How the game works
Animal Bonds is structured around four biomes, ten animals to rank up through, and a set of game modes that cover different kinds of practice. Here is how it all fits together.
Ranking: slowest to fastest
Each biome has its own set of animals. Your rank is based on your average response time in the Apex Trial.
The four biomes
Animal Bonds is structured around four biomes. Each covers a distinct band of number facts, and each must be unlocked by demonstrating fluency in the one before it.
The Garden
The starting biome. Addition pairs where both numbers are between 1 and 9, and the answer is 10 or less: for example, 3+4, 6+3, 5+5. All children start here. No prior knowledge assumed.
The Woodland
Addition with answers from 11 to 18 (for example, 7+8, 9+6), plus the subtraction facts that are the inverse of Garden bonds (for example, 10-3, 8-5). Unlocked from the Garden.
The Savannah
Crossing-ten subtraction, where you have to pass through 10 to find the answer (for example, 14-7), plus bridging addition up to 28 (for example, 13+8). The most demanding step-change in the game. Unlocked from the Woodland.
Sky Peaks
Teen plus teen addition and subtraction (for example, 14+13, 27-15), and non-round bonds to 100 (for example, 37+63, 100-47). The summit. Unlocked from the Savannah.
Solo game modes
Four modes, each designed for a different kind of practice session.
Training Burrow
Core adaptive practice. The engine prioritises facts you find tricky, introduces new ones, and occasionally revisits mastered facts to keep them sharp. Session length is configurable: set a time limit or a question count.
Wallow
Open-ended practice with no fixed end. The same adaptive engine as Training Burrow, but you keep going until you choose to stop. Useful for longer independent sessions.
Apex Trial
The ranking and progression mode. Every bond in the biome is presented in shuffled rotation: no adaptive weighting, so every fact gets equal attention. Your average response time determines your animal rank. To unlock the next biome, your result must beat the apex animal's speed threshold with at least 60% accuracy. Relaxed Apex Trial is available per pupil via admin setting: this replaces the speed threshold with a correct-answer count.
Quick Strike
Against the clock. A shared time pool starts the session and drains continuously. Each correct answer adds time back; each wrong answer takes time away. The session ends when the pool runs out. Milestones for 10, 25 and 50 correct answers earn badges, both globally and per biome.
Multiplayer
Three multiplayer formats, all scoped to within a class or school. Pupils are always identified to each other by their display name only.
Watering Hole
A class race. Pupils join a lobby, choose which bond tier to practise, and race on a shared track.
Great Migration Race
A school-wide race. The same mechanic as the Watering Hole but open to the full school.
Duels
A 1v1 asynchronous challenge. Challenge a classmate; they play the same session later and you both see the result.
Earn coins, customise your runner
Coins are earned through correct answers, personal bests, and streaks. They buy cosmetic items in the store: runner characters and avatar animals. Nothing is sold; everything is earned through play.
See it for yourself.
The demo is free: no account, no sign-up, no payment details.
Animal Bonds