An in-real-life game experienceMoss Island

By Hue & Heal
A wellness design studio

Moss, a small round moss creature with a glowing fern curl

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

Quests rooted in behavioural psychology

Five kinds, each doing a different job for a growing mind and body.

MOVE

Move

Short bursts of movement lift mood for hours. Matched to energy, never to a leaderboard.

PLAY

Play

Free, child-led play builds problem solving and confidence. Dens, games and invented worlds.

REST

Rest

Quiet is a skill too. Calm-down quests teach children what their body needs.

CARE

Care

Giving makes children happier than getting. Kindness quests come up on sunny days.

GROW

Grow

Small real responsibilities, like a seed to keep alive, grow patience and pride.

Real life

400+ quests for dance parties, kindness, dens and quiet minutes.

Every one of them happens away from the screen, and fresh ones arrive with the seasons.

A child pressing seeds into a pot of soilGROW
Grow something from a seed and keep it alive all week5 min · Builds patience
A child folding a note with a drawn heartCARE
Hide five kind notes for people to find10 min · Builds kindness
A child in striped socks dancing beside a grown-up on a sunny kitchen floorMOVE
Have a three-song dance party in the kitchen10 min · Builds joy in moving
A blanket den lit with fairy lightsPLAY
Build the best den you can, then read in it30 min · Builds imagination

Why we built Moss Island

Four things we wouldn’t compromise on.

01Wellness

It starts with how they feel.

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, 2007

02Education

Skills that outlast a streak.

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 Grow

03Joy

Play is the point.

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 wellbeing

04Psychology

Built on how motivation works.

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, 2015

How it works

One day on the island, in three steps. Tap along, or keep scrolling.

  1. Every day starts with a weather. Moss says it back, so the feeling has a word.

  2. Moss deals two quests that fit the feeling, the time of day and their age. Then the phone goes down.

  3. 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.

Moss’s glowShining bright

No streaks to lose

Every quest makes Moss shine a little brighter.

Nothing is lost on a quiet day. The glow settles a little each Monday, but it never goes out.

Their world

Five islands. One grows with them.

Each child picks one on day one. It grows from a seed to a haven with every quest, and lights up at bedtime.

Floating Village
Forest Camp
Tropical Cove
Space Outpost
Cosy Den

What they grow

Skills they can see

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.

  1. Seed
  2. Sprout
  3. Leaves
  4. Bud
  5. Bloom

Built for families

Brothers and sisters, one bridge

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

Emblems for the things they keep coming back to.

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.

  • Kindness
  • Reading
  • Explorer
  • Maker
  • Calm
  • Brave
  • Little Chef
  • On the Move

All through the year

Always something new on the island.

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

Quests for the days families mark.

Festivals, awareness days and the odd excuse for pancakes, each with quests of its own.

  1. Bonfire Night
  2. DiwaliMoves each year
  3. Remembrance
  4. Children in Need
  5. World Kindness Day
  6. Anti-Bullying Week
  7. HanukkahMoves each year
  8. Lunar New YearMoves each year
  9. Pancake Day
  10. Random Acts of Kindness Day
  11. World Wildlife Day
  12. World Book Day
  13. Ramadan and EidMoves each year
  14. World Poetry Day
  15. Vaisakhi
  16. Earth Day
  17. Mental Health Awareness Week
  18. Back to School

Seasonal Showdowns

Take on the challenge, not each other.

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 holidays

Adventures

Adventures that end in something they made.

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.

  • ADVENTURE

    Inventors’ Workshop

    Spot a problem at home, then invent the fix.

    Earns the medalBright Spark12 quests per age · Ages 5 to 15
  • ADVENTURE

    Wild Detectives

    Small nature mysteries near home, solved in a casebook.

    Earns the medalCase Closed12 quests per age · Ages 5 to 15
  • ADVENTURE

    Story Makers

    Invent a world, then launch the story set in it.

    Earns the medalStoryteller12 quests per age · Ages 5 to 15
  • ADVENTURE

    Grow It

    Grow something from seed on a windowsill, then share it.

    Earns the medalGreen Fingers12 quests per age · Ages 5 to 15

Trips

Going away? There’s a passport for that.

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
A grown-up approving a quest on their phone

For grown-ups

Less nagging. More “look what I did”.

No timers to police and no arguments about screens. Children bring you the thing they did, and your part takes two minutes a day.

  • Approve with a note. Tap a ready-made one or write your own. It lands on their card like a sticky note.
  • Rewards you choose. Set a target, say ten quests, and what it unlocks: a bake together, a trip, a film night.
  • One round-up a day. Never a ping per quest, and a short read on Sundays about how the week felt.

Safe by design, not by setting.

No ads, no chatNobody outside your family can reach your child.
Photos of thingsNever faces, and deleted the moment you decide.
A grown-up PINSettings and approvals stay with you.
Yours to keepStored on your device, synced only if you choose. Download or delete it any time.
Read the privacy notice

Plans

Free for every family, for good.

The everyday game costs nothing. The Family plan adds everything that keeps arriving through the year.

Free for every family, forever

The foundation deck

200 everyday quests across five kinds, and everything that makes the game tick.

  • Move
  • Play
  • Rest
  • Care
  • Grow
  • The weather check-in
  • Moss’s glow
  • Skills and emblems
  • Rewards you choose

Founding Families

Play first, and help us finish the island.

Founding Families play Moss Island before it launches, tell us what works, and get a free year of the Family plan.

Apply to be a Founding FamilyApply

Questions grown-ups ask

Isn’t this just another screen?

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.

What if my child doesn’t feel like it?

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.

Can we make it our own?

Yes. You choose the rewards, set how challenging the quests are, and pick more of what your family loves.

When can we play?

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.

Does every child need their own phone?

No. One family phone works: each child taps their own Moss. Children with their own device can join with a family code.

What ages is it for?

5 to 15. The cards, the words and how Moss talks change with age.

What happens to the photos?

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.

Can another grown-up help?

Yes. Invite a partner, grandparent or carer to approve quests and see the week.

Moss is waiting on the island.

Launching November 2026. Founding Families play first, and help us test it.