The academy is a gamified collection of special quests and missions that help users tap into their full learning capacities.

Game World

Setting: The game is set in a near-future world on the brink of a dystopian collapse, with ecological and societal systems failing rapidly. This era represents a critical junction—players embody the final generation with the power to avert disaster for all who follow.
Challenge: The majority are rendered helpless by the "System Overlords," elites who hoard advanced educational resources to safeguard their dominion. These educational tools are key, not just for acquiring knowledge, but for learning how to learn effectively, enhancing one's ability to absorb and apply new skills through feedback loops.
Solution: A revelation strikes a defiant group: true power to alter cybernetic systems lies in this very advanced education. They uncover that the essence of empowerment is a cybernetically enhanced learning process, which not only boosts individual learning capacity but, when connected in a network, amplifies collective problem-solving and skill acquisition.
The Underground Network: In response, an insurgent learning collective forms, operating beneath the radar. This network, a symbiosis of autonomous learners, thrives on mutual development, resource sharing, and reciprocal teaching. Its goal is ambitious yet clear: democratize cybernetic learning, offering it freely worldwide, thus equipping individuals with the tools to innovate and overturn the status quo.
Engagement: To engage with this network, players must first prove their mettle by earning badges through a series of educational missions. Success opens the door to further opportunities, such as project-based learning contests where they can win prizes, recognition, and more. This system is designed not only to foster learning but to motivate and reward achievement and collaboration.
Persona Adoption: Players are encouraged to adopt personas within this universe, allowing them to navigate their skill-building journey through the lens of an immersive, narrative-driven experience. This approach aims to blend real-life skill enhancement with the thrill of advancing within a speculative, yet perilously possible, future world.

Skill Categories

Each player will develop their abilities in 4 distinct skill categories.
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Mind
In this domain, players explore techniques to enhance learning-ability, decision-making, problem-solving, and creative thinking. It's about cultivating a resilient and adaptable mindset, preparing individuals to face uncertainty with strategic grace and inventiveness.
Cybernetics
Step into a world where the boundaries between human and machine blur, offering new possibilities for interaction and enhancement. This category focuses on the symbiotic relationship between humans and technology, emphasizing the development of skills to harness the power of the internet and digital systems. It’s not just about using technology; it’s about evolving alongside it, enhancing cognitive capabilities, and becoming more integrated and efficient beings in a tech-driven society.
Self
This path invites players to engage in introspection and personal growth, fostering a deep understanding of their strengths, values, and aspirations. It’s about building a foundation of self-awareness and empathy, empowering players to carve out their place in the world and inspire change, both within and around them.
Abilities
From digital literacy and technical prowess to leadership and community organizing — This category is about acquiring practical knowledge and skills that empower players to support themselves and their communities, adapt to new challenges, and make meaningful contributions.

Badges

Users can earn badges by completing missions. They are structurally equivalent to milestones and recognize the achievement of the user.
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Missions

Missions are equivalent to projects. Each mission contains content which must be reviewed and tasks that must be completed.
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