For families, ages 6 to 14 at launch

Learn AI by making things that work.

Clever Cades is a private game world where children teach a helper with examples, catch its mistakes and build things that keep working at home. A pathway for every age, and a path for parents too.

No open chat. No ads. No card for the free tier.

Your child is growing up with AI everywhere.

Will they just use it…
or understand it?

The problem

A lot of AI for kids just answers for them.

Here a helper app tells a child that spiders have six legs. They have eight. A child who has only ever been given answers has no way to notice.

A tablet in a child's hands. The question reads: How many legs does a spider have? The robot answers: Spiders have 6 legs!
01

Most screen time is watching.

Watching teaches what a screen shows. It doesn't teach how anything on it works.

02

Children learn what AI says.

Not how it works, and not when it is wrong.

03

So we built a world where they make it work.

Children teach a helper with examples, catch its mistakes and fix them, the way real AI builders do.

The film

Two and a half minutes. The whole idea.

A day in Clever Cades, from the ride to school to the agent lab. Captions are on.

The Sorting School. A board shows Wrong after Pip the robot puts a shape in the wrong bin.
A toy learner looks at the sorting machine, working out why Pip got it wrong.
The learner holds up a new example card. The board shows Round, with a green tick.
Inside the Sorting School
01 · Wrong

Pip gets one wrong.

Maya teaches Pip, the class robot, to sort shapes from examples. Pip makes a guess, and puts one in the wrong bin.

02 · Thinking

She finds out why.

Instead of starting over, she looks back at the examples Pip learned from and spots the shortcut it took.

03 · Right

A better example. Test again.

She adds the example Pip was missing and runs the test again. Predict, test, find out why, fix: the loop real AI builders use.

A day in Clever Cades

A whole town to learn in.

Every day starts at home, and the ride to school is part of the game. Keep scrolling to ride along.

The Clever Cades town from above: houses, a school with a clock tower and green hills.
01The townHome, school, the arcade and the park, a short ride apart.
A toy learner in a helmet rides a bike past a house, with Pip the robot floating nearby.
02Helmet onEvery day starts at home. Grab the helmet, wave to Pip, ride.
The front of Clever Cades School, with a clock tower and toy learners arriving.
03Clever Cades SchoolClassrooms for every pathway, from Sprout to Orbit.
The Sorting School classroom: a sorting machine, round and pointy bins, and a board showing examples.
04The Sorting SchoolTeach Pip with examples, then test what it learned.
The agent lab: a dark room with glowing panels listing the tools an agent may use.
05The agent labDown the corridor, older kids build helpers that use tools.
The arcade: a row of coloured game cabinets under a sign.
06The arcadeA growing arcade, each game teaching a real idea.
A wooden shelf at home holding a child's saved inventions, with a screen above it.
07The invention shelfWhat a child builds goes home and keeps working.
A toy learner cycles home down a quiet street, with Pip alongside.
08The ride homeShort sessions, then back to real life.
Pathways

A pathway for every age. And one for parents.

Difficulty rises in reasoning and building, not in the English used. Every path has a true beginner entry, and prerequisites are separate from age.

Sprout, ages 6–8

First idea

Machines follow instructions; some use examples to choose a rule.

How it feels

Two large shape-based destinations, one instruction per action, optional narration.

The mistake they fix

Change a ball's colour, not its intended bay.

What they make

A working sorter at home, then ordered robot steps and debugging.

Your role

Ask for a prediction, let your child operate, compare two objects.

Units
See the skill map below
The skill map

24 units. 13 real skills.

Each skill has an observable outcome and prerequisites. A learner reaches retrieval and agents only after honest testing and the right foundations. Pick a skill to see where it is taught.

24curriculum units
13competencies, from “what is AI?” to defending a system
4age pathways, plus a path for parents
U01 · C01Machine Meadow
U02 · C02Clue Garden
U03 · C02Story and Care House
U04 · C03Data Workshop
U05 · C04Test Harbor
U06 · C05Code Street
U07 · C06Arcade Works
U08 · C07Delivery District
U09 · C07Rover Range
U10 · C08Model Orchard
U11 · C08Learning Engine
U12 · C08Decision Reef
U13 · C09Perception Studio
U14 · C09Language Station
U15 · C10Creation House
U16 · C10Evidence Studio
U17 · C11Archive Foundry
U18 · C11Library Clinic
U19 · C12Tool Square
U20 · C12Agent Yard
U21 · C13Civic Museum
U22 · C13City Council
U23 · C13Research Atelier
U24 · C13Family City Exhibition
6–8 9–11 and 9–14 12–14 and 12–17 15–17 and adults 9–17 with parents
The arcade

A growing arcade. Here are five.

Each game has its own decision loop, not new labels on the same mechanic. Where a game simulates AI rather than running it, the label says so.

Robot RunRelay Rescue · 6–11

Write a block plan of moves, waits and repeats, then guide the rover to the flag. 12 levels across 4 chapters.

Sequencing, loops, planning
Signal RunRival Lab · 6–14

One of you steers while the other teaches Pip, then you swap. Pip explains each lane choice.

Nearest-neighbour model
Token Foundry12–17

Build a tokeniser the way language models do: merge the most common letter pairs, one step at a time.

Tokenisation, character BPE
Evidence Quest12–17

Answer questions only from an approved library, and cite the passage behind every answer.

Extractive retrieval. Not hosted RAG.
Agent Ops15–17 · after launch

Give a helper tools, a budget and permissions, then read every step of its trace.

