The dragon test opens after practice and clues.
Dungeon Academy
Dungeon Academy STEM sampler: solve quests with real-world thinking.
Follow one class path.
Read the idea, try one move, prove the answer, then show the parent report. Everything else can wait.
- 1Learn
- 2Try
- 3Show proof
Start with Professor Lyra.
One screen at a time: learn, practice, clues, Dragon Test, parent proof.
Restore the Five Academy Seals
Five classes form one story. Each solved room restores a seal and creates one parent-readable proof.
Optional run style The standard sampler path is already selected. 3 Hearts
Academy STEM Campaign
Five academy gates, 25 teach-first rooms.
Today in Dungeon Academy
Professor Lyra is preparing your first STEM lesson path.
A calmer school day starts here.
Choose one path: lesson, week course, subject wings, record, parent tools, or projects.
Start with the teaching studio.
Professor Lyra teaches first, then practice, evidence, dragon test, and record.
Open the private school path.
One sequence connects membership, learner profile, first proof, weekly report, and dashboard review.
Professor Lyra teaches first, then the dragon test opens.
Class path details Next: start with Professor Lyra.
Learn, try, lab, test, record.
One clear class path for the current room.
More School Tools Course studio, records, parent portal, and projects
Study Details Lesson director, first quest, metrics, and notes
Learn the idea, try it, prove it, then cast.
Make Room 1 feel like a real class adventure.
Lyra teaches, the familiar finds clues, the dragon tests, and the academy saves the first record.
Start with the lesson, then follow the classroom path one step at a time.
School Systems Records, parent reports, and full academy path
Start with one free proof, then decide.
Families can try Room 1, read the parent proof, and continue only if the school path feels useful.
A parent-managed school record.
The full academy connects guardian sign-in, learner profile, first proof, weekly reports, and saved progress.
What opens after parent review.
Membership adds saved progress, parent-managed learner details, proof reports, and the full course sequence.
Enrichment school record
Today, course, parent record, and mastery progress in one calm view.
Turn play into an enrichment school record.
Accounts, parent packets, course credit, weekly goals, and printable records stay visible from the start.
AI art, voices, films, music, and effects are part of the school.
Every course can ship with classroom art, animated scenes, character voices, ambient music, and reward sounds.
The full academy continues week by week.
Dungeon Academy turns rooms into a calm school rhythm: one lesson each day, one transcript entry at a time.
Restore five seals, build five proofs.
A connected school adventure: learn, practice, investigate, pass the test, and save a parent-ready artifact.
Today's member lesson
A short teaching board prepares the student before the room test opens.
Learn the idea before casting.
Professor Lyra explains the core rule.
Read the model, then try the room.
Make one small move before the test.
Save one proof in the record.
A short summary explains what was taught.
Start with the idea
Professor Lyra teaches one clear move before the test opens.
Restore the five Academy seals
Complete five connected classes and save one learning artifact from each chapter.
Week 2 systems portfolio
Finish rooms 6-10 to unlock the Week 2 portfolio review.
Week 3 skybridge project
Finish Week 2 to unlock the first cross-subject build.
Week 4 invention guild
Finish Week 3 to unlock the next engineering commission.
Week 5 capstone gate
Finish Week 4 to unlock the final Academy STEM mastery packet.
Dungeon Academy STEM track
Five school towers, each with lessons, practice, and a final mastery check.
Current school file: weekly scope, lesson route, credit standing, and record status.
Current gate and next class
Gate sequence, current classroom, subject towers, and next artifact.
Choose a course realm.
Every realm follows one school path: lessons, artifacts, projects, and mastery.
A full academy starts with a clear school map.
Age bands, weekly rhythm, prerequisites, and future subject realms are organized here.
Parent and teacher syllabus
Objectives, teaching notes, artifacts, and mastery criteria for the active week.
Use this before a lesson block to see what is taught, practiced, and saved.
Current credit path
Subject credit, capstone evidence, and next mastery action.
Subject Details Credit cards, lesson counts, and tower actions
Capstone locked
Complete a course tower to unlock its final academic credit check.
Family enrichment record
Transcript, printable packet, parent portal, and saved-progress readiness for this course.
Record Details Metrics, transcript count, parent record status, and export tools
Academy Cabinet Selected records, parent tools, and rewards
Academy standing
Rank, daily work, tutor focus, and next study move.
File the first lesson artifact.
Complete a teach-first room to create a transcript entry, parent summary, and next study move.
First proof report appears after Room 1.
Finish the first teach-first room to create a parent-readable proof artifact.
The family proof summary appears after the first room is saved.
Progress Details Rank ladder, daily quest, mastery bars, and learning snapshot
Earn XP to rise through the academy.
Solve 3 rooms to light the study lantern.
A quick parent and teacher view of progress.
Local school record
Completed rooms will become transcript entries here.
One folder for the family enrichment record.
Collect weekly report, transcript, course progress, and parent record details from one place.
Use this after a lesson or parent record update to file the current school record.
Turn the dungeon into a managed enrichment path.
Parent-managed learner profile, progress report, age band, learning path, and consent record for this device.
