Whyland

Reading, numbers and feelings are how your child changes the world.

A 3D island adventure for kids 4 to 12, made for iPad. Every learning step fixes, builds or wakes up something real.

A free start

No ads, ever. Grown-up settings stay behind a grown-ups check.

How it starts

Start free. The island wakes up as your child plays.

  • A guided first visit

    About 15 minutes at the homestead: a crash landing, the road home to wake up, a scared hedgehog to help and a first build at home. Then a good place to stop.

  • A free start

    The homestead, Friendship Meadow with its labs and the Calm Corner, and Chapter 1 of the first land are free for as long as you like.

  • Lands wake through the story

    The other lands sleep under the mist until the story wakes them, one at a time, and your child picks which comes next.

  • A membership for the rest

    A grown-up can choose a membership in Grown-ups for every chapter after the first. Your child never sees a price or a lock, and everything earned stays.

Kids come to play. They leave knowing why.

Every crystal on the island holds one real idea, from counting to coding. Kids walk up, try it with their hands, then show what they know. The island remembers what each child has mastered and wakes up the ideas that build on it.

  •  ideas to explore
  • 36hands-on labs
  • 9lands to wake up
  • 9caves, three levels deep
  • 53friends to meet
  • 6big skills to level up

The island grows with you

Start with a few ideas. Master one and the next ones wake up.

A new explorer starts at home, with a guided first visit. Each land wakes up through the story, and in a land that is awake the crystals are picked for your child's age and what they can already do. Master one and the next idea grows out of it. At most three glow in a land at once, so nothing floods in and there is always a choice.

  • Glowing Ready to learn now
  • Sleeping Wakes up after the ideas it builds on
  • Gold Mastered, and back now and then for a quick recharge

A cave in every land

Each one is three levels deep, from the Number Caves to the Pharaoh's Tombs. Step on the right answer stone to open a gate or raise a bridge, then find the treasure chest. A deeper level opens after three ideas mastered in that land, and the deepest after six.

  • Crystal Mines
  • Number Caves
  • Story Tunnels
  • Pharaoh's Tombs
  • Feelings Grotto
  • Market Vaults
  • Robot Depths
  • Brainwave Caverns
  • Launch Bunker
  • Rook
  • Professor Muddle
  • Sunny
  • Spokes
  • Skye
  • Mabel
  • Noodle
  • Professor Pip
  • Fizz
  • Moss
  • Rexie
  • Ollie
  • Clover
  • Crumpet
  • Flint
  • Fern
  • Wren
  • Banjo
  • Flurry
  • Captain Dusty
  • Saffron
  • Theo
  • Bertie
  • Poppy
  • Dilly
  • Hugo
  • Lark
  • Marlo
  • Hattie
  • Ruby
  • Paddle
  • Rivet
  • Ziggy
  • Dash
  • Lofty
  • Tully
  • Kipper
  • Thistle
  • Domino
  • Nova
  • Vega
  • Widget
  • Pogo
  • Biscuit
  • Pebble
  • Juno
  • Sprocket
  • Digby
  • Echo
  • Wick
  • Barnacle
  • Pearl
  • Hazel

53 friends to meet

A guide in every land, like Professor Pip in Discovery Bay and Rivet the robot on Robot Reef. Rook the raven, Professor Muddle the raccoon, Spokes the hedgehog, Mabel the bear, Noodle the cat, Biscuit the puppy, Pebble the penguin, Sprocket the robot, Wick the frog, Barnacle the goat, Pearl the bunny and Hazel the owl wander the paths, and Digby the mole and Echo the bat wait in the caves. When a friend has a tip, a sign bounces over their head. They suggest what to try next and can light the way there.

How it works

Make an explorer, pick a land, and watch the skills grow.

  1. Make your explorer

    Pick a skin tone, a shirt and a backpack, then the lands you love most. Learning unlocks gear like the lab goggles and story feather, and sparks you earn swap for more, up to the golden crown.

    • Lab goggles
    • Story feather
    • Golden crown
  2. Wake up nine lands

    Every land is a subject, with its own guide, cave, paths, critters and treasure chests. The story wakes them one at a time, and new powers open new places as you grow.

    • Double jumpJump again in mid-air to reach high ledges.Explorer level 1
    • GliderKeep holding jump while falling to glide to the sky islands.Explorer level 6
    • SwimmingSwim out to the secret islands across the sea.Explorer level 1
  3. Learn by doing

    Every idea starts with something to try: a hands-on lab, a sort, a match, a story to finish. Then a short challenge lets you prove it and master the idea.

    • Hands-on lab
    • Sort it
    • Put it in order
    • Match it
    • Finish the story
    • Prove it
  4. Level up six big skills

    The nine lands roll up into six big skills, each with its own sub-skills inside. Every idea you master makes one of them grow.

    • Number Power Counting, calculating, shapes, measuring and patterns
    • Word Power Reading, writing, spelling and speaking
    • Science & Nature How the world works, from atoms to planets
    • History & Cultures People, places and clues from the past
    • Heart & Mind Feelings, friends, focus and learning how to learn
    • Future Ready Money, computers, AI sense, inventing and teamwork

Just some of what’s on the island

The Lab Hall

Not worksheets. Real experiments you can touch.

Boil water and watch the molecules fly apart. Close a circuit and the bulb lights up. Every lab is a proper toy, with missions from age 4 to 12.

The knowledge map

One connected map. Every idea links to what it builds on.

Every idea on the island, joined up, from first sounds to how AI works. Follow a link back and you find what to learn first. Follow it forward and you see where it leads.

See the knowledge map
Drawing the map…
Open the map
Each dot is an idea. Each line says what it builds on.
  • Science
  • Maths
  • English
  • History & Geography
  • Me & Others
  • Life Skills
  • Computing
  • Thinking
  • Future Skills

The island

Nine lands, one island.

Each corner of the island is a subject, with its own guide and its own cave. The lands wake up one at a time through the story, and once awake you can walk from one to the next with no loading screens in between.

  • ScienceDiscovery BayVolcanoes, planets, oceans, bodies and bugs.Professor PipCrystal Mines
  • MathsNumber PeaksCounting, shapes, fractions and big ideas.OllieNumber Caves
  • EnglishStory WoodsSounds, words, stories and writing.FernStory TunnelsLearn to read
  • History & GeographyAncient SandsPharaohs, Romans, knights and clues.Captain DustyPharaoh's Tombs
  • Me & OthersFriendship MeadowFeelings, friends and good choices.PoppyFeelings Grotto
  • Life SkillsMarket TownMoney, saving and starting a business.MarloMarket Vaults
  • ComputingRobot ReefHow computers, robots and AI work.RivetRobot Depths
  • ThinkingLighthouse PointFocus, memory and how to get unstuck.TullyBrainwave Caverns
  • Future SkillsLaunchpad CliffsInventing, making, art, music, AI sense and teamwork.NovaLaunch Bunker

Our promises

Four rules we built it around, and never bend.

  • The learning is the game

    Trying, building and exploring are how you move forward on the island. The play is the lesson, not a reward for sitting through one.

  • It starts where your child is

    Tell it their age and it meets them there. It eases off when something is tricky and stretches them when it gets easy.

  • No ads, no buying in the game, no chat

    Nothing for sale inside the game and no strangers to talk to. Sparks are earned by playing and swapped for gear, never sold.

  • It ends at sunset

    Play winds down as the sun sets over the island, or when your own time limit is up. No streak guilt and no nagging, just a good place to stop.