Deterministic agent. Not an LLM agent.

Every game has to pass its own release gate before it opens to families.

The agent lab · ages 15–17 · after launch

They build helpers that use tools. And keep a stop button in reach.

A learner decides which tools the agent may touch, watches every step it takes, and can halt it at any moment. The agent is deterministic and labelled that way: it is not an LLM.

A panel titled Tools the agent may use: Move, Collect and Deliver are ticked; Send message is locked.
Locked by default: send message

Choose the tools

Move, collect and deliver are allowed. Sending a message stays locked until the learner allows it.

A trace titled Watch every step, listing six numbered actions; the sixth, send message, is blocked.
Every action logged

Watch every step

Each action lands in a trace the learner can read, replay and question.

A toy learner reaches for a big red stop button.
One press halts it

Keep the stop button in reach

Stopping safely is a skill they practise, not an afterthought.

Try it: run the delivery agent.

The same trace from the film. Run it, then try pressing stop halfway through.

  1. 01plan route: 6 stopsok
  2. 02move to A3ok
  3. 03collect parcel 2ok
  4. 04move to C5ok
  5. 05deliver to house 7ok
  6. 06send messageblocked: not an allowed tool
What they make

Something that is theirs, at every age.

Every piece of work can be inspected, tested, improved, shared privately and exported.

Age 6
A working sorterTaught with examples, tested on new objects, kept on the shelf at home.
Age 10
A robot route plannerOrdered steps, loops and a debugged plan that gets the rover home.
Age 13
A source-checked answer systemAnswers only from an approved library, with the source for every claim.
Age 17
A tested city projectReproducible, with tests and approval gates, ready to defend.
A child's invention shelf at home, holding the things they built.
At home, a parent and a toy learner look at a screen showing the learner's sorting machine.
For parents

You're not on the sidelines.

You don't need to be an AI expert. Short sessions, two or three times a week, that fit around school. Your job is to ask good questions, not to know the answers.

PredictBefore a test runs, ask for a prediction. Then let your child operate.
Ask one good questionHide a test example until the prediction is locked in. Talk about evidence, not scores.
See what they built, and learnedWhat was done, how much help it took, and what to try next. Progress per activity, never time spent.
MONSort
TUE
WEDTest
THU
FRI
SATTogether
SUN

An example week. Your family picks the days.

Safety

A private family space. Six promises.

Every page, game and feature has to keep these. Each one links to the detail behind it.

No open chat

Children never message anyone outside their own household. No public chat, no stranger messaging, no open comments.

How household invites work

Verified parental consent

An independent consent-verification service will check it's really you before a learner profile can be used.

How consent is verified

No photos, ever

Avatars are stylised toy shapes. A face is never required, uploaded or sent to any generator.

The no-photo rule

No public child profiles

A learner picks an alias and an age band. No birth date, real name, photo or voice is stored.

What a profile holds

No ads

No ads and no sponsored content. Payment is only offered to the adult, outside play.

How payment works

Honest AI labels

Every game says whether it runs a real model or a simulation, and what it can and can't do.

The labels, game by game
Safety, in detail

The promises, in plain words.

No open chat

Children never message anyone outside their own household. There is no public chat, no stranger messaging and no open comment section anywhere in Clever Cades.

Household invites are scoped to a role (builder, tester or observer), with no public matchmaking. In-game help is a captioned explanation beside the thing it is about, not a chat wall.

No photos, ever

Avatars are stylised toy shapes picked from presets. A face is never required.

Children's photos are never uploaded to Clever Cades, never sent to an image generator and never used in our marketing. The characters you see on this website are toys, not children.

No public child profiles

A learner picks an alias and an age band. We don't store a birth date, real name, photo or voice recording on a learner profile.

No child has a page that anyone outside the household can see.

No ads

There are no ads and no sponsored content in Clever Cades.

Payment is only ever offered to the adult, outside play. A displayed price comes from the payment provider, not a made-up estimate, and signing in never starts a subscription.

Honest AI labels

Every game says whether it runs a real model or a simulation. Two examples: Evidence Quest answers only from an approved library by extracting passages, so it is labelled as not hosted RAG. Agent Ops runs a deterministic agent with permissions, budgets and traces, so it is labelled as not an LLM agent.

Progress is recorded per activity, never as time spent. Work done together is recorded as assisted or collaborative, never as independent mastery.

Your data on the waitlist

The waitlist stores only your email, the age bands you pick, your consent and the time you joined. No names, no birth dates, no tracking cookies.

We use it for one thing: to email you when doors open. Every email has an unsubscribe link, and unsubscribing removes your address from the list. The full privacy policy, covering how long data is kept and how to delete it, is published before launch.

Pricing

Start free. No card.

The Family price is announced before launch. It will come from the payment provider, not a made-up estimate.

Free

Free tier

Free, with no card

  • A complete first invention
  • Starter games
  • The parent view
  • No payment details asked, ever
Family

Family plan

Price announced before launch

  • Every pathway and all launch games
  • Payment offered to the adult only, outside play
Founding families

Get in first

Join the waitlist

  • Access before public sign-up opens
  • One email when doors open
  • Unsubscribe any time
Join the waitlist

A displayed price comes from the configured payment provider, not a made-up estimate. Signing in never starts a subscription.

Opens soon

Founding families get in first.

Leave an email and the ages of your children. That's all we ask, and we only use it to tell you when doors open.

Your children's ages (optional, pick any)

We keep only what this form asks for, and you can leave the list any time. Your data.

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We'll email you when doors open. Nothing else.