Meadowlark
Meadowlark
Browser games · ages 8 to 13

They think they’re just playing.

Games that teach a great deal while feeling like a Saturday. In one you grow a Victorian town across sixty four years. In the other you keep a Philadelphia print shop through a revolution. Both start in history, because that is where the best stories are, and neither stays in one subject for long: a town is public health one year, arithmetic the next, and the law the year after that.

Each game plays in the browser. Open the page and it starts. Nothing to download or install, no account, no adverts, nothing to buy, and the saved game stays on your own computer. They run on the kitchen laptop, in the browser it already has.

Free to play Nothing to install No accounts No ads or tracking Hand assembled pixel art
A Victorian town at night in Little Victoria. Gas lamps lit along the high street, a hedge maze in the park, smoke from the chimneys.
Little Victoria: a player’s own town, sixty four years in, printed as a postcard by the game.
The games

Here they are.

1837 to 1901

Little Victoria

Nearly finished

A cosy town builder. You start with a lane and a few cottages, then grow a Victorian town across sixty four years. Twice a year the Little Victoria Gazette turns up carrying something that really happened, and it changes what you are allowed to build.

Dr John Snow traces cholera to a pump in 1854, so the water fountain unlocks. The Great Stink of 1858 puts sewers on the menu, which is also how you deal with the rats your warehouses have been feeding. The Factory Acts arrive and the children in your mills stop being your decision and start being the law’s. Meanwhile the gasworks has to keep up with the street lamps, the smog thickens with every factory, and a rat catcher in a scarlet coat walks the lanes.

Famous Victorians turn up, but only once the town has earned them. Brunel will not come until a road crosses the river, and then he stands on your bridge and asks for a railway.

  • 129 real news stories
  • Ages 8 and up
  • Saves in the browser
  • Seasons and nightfall
  • 16 famous Victorians
Play Little Victoria → Vaderville in September 1859. A stone market square, terraced houses, a clock tower on the green, 322 townsfolk.

Three years before the picture at the top of this page, the same town looked like this. Daylight, 322 townsfolk, no gas lamps yet, and the clock tower still the tallest thing in it.

Ask the game for a postcard at any point and it frames the view, dates it, counts the population, and pins it in the scrapbook.

1776 to 1791

The Printer’s Daughter

In playtesting

A story game on Market Street, Philadelphia. You start at twelve, counting out paper the night the Declaration comes off Dunlap’s press, and finish at twenty seven, setting the Bill of Rights in type. Every chapter ends with a note separating what is in the record from what is tradition or invention, and where people argued at the time, you hear both sides and decide.

Price controls arrive in 1779 and the market stalls empty. A farmer tells you his wheat bought a pair of shoes in January and buys only the laces now, so it stays in his barn, and by October the militia are attacking James Wilson’s house. A Quaker will not light a candle for a battle, and the crowd breaks his windows. Cyrus Bustill and Richard Allen read you the abolition law of 1780 and tell you what it did not do. Then Dr Franklin comes home, a Convention sits all summer with the windows shut, and a ship on wheels rolls down Market Street.

  • 10 chapters, a few hours
  • Ages 10 and up
  • Saves in the browser
  • Laptop or desktop for now
Play The Printer’s Daughter → The State House yard on Monday, 8 July 1776. Colonel John Nixon stands on a wooden platform reading the Declaration to a crowd of Philadelphians.

Monday, 8 July 1776. Colonel John Nixon reads the Declaration to the State House yard from one of Dunlap’s broadsides, the same sheets she counted the paper for. He stands on the platform built seven years earlier to watch Venus cross the sun.

The words in the box are the real ones, as Dunlap printed them. When he finishes, the bells start and the reading is pinned to her evidence board, where she can tie it with thread to the night of the press run, because without the copies there would have been nothing to read.

History is where these two start, not where they stop. Growing a town across sixty four years is already public health, money, law and engineering at once, and keeping a print shop through a revolution is arithmetic, economics and working out what is true. The games coming next lean further that way. Anything a child can be curious about can be built into a place they run.

Croton, 530 BC

All Is Number

Planned

You are a new initiate in a school that believes everything in the world is a ratio of whole numbers. You do not rise through it by being told things. You rise by demonstrating them, and nothing is named until after you have found it.

It starts with one string and a bridge you can slide. You move it until the two halves agree, and your ear tells you when. Only afterwards does anyone mention that you have just divided it one to two, and that this is an octave. Then the fifth at two to three. Then pebbles in the sand, and why a square number is called square. Then the famous theorem, laid out as tiles to rearrange rather than a formula to hold.

Then you are asked for the ratio of a square’s diagonal to its side. You hunt for it, and it is not there. The game lets you fail at that for as long as you like, because the failing is the lesson. What a child does with it, having spent the whole game proving the opposite, is the last question it asks.

  • Ratio by ear
  • Ages 10 and up
  • A real proof
  • Greek art by Wolthera
No public build yet
The Amazon

Understory

Planned

A forest, a valuable crop, and the power to clear, plant and protect. The crop is the Brazil nut, and it keeps a secret. The tree is pollinated by big bees that depend on wild orchids, and the pod is too hard for anything to open except one stubborn rodent that buries more seeds than it ever comes back for.

