plaque. Not an endless treadmill.

What we refuse

Some things are simply not in Augrym.

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.

Safe around other players

Other children around them, and nothing for a stranger to say.

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.

Nice one!Well doneThanks!πŸ‘‹πŸŽ‰πŸ˜‚ Want to be Pals?YesNot nowWork with me…OK!
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A report you can read in thirty seconds

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.

  • No time-on-device count. Ten minutes of hard questions beats forty of easy ones
  • No comparison with other children
  • Your child can see it too. It's not surveillance
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Nothing personal to start

One button, Play, and they're in. No email, no password, no personal details to begin.

  • Below the age of digital consent where you live, the account is a grown-up's, and their consent is recorded
  • No passwords: signing in is a code sent to the account's email
  • Another device joins with a code the first one approves
  • Delete the account and every player on it from Settings, at any time
Made for ages 12 to 15

A game worth saying yes to.

Augrym is coming to iPhone. Take a look at how it plays, then let them loose.