Outpost LabTry an idea

DEFEND · EXPERIMENT · DISCOVER

Little commanders.
Big ideas.

A curious planet. A lab to protect.
A thousand “what ifs” waiting to happen.

A tower-defense adventure where kids make the plan, watch it work, and discover how to make it better.

Explore the adventure
Designed around age 9iPad firstIn development
A world built for curious minds
Think like a commander.Experiment like a scientist.Learn by playing.

WELCOME TO YOUR OUTPOST

The best defense?
A better idea.

Friendly creatures are approaching your research lab. Pick your defenses, find the right spots, and make a plan with the credits you have. Then launch the wave and see what happens.

Outpost Lab gameplay with a colorful island, winding creature route, tower range, and inspection panel
Inside the current game · Development screenshot
01

You make the plan.

Build between waves. Compare range, place defenses, and choose what your budget can do.

02

Let your idea run.

Your towers follow the plan. Pause, inspect, or speed up the action while you watch.

03

Find your next “aha!”

Review what got through and what each tower did. Move, rethink, and try the wave again.

REAL THINKING. REAL PLAY.

More than stopping
the next wave.

Each new tool gives kids a new way to think. Learning grows out of choices and consequences, with a robot sidekick to help them notice what happened.

SPATIAL REASONING

“What if I move it
inside the bend?”

The same blaster can see more of the path from a different site. Kids compare coverage and discover why location changes firing time.

Blaster defense
PLANNING & TRADEOFFS

“More towers, or
one different tool?”

Limited credits make choices matter. A slow beam can give another defense more time; a laser can reach where a blaster cannot.

Slow Beam defense
OBSERVATION & CLASSIFICATION

“That creature
behaves differently.”

Runners move faster. Shellbacks resist small hits. Kids compare traits and use their observations to choose a response.

Friendly shellback creature
SYSTEMS THINKING

“What does this
machine depend on?”

Later, generators and relays bring power into play. Kids connect a network and reason about what it can reach and support.

SMALL RULES. SMARTER PLANS.

First they place.
Then they program.

Kids start by learning what their towers do. When faster creatures arrive, simple visual rules give them control over who a defense aims at.

Conditions, actions, and alternatives become useful tools for solving a problem they have already seen. Later, AND conditions and ordered rules add depth.

WHENA runner is in range
THENAim at the runner
ELSEAim at the nearest

An example of the kind of rule kids can build. No typing code required.

The game's tower behavior panel showing visual WHEN, THEN, ELSE choices and a Test it button
Visual choices. A built-in rule tester. An idea kids can check.

A LITTLE MISSION. A REAL DISCOVERY.

Give your tower a better plan.

Two defenses. Five creatures. Can you stop them all? Run the wave, inspect what happened, then write a rule for your Blaster.

A browser challenge inspired by the game’s shellback encounters. This field has a fixed layout and simplified balance.

The BendPLAN YOUR DEFENSE
Wave 1 of 1◇ Goal: no breaches0 / 5 stopped
3 walkers×32 shellbacks×2
Robot sidekick
Ready, commander?

Shellbacks have hard shells. Walkers don’t. Let’s see how our defenses handle them.

0 stopped0 breaches0 bounced shots

Development screenshot of Lab Notes and the Journal recording creature and defense observations
Lab Notes turns encounters into a growing record of discoveries.

“HOW DO YOU KNOW?”

A guess is a start.
Evidence is the next step.

In later missions, kids can predict what will happen when a defense meets a new creature. Afterwards, the result is compared with their idea. A checked prediction earns discovery credit even when the guess was wrong.

  • Keep a record. The Journal fills with effects actually observed in play.
  • Isolate an idea. The Test Chamber lets kids try creatures they have met against tools they own, without a breach limit.
  • Read the result. Wave reviews show hits, bounces, stops, and where creatures escaped.
  • Change the plan. Try again with one useful observation to guide the next decision.

MEET YOUR NEXT QUESTION

Small creatures.
Interesting problems.

Green walker

Walker

A steady start.
Where can you cover its path?

Runner creature

Runner

Twice as fast.
Who should your tower aim at?

Armored shellback

Shellback

A protective shell.
Which hits get through?

Creature inside a bubble

Bubbler

A different kind of shield.
What could pop that bubble?

FOR THE GROWN-UPS

Room to think.
Permission to try again.

Outpost Lab is being built around the curiosity of a nine-year-old: enough challenge to invite thought, with space to inspect, experiment, and improve.

The friendly robot sidekick
What can kids practise?

Logic, planning, problem solving, reading evidence, and understanding connected systems. These are opportunities built into play, rather than claims of measured educational outcomes.

Is this a race against the clock?

Planning happens between waves, without a planning countdown. During combat kids can pause and inspect. Missions target short sessions of around 5–8 minutes, with time to think.

What happens when a plan fails?

Retry the same wave with the last launched layout and remaining funds. Earlier completed waves stay completed. Between waves, moving is free and selling gives a full refund, so another idea is affordable.

Does it need an internet connection?

Core missions and progress work offline. The current family prototype has no accounts, ads, or purchases. Public release plans and pricing are still undecided.

Can we download it yet?

Outpost Lab is in development for iOS, with landscape iPad as the primary experience. There is no public download or announced release date yet. Screenshots show the current development build; details may change.

THE ADVENTURE IS STILL TAKING SHAPE

Today, a better defense.
Tomorrow, a better question.

Outpost Lab · An adventure for curious minds.

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