Parent Details Profile fields, enrollment claim, consent, account packet, and dashboard tools
Connect this device to the child profile created in the protected parent dashboard.
Create a parent-managed profile before using Dungeon Academy as an enrichment record.
Parent Account Readiness
Preview
Complete parent setup to issue account IDs.
v1
Complete parent setup to issue account IDs.
This week's learning evidence.
A parent-readable summary of course progress, proof artifacts, strengths, and the next focus.
Membership, dashboard, and reports in one place.
Use this command center after each class to file the weekly report, sync the dashboard, or print a parent-ready PDF.
Sign in and save a parent-managed learner profile before using account reports.
Build the school one wing at a time: open STEM now, then expand into logic, writing, history, and economics.
One school, many worlds of enrichment.
The STEM sampler is the first open wing. Future learning rooms can add logic, writing, history, economics, and more.
Fantasy rooms for real learning evidence.
Dungeon Academy is an enrichment school experience for kids who learn better when the work feels like a quest. Each class teaches one idea, asks the learner to prove it, then turns the result into a parent-readable record.
The name comes from fantasy games: a dungeon is a sequence of challenge rooms. On the kid side we use rooms, clues, mentors, dragons, and proof gates. On the parent side we explain the learning plainly.
We want kids to practice reasoning, persistence, and explanation without the experience feeling like another worksheet.
STEM is the first wing. The same model can expand into logic, writing, history, economics, arts, and project studios.
Every room should be kid-fun, academically honest, source-checkable, and understandable to a parent in one minute.
The STEM sampler uses common elementary and middle-grade concepts: operations, evidence, force, structure, and AI literacy. Future humanities rooms should cite neutral primary/secondary references directly in the parent record.
Use gold light, readable proof language, mentor warmth, and clear parent summaries. Avoid prison language, gore, fear, outside finance language, and unexplained fantasy terms.
Grow the academy vault.
Earn cards, complete forge goals, build guild projects, and evolve the academy familiar.
Spark Wisp
It wakes up when you solve STEM rooms.
Earn a card after each quest. Rare card guaranteed by 5 reveals.
Complete focused goals to forge extra academy rewards.
Combine STEM schools to build fantasy inventions.
Emberclutch, the Clockwork Dragon
Phase I - Iron ScalesIts shield hums with unsolved STEM riddles.
The dungeon is listening for your first spell.
Choose wisely. Correct answers charge your spell chain.
Oracle loading...
The dungeon is choosing your next STEM trial.
Bonus: solve cleanly for an insight star.
Solve related rooms to complete boss experiments.
Professor's Desk Goals, review, oracle missions, and notes
Complete quick run goals for bonus recognition.
Focus loading...
Professor Lyra is reading your spell history.
Missed concepts will appear here for focused practice.
Professor Lyra is choosing your best next moves.
Solve rooms to save study notes.
Five school wings, one lesson path.
Choose a wing to open its next teach-first room.
Five towers, one dragon-sized education.
Each tower teaches a real STEM habit before it becomes a spell.
Learn the idea first
Professor Lyra prepares the concept before the test begins.
Relight the Dawn Gate
Prove what stayed after seven star-gems left the chest.
Start with the teaching signal.
Hear the idea, watch the model, try one move, gather evidence, test, and file the record.
I teach the model before the dragon test opens.
Listen for what changed.
Professor Lyra shows the room idea before practice begins.
This class turns the fantasy puzzle into one real thinking skill before the test opens.
Subtraction proves what remains after part of a starting amount leaves.
Name the start, the change, and the amount that stayed.
The final record shows the answer, evidence, and explanation.
Rune Math Trial
Lyra teaches subtraction as a proof, then you practice, gather evidence, cast, and file the first school record.
One clear next move
Follow the class path without hunting through the whole room.
Class Reference Film, model, and professor whiteboard
Numbers wake first, then the operation, then the check mirror.
I can explain the room idea before I choose an answer.
Watch the method once, then use it in the challenge.
Choose the thinking move
Pick the method that fits this room before the test opens.
Choose the move that matches the model before the dragon test opens.
Try the method check for a small confidence spark.
Find the start, the change, and the answer before the Dragon Test opens.
Tap clue 1 first: what number did the story begin with?
Tap clue 1 first: what number did the story begin with?
Try a tiny real-world mission before the test.
Class Materials Theater, full path, Lyra notes, and concept cards
Room 1: Math class
Watch the class film, study the model, practice, gather clues, test, and save the record.
Teach, practice, cast, record
Watch, think, practice, cast, and save the learning record.
Find the three room clues
The room lights up as each teaching clue is understood.
Listen for the method
Lyra turns the room into a guided lesson before the test begins.
Professor Lyra will adapt after each solved room.
A locked door hums with number runes.
Loading challenge...
Start with Professor Lyra.
One screen at a time: learn the idea, practice once, gather clues, then take the Dragon Test.
Finish the lesson path before casting an answer spell.
Lesson gate locked
Finish the lesson path before casting an answer spell.
Lesson gate locked
Find the room clues before choosing an answer spell.
The room waits for your proof.
Use the room method before casting.
Answer a challenge to inscribe your first lesson.