From age 4
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Plays on your phone
Harbor Count
Load the boats and count the crates
Load each fishing boat with the right number of crates, then ring the bell. Ten days of counting, adding and taking away, read aloud by Pico the toucan.
Ages 5+, read aloud · Teaches counting, adding and taking away
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Plays on your phone
Float or Sink
Guess what will float or sink
Guess whether each thing will float or sink, then drop it in the tank and watch. Pico the toucan reads out why. Ten days of things in water.
Ages 5+, read aloud · Teaches why things float or sink
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Plays on your phone
Lighthouse
Turn the mirrors to light every ship
Tap the mirrors to turn them, so the lighthouse beam reaches every ship waiting in the fog. There are thirty nights to solve, from one mirror to a stormy harbor full of ships.
Ages 4+, no reading needed · Teaches how light bounces, and planning ahead
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Plays on your phone
The Reef
Look after a coral reef, one dive a month
Look after a coral reef for a year of dives: survey it, photograph what lives there and spend its money before the summer heat.
Ages 5 to 8 as Little Rangers, 9 to 16 as Ranger · Teaches reef ecology, with sourced facts
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Tablet or computer
Open Water
Tour the islands and find the sea animals
Drive a red speedboat round tall islands and find the sea animals that live there, from dolphins and turtles to a humpback whale. Look for an old wreck too, and every few minutes watch a rocket launch and its booster land on a ship.
Ages 4+ as Little Sailors, 8+ as Explorers · Teaches sea animals, with sourced facts
From age 8
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Plays on your phone
Lights On
Keep a harbor town's lights on
Buy diesel for a harbor town one ship at a time, and keep the tank above the line so new families move in.
Ages 8+ · Teaches buying ahead and keeping a reserve
About 4 min a season
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Tablet or computer
Delta
Build a river town and sell it electricity
Build a river town and sell it electricity. Power brings in rent, diesel costs money, and how much fuel to buy is your call.
Ages 8+ · Teaches how diesel becomes light
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Tablet or computer
Morning Catch
Fish from a small boat, sell at the dusk market
Run a small fishing boat: pick a spot at dawn, fish in clear water and sell at the dusk market, where prices move every day.
Ages 10+ · Teaches supply and price, and fish facts
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Tablet or computer
Safe Water
Clear the mines, then bring the port back to life
Clear a lane through an old minefield so the ships can reach the port, then bring the port back to life.
Ages 11+ · Teaches logic and budgeting, with sourced "Why?" facts
From age 12
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Tablet or computer
Trade Winds
Carry freight across the Atlantic by sail
Sail a cargo ship around the Atlantic on the real wind belts, carrying freight between ports. Race the ghost of today's best route, or sail a whole season as three more ports open.
Ages 12+ · Teaches the wind belts and the Gulf Stream
Keep a river town's lights on
Run the power for a small river town. Save the dam's water for the dry season, start the engines before the afternoon heat, and bring the fuel tankers up the river.
Ages 14+ · Teaches how power in must match power out




For parents
I’m David Fearn, and I build every game on this site. Each one teaches one real thing through play.
- Harbor Count teaches counting, adding and taking away. Ages 5+
- Float or Sink teaches why things float or sink. Ages 5+
- Lighthouse teaches how light bounces, and planning ahead. Ages 4+
- The Reef teaches reef ecology, with sourced facts. Ages 5 to 8 as Little Rangers, 9 to 16 as Ranger
- Open Water teaches sea animals, with sourced facts. Ages 4+ as Little Sailors, 8+ as Explorers
- Lights On teaches buying ahead and keeping a reserve. Ages 8+
- Delta teaches how diesel becomes light. Ages 8+
- Morning Catch teaches supply and price, and fish facts. Ages 10+
- Safe Water teaches logic and budgeting, with sourced “Why?” facts. Ages 11+
- Trade Winds teaches the wind belts and the Gulf Stream. Ages 12+
- Bahía Tucán teaches how power in must match power out. Ages 14+
There are no ads, no accounts and nothing to install. Progress stays in your own browser, the games have no email boxes for children, and the only things I keep are what you choose to send me, such as your email address. The privacy page says exactly what happens.
Why these games
For fifteen years I traded fuel oil and marine gasoil across the Caribbean and the Americas. Bahía Tucán grew out of my first port, where the cargoes went to a power plant. I would like these games to share a little of that world: the ships, the ports and the fuel that keeps a town's lights on, and the two things that interest me most, the sea and nature.
I build these games with my daughters in mind, and I hope other families will enjoy them as much as they do.
You will find a short verse from the King James Bible at the end of each game. I put them there because I believe the sea and all the life in it were made by God, and the verses say it better than I can. If you would like to know more, you can read the good news, written out simply, on my other site, kjvlamp.org.
David
How it really works
Press through a real machine one step at a time. Every number on it has a source you can check.
“They that go down to the sea in ships, that do business in great waters; These see the works of the Lord, and his wonders in the deep.” Psalm 107:23-24Read the good news





