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How it works

A day in Narwello, start to finish

Five minutes on a good day. Less on a bad one, and a bad one still counts.

The evening it is designed for

  1. Step 1

    The child opens the app and sees one card

    Today’s hero card: the week, the day, the title of the skill, roughly how long it takes, and a single primary button. One screen, one obvious next action. The three quests are visible underneath, because some children want to read the tasks before the lesson.

  2. Step 2

    The lesson

    A stack of short cards: why this matters, the idea, how it can sound (a two-sided example dialogue), what to remember, and what to try. Between three and five minutes, 300-ish words. Back and Next; no timer, no test at the end.

  3. Step 3

    The quests, out in the real world

    Each quest has a title, a target (once, a count, or “notice and log”), a points value and a comfort-mode alternative. The child does them at school, at home, in a chat, or with Ellie — and marks them off themselves. Nothing verifies them; that is the point.

  4. Step 4

    The check-in

    One mood picker, one prompt, one box. Two sentences is a complete answer. A quest that did not work is logged as a quest that did not work, and it still earns its points.

  5. Step 5

    Points, and something to spend them on

    Points land, the streak ticks, and the child can go and buy a jacket for the avatar or a beanbag for the room. That is the whole loop. Then the app is finished with them for the day and says so.

20:14

Today

Tuesday, 8 September

◎ 340

Week 2 · Day 2

Remember names

about 3 minutes

Start lesson

Quests for today

  • Use one person’s name in a greeting1 / 1
  • Ask 3 classmates about a movie1 / 3
  • Say hello to someone newdone +20

Evening check-in

How did today go?

4 days in a row

TodayCoachMeRoomProgress
The child’s Today screen

Comfort mode, and why it earns full points

Every one of the 168 quests has a second version: the same skill, less exposure. Three repetitions become one. A classmate becomes a family member, a pet, or Ellie herself. Doing becomes rehearsing; saying becomes writing; acting becomes noticing.

Comfort mode pays exactly the same points as the full quest, and keeps the streak exactly the same way. A reduced payout would be a punishment for choosing safety, and a child who learns that quickly learns to lie about how the day went instead.

Ellie suggests comfort mode herself when a check-in sounds overwhelmed, and treats it as the smart choice it is.

Talking to Ellie

In text

A normal chat for the questions that actually come up: “how do I say I was hurt”, “how do I ask someone to hang out”, “why did they go with someone else and not me”. Ellie knows today’s lesson and quests, so she reinforces the same words the app just used.

In voice

A voice chat, like a call. The child talks, Ellie answers, in either language. Everything is shown as text too, so a child who would rather read is never behind.

Role-plays, with three standing rules

  • Ellie says out loud when she is stepping into a role and when she is stepping out of it.
  • “Stop” ends the role-play instantly, and it still counts as done.
  • She asks about the sensory battery at the end.

The limits are on purpose

Voice has a fixed daily cap, the same for every child, and when time is nearly up Ellie says so in words. The goal is friends at school, not more minutes with Ellie.

20:14
✕ End

I’m listening

Voice chat

nora went with chloe again and i didn’t know what to say

What we said

  • Ellie · That sounds like it stung.
  • You · she didn’t even look at me
MuteEnd
The live voice conversation

What happens after the phone is put down

Once a day the backend builds the parent report: the numbers from the child’s actual activity, their own written notes, and an analysis pass over the coach conversations that produces themes, wins, difficulties and one suggested action. The parent gets an email; the same report is readable in the app’s parent area, word for word.

Safety-critical content does not wait for the daily email. It triggers an immediate alert with a short excerpt and next steps.

Two accounts, two doors

The parent account

Email and password. Creates the child profiles, chooses the child’s language, sets the reminder and the report time, and holds a 4-digit PIN. The parent area can live on the parent’s own phone, or behind the PIN on the child’s.

The child login

A short family code and a first name. No email address, no phone number, no password to lose. Everything the child sees is in their language, which is a separate setting from the language of the parent’s email.

Want to know when it opens?

There is no signup, no beta and no store listing yet. When there is, you will get exactly one email about it.

This form has no server behind it and sends nothing on its own. Filling it in and pressing the button opens your own email app with the message already written — you send it, and we reply by email from a real person.

Or write to us directly: oleksandr@netzet.com

Only so we can write back. It goes into the email you send, nowhere else.