
Sabrina
Spelling practice for 5 to 11 year olds that finds the rule a child is stuck on.
We're a small, independent studio making games for learning. Three ways in:
Games and activities that teach something specific, and know when it's been learnt.
Your characters, your colours, our engine. Games and experiences you can put your name on, for a campaign, a museum, a publisher or an app.
Characters, rewards, certificates. Take one piece or several and drop them into what you already have.
press shuffle
tap to turn over

Most spelling games mark that wrong and move on. Ours notices that four of the five sounds are right, that the slip is the double p, and that the rule the child needs is the one about doubling before -ing. That's what reaches the teacher: which rule, not a score.
This round is the real thing. The words, sentences and rules are from Sabrina's word list, and the marking is Sabrina's engine, running in your browser. Nothing you type leaves the page.
No timer, no lives. A wrong answer gets the same calm screen as a right one.
The frog was _______ from lily pad to lily pad.
hopping: jumping on one foot or in small jumps
The round above is wired to our reward parts. Each word you get right counts towards a rule, the rule unlocks something for your buddy, and five words earns a certificate. Make the buddy yours first if you like.
Use one piece, or all three
Counted from the code when this site was built. Contents may grow.
Everything we make is built from the same few parts, and we'd rather show you the parts than a logo wall.
Two of our own that are live, and two game packs you can play as prototypes. The last card is face down.

Spelling practice for 5 to 11 year olds that finds the rule a child is stuck on.
A character builder and learning rewards any children's product can drop in.

A rally where you drive the right spelling. A playable prototype.

Build a mech, then spell to spar. A playable prototype.
We start rough. This board was made in an afternoon, with image generation and felt pens, as something to argue over. It had coins, gems and a potion shop.
None of that survived. Sabrina has nothing to buy and nothing to lose. What did survive was the island, the owl and the idea of spells. Then our illustrators drew it properly, in code, so it's sharp on a phone and on a classroom board and can be recoloured without redrawing.

what shipped


So we write generators, not lists. This small one was written for this page: it deals times tables, number bonds and fractions from a seed. The same seed deals the same hand on any device, so a whole class can get the same cards, and every card can be checked by a test before a child sees it.
Typical prices, before VAT, so you can plan. Every piece of work gets a fixed quote after a first conversation.
| What | How long | Typically |
|---|---|---|
| Prototype sprint, for any of the three | 2–4 weeks | £12k–£30k, fixed |
| Commissioned game, learning or branded | 8–16 weeks | £40k–£120k |
| Pick-and-mix pieces, self-serve | An afternoon | Free to start |
| Help fitting the pieces | 1–3 weeks | £4k–£15k |
| Studio retainer | Monthly | From £6k a month |
| Engine licence | Yearly | From £18k a year |
Tell us in a few lines: the subject, who it's for, roughly when. We reply within two working days.