SPECIAL-INTEREST
Cross-subject Hub app that aggregates contributions from 20+ portfolio source apps into 5 thematic adventure zones (Math Mountains, Word Woods, Science Labs, History Ruins, Creative Studio)
Together is the engagement modality where two-or-more humans share one device. Pass-and-play modes, family-cooperative rounds, dyadic co-regulation pairs, aggregator hubs. Couch-coop, dinner table, classroom group, rainy Saturday afternoon.
The research is clear — Vygotsky's zone of proximal development, Tronick's dyadic co-regulation, Hirsh-Pasek's Social Interaction pillar, and Johnson & Johnson's cooperative-learning meta-analyses (d ≈ 0.42-0.47 on K-12 academic outcomes) all converge on co-located play as a productive learning context. More for parents →
58 apps where co-located play is part of the proposition — 11 where partnership IS the curriculum (the gameplay only works with two-or-more humans together) plus 47 with strong Together-mode surfaces alongside their primary modality. The 7 with the "Shipping today" badge ship pass-and-play modes right now.
SPECIAL-INTEREST
Cross-subject Hub app that aggregates contributions from 20+ portfolio source apps into 5 thematic adventure zones (Math Mountains, Word Woods, Science Labs, History Ruins, Creative Studio)
SPECIAL-INTEREST
Learn card games from basics to mastery, then amaze friends with step-by-step magic trick tutorials — a complete card skills academy with AI coaching for ages 9-14. The only app that combines interactive card game teaching with magic trick instruction for children.
STEM
Run a spy agency, learning cryptography from Caesar ciphers to RSA basics through narrative-driven missions — crack codes, build ciphers, compete in code-breaking duels, and escape timed puzzle rooms.
SPECIAL-INTEREST
Learn the Rubik's Cube with a patient mentor and bite-sized practice.
ACADEMICS
Competitive Speech & Debate Arena for ages 10-14 — master argumentation by researching evidence, building cases, delivering speeches, and competing in AI-judged debate tournaments where steelmanning, civil disagreement, and concession craft determine the strongest debater. Aligned to CCSS Speaking & Listening standards.
STEAM
Gamified cooperative creative projects that build social skills incrementally through a progressive social ladder: Solo, then Pair, then Group, then Perform. Music and art creation serve as the vehicle for structured social interaction, with explicit visual scaffolding for every social step -- visual turn timers, role cards, social scripts, and a communication toolkit.
SPECIAL-INTEREST
Single-player escape room iOS game for ages 9–14
ACADEMICS
Navigate ethical dilemmas across science, technology, history, and daily life with an AI Socratic tutor. Build ethical reasoning through structured debate, perspective-taking, and case analysis.
SPECIAL-INTEREST
A fitness RPG adventure where physical exercise (tracked via HealthKit) AND knowledge quiz performance jointly determine your character's progression. Complete real workouts to gain Strength/Stamina, answer questions correctly to gain Wisdom/Intelligence.
DIR-FEDC
A gamified executive function training adventure for students ages 9-14, with specific design for ADHD and other neurodivergent learners. Players build study skills through six EF domains: working memory, inhibitory control, cognitive flexibility, planning/organization, task initiation, and time awareness.
SPECIAL-INTEREST
A competitive multiplayer educational game where up to 30 students on any device battle in real-time quiz arenas, team challenges, and subject-specific tournaments — bridging iOS, Android, and web players in the same match.
SPECIAL-INTEREST
Teacher-facing classroom management for K-12 — assign Forge app lessons, monitor student progress, generate standards-aligned reports (TEKS/NGSS/CCSS), host live quizzes, and author custom question kits with AI assistance that supports teacher autonomy.
SPECIAL-INTEREST
Universal launcher and discovery hub for the Forge educational app portfolio — browse apps by subject and age, unified profile with cross-platform sync, cross-app learning pathway recommendations, and family management with per-child controls that empower parents without shame.
STEAM
Frame-by-frame animation creation that turns neurodivergent preferences for precision and sequencing — drawing especially on autistic pattern-recognition strengths — into creative storytelling. Players build stop-motion animations that practice social scenarios -- setting up characters, capturing frames, sequencing timelines, and narrating stories. The animation process itself builds fine motor skills, sequential thinking, and emotional understanding.
STEM
Interactive geometry exploration app for ages 9-14 covering the complete CCSS Geometry curriculum — transformations, coordinate geometry, similarity, proof, and 3D solids — using hands-on RealityKit 3D visualization, visual theorem discovery, and progressive spatial reasoning challenges. Companion app to CubeSensei (which focuses on Rubik's Cube mastery and magic tricks).
ACADEMICS
Master grammar, sentence structure, and language conventions through interactive sentence diagramming puzzles, error detective investigations, and style editing challenges — turning grammar rules into engaging game mechanics. Ages 9-14.
STEAM
A music creation app that leverages neurodivergent (especially autistic) pattern-thinking strengths by translating visual patterns into music. Players arrange colors, shapes, and positions on a grid -- the pattern IS the music. Includes sensory-safe environments, emotion vocabulary tools, and therapist observer mode.