So you will try to farm it in tidy rows, the way people really did, and you will get no nuts. Not because the game punished you, but because the bees had nowhere left to go once the orchids went. Every link you cut is visible if you look for it, and the lesson underneath is that the valuable thing was standing downstream of a dozen things nobody was counting.

  • Ages 8 to 12
  • Food webs
  • No fail state
  • Jungle art by bluecarrot16
No public build yet
How the teaching hides

Three rules the games follow.

The lesson is a mechanic

Nothing gets explained if it can be played instead. A child does not read a paragraph about public sanitation. A child builds three warehouses, gets rats, and works out what a sewer is for.

Questions come later, and they pay. The Gazette’s Quiz Corner is worth £150 to a child who was paying attention, and the Detective Corner pays the same for a question no book can answer: which are there more of in your town, gas lamps or trees you planted?

In The Printer’s Daughter, Mr Dunlap needs two hundred copies of the Declaration printed overnight, and she is the one counting out the paper. Bring too little and the press stops halfway.

History arrives as news

The Gazette lands twice a year, in January and at midsummer, carrying a real story from that year, and that story is why a new building appeared on the menu this morning.

Found a town in 1837, take it to the end of the reign in 1901, and a child has read 129 things that really happened, in order, because each one changed what they could do next.

In The Printer’s Daughter her family’s shop sets the news in type, and what she sees in the street goes up on her evidence board. Tie two events the wrong way round and the board tells her so.

The choice comes before the consequence

Children get to be wrong. Put off the gasworks another decade and watch the street lamps go dark. Send a proof to press without reading it and every copy carries the mistake.

Consequences are legible, never punishing. Nothing ends the game, and when something needs attention a child in the town writes to you about it. “Dear Lady Mayor, everyone on our street has a poorly tummy. Mama says the water is bad. Please may we have a Water Pump?”

In The Printer’s Daughter a sum that comes out wrong gets a word about what went wrong and another try. A question with no right answer gets remembered: at the end the game prints four of her own answers back to her, two from when she was twelve and two from twenty seven, and counts every proof fault that got past her eye.

What they come away with

The left column is what a child does. The right is what sticks.

Public health, law, money, civics and reading a chart, none of which announces itself as a subject.

Unlocking the water fountain after 1854
How one doctor’s map of an outbreak changed a city
Digging sewers after the Great Stink of 1858
That a city is a system, and that the smell was evidence
Sending children into the mill, then meeting the Factory Acts
What a law changes that good intentions did not
Paying for flour in exact coin at a stall that will not take paper
The difference between money and a promise
Watching a ream of paper go from six dollars to thirty two in eight months
Why money printed without limit stops buying bread
Reading the twelve amendments Congress sent out, and finding the two that fell
That the Bill of Rights is what came through a vote, not what was handed down
Setting the first line of the Bill of Rights, the week it becomes law
Whom “Congress shall make no law” binds, and whom it does not
Reading the Gazette’s report card on their own town
How to read a chart about something you caused
For parents and teachers

What you are installing: nothing.

Each game is a web page. Open it in an ordinary browser on a laptop or desktop and it starts, with Chrome and Firefox working best. There is no launcher, no store and nothing to download, and nothing is sent back: the game keeps your child’s progress in that browser, on that computer, and nowhere else.

The games are free and will stay free. They exist to be used rather than sold, and nothing about them changes if nobody ever sends a satoshi.

  • No accounts, no sign in. Progress saves in the browser on your own machine, so come back to the same computer and the same browser. In The Printer’s Daughter each child keeps a story under their own name.
  • No adverts, no tracking, no telemetry. Nothing about your child leaves the computer, because the games send nothing anywhere.
  • Nothing to buy, ever. There is nothing to unlock with money. Only with years.
  • Reading age eight and up. Younger children play Little Victoria happily with a grown up reading the Gazette aloud. The Printer’s Daughter is for ten and up.
  • History, not softened. Philadelphia in 1776 had slavery, and The Printer’s Daughter says so through real people with names. There is a mob, an occupation and an army nobody can pay. Where people argued at the time, it gives both sides and lets your child decide.
  • Several children, several stories. The Printer’s Daughter keeps a story for each name, up to eight of them, and the title screen offers each child their own place to carry on from.
  • Inspired by, not bolted to. The Printer’s Daughter takes its shape from Tuttle Twins America’s History, Volume 2, and stands on its own.
If it was worth something

Support in sats.

The Printer’s Daughter spends a chapter on what happens to a family when money is printed faster than bread is baked. It would be a strange thing to teach a child and then pass the hat in the same kind of money.

So the ask is bitcoin. Nothing sits in between. No processor to approve it, no chargeback, no account to freeze, no permission needed at either end. That is the part that matters here, not the price.

The games are free and staying free. This is a tip jar for people whose child got something out of one, not a paywall in a costume.

Lightning

Sats, to a wallet with no company behind it.