Question card colours
The background colour and text colour of the question card can be set independently per pupil.
What changes
The question card is the central element of every game mode. By default it uses a neutral off-white background with dark text. Changing the card colours affects this element across all four biomes and all four game modes. No other part of the interface is affected.
Why this matters
Children with dyslexia, visual stress (sometimes called Meares-Irlen syndrome or scotopic sensitivity), or other visual processing differences often find a white background with high-contrast black text harder to read. Visual stress can cause text to appear to move, blur, or cluster. Using a coloured background or reversing the contrast can substantially reduce visual strain. The most effective colour is individual: if a child already uses a coloured overlay or a reading ruler in the classroom, matching those colours in the game card is a reasonable starting point.
How to change it
School administrators can update card colours for individual pupils from the admin dashboard (pupil settings). Pupils can also adjust their own card colours from their profile settings within the game.
Speed multiplier (extra time for ranking)
For each pupil, a teacher or school administrator can apply a speed multiplier. This adjusts how the game interprets the pupil's response time for ranking purposes, without changing the questions, the interface, or any other part of the gameplay.
What changes
The game's animal rank system is based on Average Response Time (ART): how long, on average, the pupil takes to answer correctly. The speed multiplier divides the pupil's ART before it is compared to rank thresholds. A multiplier of 2x means a pupil who takes four seconds to answer is ranked as if they answered in two seconds.
The multiplier applies to the pupil's current rank on the race track and to the Apex Trial ranking and biome unlock threshold. It does not affect the questions asked, the mastery data recorded (which uses actual response times), coins earned, or how other pupils see the child in multiplayer.
Why this matters
Animal rank and biome progression are motivational: children see themselves climbing from Snail to Peregrine Falcon as their fluency develops. For a child with a processing speed difference, this progression can stall not because they do not know the answer but because they process it more slowly than the rank threshold assumes. The speed multiplier addresses this directly. It does not inflate their mastery data or misrepresent their actual speed to teachers. It gives the pupil a rank that is fair relative to their capability.
How to change it
Set from the individual pupil's settings in the school admin dashboard. Administrators and teachers can view and change the multiplier; pupils cannot see or change it themselves.
Relaxed Mode
The Apex Trial is the game mode used to unlock the next biome and to determine a pupil's highest animal rank. In standard mode, it is speed-based: the pupil's Average Response Time across the session must fall below the apex animal's threshold to unlock the next biome. Relaxed Mode replaces this mechanic entirely.
What changes
With Relaxed Mode enabled, the Apex Trial switches from speed-based progression to count-based progression. The pupil builds a Correct Step Count: each correct answer adds one step, and wrong answers give no score. When the count reaches the animal-specific target for the biome, the next biome unlocks. There is no time pressure on progression. A ghost on the race track shows the pupil their own personal best. The competition is between them and themselves.
What stays the same
All four biomes and all curriculum content within them. All ten animals and the full rank system. Training Burrow, Wallow, and the Apex Trial. All coins, cosmetics, and badges. Mastery tracking records actual response times regardless of mode.
What is hidden
The time-pressured Quick Strike mode and the Multiplayer tab are hidden from pupils with Relaxed Mode enabled. These modes involve either a draining time pool or live competition against classmates, both of which reintroduce time pressure. All other content remains identical and accessible.
Why we built this
Some children are held back by a purely time-based gate for reasons unrelated to their understanding of the maths. This includes children with processing speed differences (including some with ADHD, dyslexia, or developmental coordination disorder), children with maths anxiety for whom time pressure compounds errors and erodes confidence, and children whose approach to learning benefits from consolidating accuracy before worrying about speed. Relaxed Mode means every child can access all four biomes and all the curriculum content the game covers, at a pace that works for them.
How to enable it
School administrators can enable Relaxed Mode for individual pupils from the admin dashboard. It can be turned on or off at any time.
Try Relaxed Mode yourself. Use the link below to play the demo with Relaxed Mode already active. No login required. Useful for seeing exactly what a pupil with Relaxed Mode enabled will experience before you set it up for them.
Play demo in Relaxed ModeAudio controls
Sound effects and background music are independently controllable per pupil.
What you can control
- Sound effects: the audio responses to correct answers, wrong answers, session start, and session end. Each has a mute toggle and a volume slider (0 to 100%).
- Background music: biome-specific ambient music that plays during sessions. Mute toggle and volume slider.
Both can be muted independently. You can have music off and effects on, effects off and music on, or both off.
Why this matters
Some pupils concentrate better in silence. Some are in shared spaces where audio would disrupt others. Some pupils are sensitive to sound in ways that make the default audio distracting or uncomfortable. Because effects and music are controlled separately, a pupil who benefits from the feedback of correct and wrong sounds can keep those on while removing the background music, and vice versa.
How to change it
Pupils can adjust audio settings from their profile at any time, including mid-session from the pause menu. No admin action is required.
Built-in from the start
Several accessibility decisions are built into the base game rather than offered as separate settings.
No typing required. All answers are entered by tapping or clicking numbered buttons on a keypad. Pupils do not need to use a keyboard. Typing speed, keyboard layout familiarity, and fine motor control are not barriers to answering.
No time pressure in most modes. Training Burrow and Wallow, the two main practice modes, have no countdown timer and do not penalise slow answers beyond recording the response time.
Pause at any time. Any session in any mode can be paused mid-game without losing progress. The pause menu is always accessible.
No punishment for missed days. There are no streak penalties for not playing. Progress, coins, ranks and biome unlocks persist indefinitely.
Large, clear question display. Questions use large, high-contrast numerals in a consistent layout. The position of the question, the answer box, and the keypad do not change between biomes or modes.
Runner and avatar customisation. Children can choose their runner character, including a human character with adjustable skin tone, hair colour, and outfit colour, and an avatar animal. This supports personal connection and representation.
Have a specific accommodation request?
If a child in your school has an access need not addressed here, get in touch. We will always respond honestly about what is and is not possible, and accommodation requests inform our development priorities.
Get in touch
Animal Bonds