A world worth coming back to. Life Skills lives inside a game world in Timeback. Each life skill is a planet, and it changes as your child completes challenges there. The world is the reward for real work, never a substitute for it.
Life Skills is self-paced: your child takes part on the platform, in their own time, with no sessions to attend.
The skill map
Sixteen life skills, each broken into four sub-skills, each defined by the specific behaviors that count as evidence. Every challenge traces back to a named bar on that map. It’s the difference between “this builds teamwork” and “this requires you to do these three observable things, with no adult prompting.”
Placed by ability, not age: three tiers
Challenges come in three tiers: Explorer, Builder, and Terraformer. Your child is placed by what they can show, per skill, so they can be further along in Creativity than in Independence, and the program meets both honestly.
Each tier is a different challenge asking for more independence and rigor, not the same challenge made harder. A child who arrives able to do more simply starts further along. Placement is a starting point, not a verdict; if it lands wrong, it adjusts.
Every challenge has three parts
The Brief. Your child picks a challenge and sees exactly what finishing it requires and what will count as proof. The criteria are written to be concrete.
The Milestones. The challenge breaks into steps toward the final bar. Each step credits the attempt, so your child is rewarded for trying the hard version, not only for getting it right the first time.
The Proof. The challenge closes when the real-world evidence exists. Your child submits what they made, did, or solved, and it becomes a permanent part of their record. Work that misses the bar comes back as “not done yet” with a note on what’s missing.
Inside Timeback
Alphie, their guide. Alphie asks questions to help your child think a problem through rather than handing over answers, and real people stand behind it. When Alphie can’t resolve something, our team picks it up.
Stardust. Your child earns Stardust for real-world proof and spends it building out their world, decorating, constructing, and reshaping the terrain. Stardust never buys progress; the only way forward is doing the real thing. It’s separate from Alphas, and summer balances carry over.
Getting started
The whole program lives inside a story, so it feels like play rather than another assignment, but it’s tethered to the real world at every turn. There’s no way to progress by clicking.
Find their starting point. Your child’s first experience drops them into the world and reads how they approach different kinds of problems, so we can start them at the right level. No grade or age ever appears.
Choose what they take on. After the opening and a couple of short challenges, your child sees the open skill areas and picks one that interests them. The list stays short: enough choice to feel like theirs, not so much that they stall.
Watch their world grow. As they complete real challenges, their world builds out around them, alongside a clear dashboard they can show you: everything they’ve done, what they can do as a result, and how they’re growing.
What releases when
Creativity and Independence are live now, with two more life skills every three to four weeks until all sixteen are built across all three tiers. Small-group live experiences are targeted for early 2027. The finished program is both halves; we started with the self-paced half because it reaches every student on day one.
When Your Child Can Join
Life Skills is open for your child's first two weeks, counted from their first visit to Life Skills. After that, it opens on any learning day they do 120 minutes of focused work or earn 120 XP, at any level, and it is always open on days off and at Diamond. See Levels: your child's daily goal.

