How it works

A day in Wakewick.

Explore your real town. Teach the grown-ups back. Battle the Hollow. Come home to a room that's all yours. Every bit of it runs on the chemistry, physics and biology curriculum your school teaches this year, so you learn it without feeling like you're studying.

Morning. Mum thinks she's 14.

You wake up and something is off. Overnight, every grown-up in Toa Payoh forgot what they learned at school. Mum can't work the kettle. You're the one who still remembers.

The home estate in the morning sun, with a quest called A familiar chalk mark.

Afternoon. Walk the real town.

Your block, the MRT, the dragon playground, the hawker centre, the wet market. They're built from the real map, so the town in the game is the town outside your window.

The estate at midday under a bright sky.

Evening. Teach them back.

Find the people who need you. Help the police officer make sense of his own report. Explain the idea in plain words, and their memory comes back.

The estate at dusk as the street lights come on.

Night. The Hollow wake up.

The Hollow come out, each one sure of a wrong idea. Pick a question: the right answer is your attack. Win the right fight, and one could become your pet.

The same estate at night, lit by lamps.
The player walking across a grassy park in the miniature town.

01 · Explore

It's your neighbourhood.

Wakewick is set in Singapore. You'll spot places you know, and find corners you never noticed.

  • Real places. The MRT, the dragon playground, the void decks, the hawker centre.
  • People with problems. Shopkeepers, neighbours and your own family, each stuck on something they used to know.
  • Play from home. You don't need to live in Toa Payoh, or go anywhere at all.
A police officer says the words in his report don't mean anything any more. Buttons: Teach, Not now.

02 · Teach them back

Be the one who knows.

The grown-ups aren't silly. They just forgot. You help them by explaining, step by step, in the place where it matters.

  • Explain, don't just tap. Each lesson is a short back-and-forth. You pick the words that make it click.
  • Learn by teaching. Explaining an idea to someone else is one of the best-known ways to make it stick.
  • Wrong is fine. If you slip, you see why, and you try again. There is no penalty.
The player faces the Platform Hollow at the MRT station. The screen says: Pick a question. The answer is the attack.

03 · The Hollow

Fight them. Keep some as pets.

The Hollow eat memories, and they come out after dark. Beat one and someone in town remembers something. Win the right fight and it can become your pet.

  • Pick a question. Answer it right, and that's your attack.
  • Harder questions hit harder. Choose a basic, skill or hard question each turn.
  • Feed your pet by studying. Each pet wants one school chapter. Three right answers in that chapter in a day and it's fed.
  • Don't forget it. Miss too many days and it goes wild, and you'll have to catch it again.

Cartoon battles: no blood, no gore, no jump scares.

The player's bedroom at home.

04 · Your own money

Deliver. Teach. Get paid.

Take orders across town. Whoever ordered has no idea how to use it, so you teach them. Teach it right for five stars and a tip.

  • Earned, never bought. Game money comes from playing and learning. There's no way to buy it with real money.
  • Real prices. A coffee costs what a coffee costs, so you learn what money is worth.

05 · At your level

Next year's science.
At your own level.

Everyone plays the same story. When you start, you pick your level and the science subjects you take. From then on, the questions match the topics you're learning in class this year.

Sec 1 & 2

Lower secondary Science · 28 topics

  • Speed and Density
  • Atoms, Ions and Molecules
  • Acids and Bases
  • Cells
  • Forces and Pressure
  • Photosynthesis and Respiration
  • Electricity

Sec 3 to 5

Physics · up to 22 topics

  • Kinematics
  • Turning Effects of Forces
  • Energy
  • Thermal Processes
  • Light
  • D.C. Circuits
  • Electromagnetism

Sec 3 to 5

Chemistry and Biology

  • Chemical Bonding
  • The Mole Concept
  • Acids, Bases and Salts
  • Rate of Reactions
  • Enzymes
  • Transport in Humans
  • Inheritance

A few of the topics, by their syllabus names. New story chapters arrive by update.

Pure or combined sciences: pick the ones you take, and you'll only see those topics.

Ready?

The town needs you.

Or try a battle right now, on our home page.