๐ŸŽจ Making ยท Ages 4โ€“18

Tell it what you own.
It invents the project.

The academy that gets a child off the screen. Say what is in the cupboard and how old you are, and it designs something worth building out of it.

Planned Not playable yet. Listed so you can see where Zupelo is going, because an empty room is worse than an honest label.

Build challenge ยท Explore

A bridge from twenty straws that holds a book

You have: straws, tape, scissors

Triangles hold. Squares fold. Try one of each and see.

A sample, not a live game. Pelo hints and cheers โ€” he never chats.

The path

Five stages, three to eighteen

Not five difficulty settings. Each stage changes the reading level, the length of a round, how quickly Pelo offers a hint, and what the whole thing looks like.

1
Discover ยท ages 3 to 5 Making marks โ€” Drawing along, cutting, sticking, folding, and finishing something in one sitting.
2
Explore ยท ages 6 to 8 Making it work โ€” Paper engineering, simple mechanisms, and a thing that moves when you pull it.
3
Master ยท ages 9 to 11 Making it strong โ€” Structures, materials, testing to failure, and building the second one better.
4
Challenge ยท ages 12 to 14 Making it well โ€” Design briefs, prototypes, iteration, and caring how it looks as well as whether it stands.
5
Launch ยท ages 15 to 18 Making it matter โ€” Real briefs with real constraints, and a portfolio you could show someone.
What is different here

Three decisions worth explaining

The project is generated for you

Tell it your age, your interests and what is in the house. It invents the brief, checks it for safety, and writes the science at your reading level.

Nothing to buy

Every project uses ordinary household things. If one needs something unusual, you are told before you start and offered a swap.

Failure is a stage, not a mark

Build challenges are tested to destruction on purpose. Watching it fall is the measurement.

Fifteen game types, filled by Making

What a child actually does

We did not build five hundred unrelated games. We built fifteen game types any subject can fill, which is why the twelfth academy costs a fraction of the first.

Draw along

One step at a time, and it works every time.

Paper lab

Planes, pop-ups, and things that spring.

Build challenge

A tower, a bridge, a chair that holds a schoolbag.

Show and tell

A photograph, and one question about it.

One engine, every academy

Most apps adapt the difficulty. Zupelo adapts everything else too.

The pitch of a question is the easy part. What changes underneath is which skill comes next, how it is explained, when a hint arrives, how long a session runs, and what a wrong answer is taken to mean.

Making shares that engine with the other eleven. A day spent on making keeps the same streak as a day spent anywhere else, because losing interest in one subject should never cost a child the habit.

How the engine picks

๐Ÿš One currency

Shells, earned for finishing and for coming back โ€” never for being right. They cannot be bought and cannot be converted.

๐Ÿ”ฅ One streak

Any academy keeps it going. Miss a day and a streak save covers it, on every plan including free.

๐Ÿ”’ No leaderboard

There is no global ranking and no public profile. Comparison is with your own last week, or with friends a grown-up approved.

Every child learns differently.
Our AI learns how your child learns.