STEAM
Play improv comedy games with friends and AI scene partners — say "yes, and..." to adventure
ACADEMICS
Experience daily life through different abilities, explore the history of disability rights, then design solutions that work for everyone — using Universal Design principles to build a more accessible world. Ages 9-14.
ACADEMICS
Learn to write jokes, riddles, and puns — then battle friends to see who's funniest
STEM
Design, prototype, and virtually fabricate objects using 3D printing simulation, Arduino circuit building, and materials science — mastering the full engineering design process through constrained challenges.
STEM
Pass-and-play multipeer math circle for 2 to 4 kids on a single iPad. Rotating Scribe / Checker / Proposers table operationalizes cooperative math problem solving. 60 hand-curated circle problems. Ages 9-14.
DIR-FEDC
Adventure RPG where players navigate social scenarios, manage stress through mini-games, and build emotional intelligence by helping NPCs resolve conflicts. Combines CASEL's 5 core competencies with SHAPE America's National Health Education Standards in a quest-based format. AI-driven NPCs respond to player choices with realistic emotional reactions.
STEM
Kids ages 10-14 construct and explore a living world using math
STEM
Master ratios, proportions, and percentages through real-world simulation contexts — recipe scaling in kitchens, blueprint ratios in construction, and map scales in cartography — with visual models and AI-driven difficulty adaptation. Ages 10-14.
ACADEMICS
Navigate the digital world safely through interactive scenarios about privacy, cyberbullying, digital footprint, phishing detection, and responsible technology use — with a safe social media simulator that teaches real consequences without real risk. Ages 9-14.
ACADEMICS
Speaking and listening skills platform for ages 10-14 covering presentations, discussions, debate, active listening, and media analysis
SPECIAL-INTEREST
Master chess, Go, checkers, backgammon, mancala, and Connect 4 through AI-coached lessons, puzzle challenges, and online play — with a unified strategy thinking curriculum for ages 9-14. The only app that teaches strategic thinking as a transferable skill across multiple classical games.
ACADEMICS
A multiplayer collaborative world-building and storytelling game where players co-create fantasy/sci-fi worlds in real-time using a tile-based map editor, then explore them as characters with AI-generated narrative events, NPC dialogue, and emergent storylines. Think "Dawn of Worlds meets Minecraft meets AI Dungeon" -- but native iOS with spatial computing support.
ACADEMICS
Build health literacy through nutrition analysis, evidence-based substance abuse prevention, first aid simulations, and social-emotional learning — using the research-proven Life Skills Training model rather than fear-based approaches. Ages 9-14.
SPECIAL-INTEREST
Become a science magician — watch "impossible" demonstrations, form hypotheses, reveal the physics and chemistry behind each trick, then perform your own science shows.
DIR-FEDC
Co-Regulation Role-Reversal RPG — kid co-regulates a smaller creature companion through dysregulation cycles, learning the regulation primitive through the teacher role (Cyan).
DIR-FEDC
Misattunement → Repair Cycle as the Curriculum — two-player relational-craft scaffolding the 5-step repair protocol (Mend). Trauma-informed; no scoring; off-ramps every scenario.
DIR-FEDC
Daily Attunement Temp-Checks — 15-second bidirectional affect check-in with caregiver; surfaces overlaps + differences; growth chart over weeks (Pulse).
STEM
Narrative-Driven Backgammon + Dice-Strategy for Tweens — voyage IS the curriculum (Fruitlandia → Sunrise Cliffs → Storm Bay → Icelandia). Peg dice-cup mascot + Peglegra / Chompus NPCs.
ACADEMICS
Narrative-Driven Bridge + Partnership Trick-Taking for Tweens — bidding-as-conversation between Whisp + Bram. Highest CASEL fit in the Distributed-Narrative cluster (partnership IS the curriculum). Whisp wisp-of-cloud mascot.
ACADEMICS
Emergent Phonics + Alphabet for Ages 5-7 — letter-sound mapping, sight words, decodable storyboarding. Pip Jr (younger-sibling sparrow to LyricForge's Pip) guides daily 15-min phonics routines.
STEM
Number Sense + Early Addition for Ages 5-7 — subitizing, counting, comparing, one-digit addition. Calc Jr (younger calculator-monster) guides daily 15-min math routines.
ACADEMICS
Interactive Picture-Book Composition for Ages 5-8 — picture-book sequencing, optional dictation, character creation, story-arc scaffolds. Page (folded-paper mascot) guides early narrative composition.
SPECIAL-INTEREST
Daily Wellness Routines for Ages 5-7 — sleep, brush, eat, move habits via gentle scaffolds. Hug (cuddly bear-hug mascot) anchors morning + bedtime routines.
SPECIAL-INTEREST
Early Life Science Naturalism for Ages 5-8 — bug + leaf + weather identification + observation journaling. Beetle (ladybug-naturalist mascot) guides backyard discovery.
STEAM
Early Music + Rhythm for Ages 5-7 — rhythm patterns, instrument identification, call-and-response melody. Squeak (mouse-musician mascot) guides early music exposure.
