MOVEMove
Short bursts of movement lift mood for hours. Matched to energy, never to a leaderboard.
Most apps are built to keep children on them. Moss Island is built to get them off.
Moss Island is a game where children do small quests in real life. A grown-up then approves each quest once it’s complete. Every quest is rooted in joy, wellbeing, care and building real skills.
Launching November 2026 · Any phone, tablet or computer · No ads, ever
Quest types
Five kinds, each doing a different job for a growing mind and body.
MOVEShort bursts of movement lift mood for hours. Matched to energy, never to a leaderboard.
PLAYFree, child-led play builds problem solving and confidence. Dens, games and invented worlds.
RESTQuiet is a skill too. Calm-down quests teach children what their body needs.
CAREGiving makes children happier than getting. Kindness quests come up on sunny days.
GROWSmall real responsibilities, like a seed to keep alive, grow patience and pride.
Real life
Every one of them happens away from the screen, and fresh ones arrive with the seasons.
GROW
CARE
MOVE
PLAYWhy we built Moss Island
01Wellness
Every day opens with a weather check-in. Naming a feeling helps it settle, and Moss deals quests that fit it: tired gets rest, not a run.
Lieberman and colleagues, 200702Education
Every quest grows one of 33 real skills, from patience to explaining clearly, and children can watch them grow on their shelf.
33 skills across Move, Play, Rest, Care and Grow03Joy
Dens, dance parties, kind notes and magic tricks. Joy isn’t the reward for finishing something else. It’s the quest.
Gray, 2011, on why free play matters for wellbeing04Psychology
Praise for every quest, and a real reward when they reach the goal you set. It stays a surprise until then, so the wanting stays theirs. Two quests a day, never an endless feed, and nothing designed to keep them hooked.
Deci, Koestner and Ryan, 1999; Shen, Fishbach and Hsee, 2015One day on the island, in three steps. Tap along, or keep scrolling.
Every day starts with a weather. Moss says it back, so the feeling has a word.
Moss deals two quests that fit the feeling, the time of day and their age. Then the phone goes down.
Once the quest is complete, a grown-up sees the photo and approves it, with a note. Moss glows brighter. Ten approved quests unlock a real reward they chose, kept a surprise until you get there.

How are you feeling right now?
Tap one. There’s no wrong one.
No streaks to lose
Nothing is lost on a quiet day. The glow settles a little each Monday, but it never goes out.
Their world
Each child picks one on day one. It grows from a seed to a haven with every quest, and lights up at bedtime.





What they grow
Every skill is a little plant on their shelf. It starts as a seed and grows with each quest that practises it, through a sprout, leaves and a bud to a bloom. Skills never shrink.
Seed
Sprout
Leaves
Bud
BloomBuilt for families
Each child has their own Moss and island. Together they build a bridge between them and race for the Friday crown. Grown-ups share the approving, and one phone is plenty.
On their shelf
Ten everyday quests in one family of skills earns its emblem. The free deck can earn all eight. Each one is its own shape, with Moss acting it out, and there’s no bronze, silver or gold.








All through the year
Quests for the days families mark, a Showdown every school holiday, adventures that end in something they made, and a passport for trips.
Calendar moments
Festivals, awareness days and the odd excuse for pancakes, each with quests of its own.
Seasonal Showdowns
Each season brings a Showdown for the school holidays. Children take on the season’s challenge and collect its emblem as they go.
AutumnOctober half-term
WinterChristmas holidays
SpringEaster holidays
SummerSummer holidaysAdventures
Each one is a story told in quests. Do eight of them and the last card opens. Finish that, and the medal goes on the shelf.
ADVENTURESpot a problem at home, then invent the fix.
Earns the medalBright Spark12 quests per age · Ages 5 to 15
ADVENTURESmall nature mysteries near home, solved in a casebook.
Earns the medalCase Closed12 quests per age · Ages 5 to 15
ADVENTUREInvent a world, then launch the story set in it.
Earns the medalStoryteller12 quests per age · Ages 5 to 15
ADVENTUREGrow something from seed on a windowsill, then share it.
Earns the medalGreen Fingers12 quests per age · Ages 5 to 15Trips
A grown-up switches on the country you’re visiting, and three of its quests earn the stamp. 10 countries so far, from Kenya to Japan.
United Kingdom
Kenya
Canada
UAE
Japan
Spain
France
Italy
USA
Türkiye
CAREHide five kind notes for people to find10 min · SoloApprovedYou made someone’s day.
For grown-ups
No timers to police and no arguments about screens. Children bring you the thing they did, and your part takes two minutes a day.
Plans
The everyday game costs nothing. The Family plan adds everything that keeps arriving through the year.
Free for every family, forever
200 everyday quests across five kinds, and everything that makes the game tick.
The Family plan
New quests through the year, on top of the free deck. Try it free for a month.
Founding Families
Founding Families play Moss Island before it launches, tell us what works, and get a free year of the Family plan.
It’s built the other way round: about half a minute in the app per quest, two quests a day, and no feed, ads or chat to pull anyone back in. The app deals the idea; real life does the rest.
That’s fine. Moss deals quests that fit how they feel, including gentle and restful ones, and there’s no streak to lose for skipping a day.
Yes. You choose the rewards, set how challenging the quests are, and pick more of what your family loves.
Moss Island launches in November 2026. Founding Families play it first and help us test it: apply above, and we’ll be in touch within a few days.
No. One family phone works: each child taps their own Moss. Children with their own device can join with a family code.
5 to 15. The cards, the words and how Moss talks change with age.
They go to a grown-up to approve, and they’re deleted the moment you decide. The camera asks for the thing, never a face.
Yes. Invite a partner, grandparent or carer to approve quests and see the week.
Launching November 2026. Founding Families play first, and help us test it.