A structured journey from "what's a step?" to finding and fixing your own bugs.
Each world introduces and masters a new computer science concept before advancing to the next.
Pip's first steps. Students master algorithmic sequencing: turning a problem
into ordered steps and executing a plan precisely.
Sequencing
Boulders block the path. Students learn to solve each puzzle with the constraints
it hands them by manipulating the environment to achieve a goal.
Constraints
Pip learns to jump, reasoning about height and physics to find a way across.
Decision-making under constraints. Students learn to select the correct action
from a toolkit.
Physics
Switches, levers, and gates. Pip discovers that one action can change the whole
board: flip a switch here, and a door swings open there.
State changes
The first major leap in computational thinking: automation. Students learn to
replace repetitive commands with loop structures, including nested loops.
Loops
Twisting paths and tricky turns. Students practice spatial reasoning and learn
to spot patterns under complexity.
Nested loops
Bramble the hedgehog paces back and forth. Students reason about dynamic, moving
systems. Timing, anticipation, and planning against a moving world.
Variables
Autumn paths fork in two. Pip reads the ground and decides for himself: if he's
on a blue tile, turn. Students learn about programs that make their own choices.
Conditionals
The map keeps shifting, so Pip can't plan every step ahead. Students write
programs that make autonomous decisions using If/Then logic.
If / else
Kids bundle a whole clever routine into one reusable "echo" block, then use it
to steer both Pip and Pop through mirrored corridors at once.
Functions
Pip's program arrives pre-written and quietly broken. Kids step through it
frame by frame, find the bug, and fix it.
Debugging
Seasonal puzzles and special challenges, plus advanced worlds for older kids
who want to push their computational thinking even further.
In development