SPECIAL-INTEREST
Comedy RPG adventure for ages 9-14 — explore the kingdom of Laughtonia where humor is the combat mechanic, defeat villains with puns and riddles, collect comedy gear, and interact with AI-driven NPCs who remember your joke style.
ACADEMICS
The first board game a three-year-old can play. Lay lily pads across the pond to join the two banks, then Lily the frog hops across and everyone wins. The wind lays a reed now and then, and one warm sun-button dries a reed away. Tap-to-play, read out loud, nothing to get wrong.
ACADEMICS
Hear the first sound in a word with Mumble the mole - the hidden rule of a gentle picture-connection game. Match pictures that start with the same sound to lay a path across the board. The app reads to you, everything is spoken, and a mix-up is just a friendly retry. For ages 3-5.
ACADEMICS
The first competitive word game a six-year-old can win. Spell a little word to flank a row and flip it to your side - a flip-and-claim board where reading IS the move. Kip the flying fish leads; Dabble the duck reminds you that you can always take it back next turn. For ages 6-8.
ACADEMICS
A word game on a connection board. Trace a real word across the tiles to claim the path, then join your two sides to win - Boggle meets Hex. Stilt the stilt leads a marsh of wading birds, each one a different move; Skimmer coaches when a word won't come. For ages 9-14.
ACADEMICS
Full-depth draughts (checkers) for tweens — play a real board against a graded AI in 8x8 and 10x10, hunt the forced-capture shot, and learn the endgame. Every piece is one row from a crown.
ACADEMICS
Dominoes as number sense — read the pips at a glance, add the open ends to a multiple of five to score, and be first to shed your tiles. Play a graded bot, a friend on this device, or a friend online.
ACADEMICS
Deduction puzzles and Mastermind-style code-cracking for tweens — narrow the answer with logic grids, cross-referencing, and proof by contradiction. You never just guess; you narrow.
ACADEMICS
Five connection and territory games for tweens — Connect Four, Gomoku, Reversi, Hex, and Dots-and-Boxes against a graded AI, plus the shared ideas that win across all of them.
ACADEMICS
Full-depth Nine Men's Morris (mill / morabaraba) for tweens — place your nine men, line up three to form a MILL and capture, then swing your mills to grind the board down. Play the real 24-point board against a graded computer or a friend.
ACADEMICS
Full-depth Shogi (Japanese chess) for tweens — play the real 9×9 board against a graded computer or a friend, promote in the last three ranks, and master shogi's soul: the DROP, where a captured piece switches sides and re-enters the game from your hand.
ACADEMICS
Full-depth Oware (mancala / awari) for tweens — sow your seeds counterclockwise, count where the last one lands, and capture when it makes an enemy pit two or three. A count-and-capture classic from the West-African sowing-game tradition — every move is counting.
ACADEMICS
Family oral-history for ages 9–14: interview cards (who × topic → warm-up / story / reflect, each teaching a good-question move) + on-device notes + record-to-device (nothing uploaded) + a printable family book. Together-primary, on-device by definition.
ACADEMICS
A word-tile board game for ages 9–14: place letter tiles to build interlocking words and score, with premium squares and a friendly, level-pickable bot. Pass-and-play with a friend or take the solo best-word puzzle. An original game with an open word list; on-device, nothing leaves your device.
ACADEMICS
AI-proof oral defence for ages 15–18: generates a viva question bank from the student's OWN outline at three depths (recall / explain / defend) + a self-score rubric; a partner asks aloud (Together-primary, no mic, no LLM). AI-proof by format. Text-forward.
ACADEMICS
Make a family feelings pact together! Meet Ribbon and the pact-friends, choose your promises - we ask before we guess, every feeling is okay, we breathe when it's big - then print it out and sign it by hand. The signed paper is the only record; nothing is ever saved on the device. For ages 6-8 and grown-ups, together.
Modern educational apps default to solo play. A kid sits alone with the device. Even when apps add multiplayer, it's usually networked — two devices, two rooms.
Together is different. It collapses the device-as-isolator into a shared object. You're on the couch. You hand the device back and forth. You watch your kid think. They watch you think. You laugh together. You argue. You restart the round.
The learning science converges on co-located play as a productive context:
Pass-and-play needs no network at all — it lives on one shared device, handed back and forth, using our own ForgePassAndPlay framework. Where a Together mode goes across devices, it rides a code-relay for players apart, or Apple's Network framework for same-room nearby play — not the deprecated MultipeerConnectivity. Either way the handoff stays gentle: a privacy curtain between turns, no peeking at hidden hands, soft round-end cues, and no leaderboards that embarrass anyone.
~111 of our 448 apps are good fits for pass-and-play modes — sentence games, role-play scenes, cooperative rounds, family co-regulation pairs. We're retrofitting wave by wave. The next four pilots already have implementation handoffs in flight:
We design pass-and-play modes for the couch, the dinner table, the long car ride, the rainy Saturday afternoon. One device. Two or more humans. No subscription. No ads. Just the round, and the laugh, and the moment of shared attention.
Browse pass-and-play apps →Make reading comfier. Saved on this device only — nothing leaves your device.