A how-to guide to our CP games

Our collection of interactive games is created especially to benefit children with cerebral palsy using the latest adaptive technology. Below is a classification for each game based on recommended age, focused skill, as well as helpful instructions for caregivers.

All of our games work by switch, keyboard, touch, or mouse — with no timers, no losing, and nothing collected. Tap any tile to open that game right away.

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Getting the most from our CP games

  1. While ages are a starting point, each child’s interest and reach will be different based on range of motor and cognitive ability.
  2. Caregivers can set the following controls on the games hub for their child’s preference – these will apply to each game a child plays:
    • input method
    • target size
    • scan speed
    • contrast
    • motion
    • sound
  3. Click a game’s preview tile to jump straight in.
Ages 3–6

Cause & effect

The first idea behind every game: “I did something, and something happened.” With huge targets, a single clear action, and a reward every single time, these are the most forgiving games for children.

Touch Anywhere Ages 3–6 Tap to play →

Touch Anywhere

Ideal age 3–6 Cause & effect Single switch friendly

The whole screen is one giant button. A touch, click, or switch press anywhere brings a new friendly character to life, each with its own color, gentle chime, and little burst of motion. There is nothing to aim at and nothing to get wrong, which makes it the gentlest possible introduction to playing on a device.

How it helps

For a child still learning that their action causes a result — the foundation of all switch use — this removes every barrier of accuracy and timing. It is an ideal first step for building intentional movement and for teaching a brand-new switch user that pressing makes the world respond.

Tips for playing

  • Start here for any child new to switches or to screen play.
  • Set the input mode to a single switch on the hub so one press is all it takes.
  • Name what appears out loud (“you made a turtle!”) to link the action to the reward.
  • Keep sessions short and let the child set the pace — there is no goal to finish.
Bubble Pop Ages 3–6, 6–9 Tap to play →

Bubble Pop

Ideal age 3–6 (up to 9) Targeting & tracking Switch scanning

Several bubbles drift slowly across the screen. Pop one and it bursts with a color chime, and a fresh bubble floats up to take its place — so play never ends and there is never a wrong move. It is the natural next step after Touch Anywhere: now there is more than one thing to choose from.

How it helps

Choosing one bubble among several builds visual tracking and deliberate targeting. For switch users it is excellent scanning practice, because the auto-scan highlight moves across the bubbles and the child presses when it lands on the one they want — the core skill behind switch access.

Tips for playing

  • A good bridge once Touch Anywhere feels easy and the child wants more choice.
  • For switch users, slow the scan speed on the hub at first, then speed it up as confidence grows.
  • Enlarge the target size if reaching a specific bubble is tiring.
  • Try inviting the child to pop a particular color to add light intention without pressure.
Music Pads Ages 3–6 Tap to play →

Music Pads

Ideal age 3–6 Creative cause & effect Stationary targets

A grid of big, colorful pads. Tap one and it lights up and plays its note — that’s the whole game. Nothing to get wrong, no state to track, no end. Because the pads stay put, they are easy to find again whether the child uses touch, keyboard, or switch scanning.

How it helps

Each press gives instant sound-and-light feedback, reinforcing cause and effect while inviting open, creative play and early self-expression. The fixed layout helps a child build a reliable motor map — they learn where each pad is and can return to it, which supports motor planning.

Tips for playing

  • Lovely for calm, free play and for children who respond strongly to sound.
  • Fully playable muted — the lights alone carry the feedback if sound is too much.
  • Take turns: you play a pad, the child answers, to seed early back-and-forth.
  • Use large or extra-large target size so each pad is an easy, satisfying hit.
Ages 6–9

Matching & choice

These games allow your child to choose between options that mean something, like a number, a pair, a matching shape. Still no timer and no losing; a wrong tap simply invites another try.

Count It Ages 6–9 Tap to play →

Count It

Ideal age 6–9 Early numeracy No penalty

A few objects appear; the child taps the number that matches how many there are. There are three choices — the right answer and two close numbers. A wrong tap simply nudges and says “count again,” with no penalty and no timer, and a correct tap starts a fresh round.

How it helps

It pairs counting with number recognition in a low-stakes way, letting a child practice early math without the stress of being marked wrong. Because mistakes only prompt another gentle look, it keeps anxious or easily-frustrated learners engaged.

Tips for playing

  • Best once a child is starting to recognize numerals and count small groups.
  • Count the objects aloud together before choosing, then point to the matching number.
  • Treat “count again” as a normal part of play, never a failure.
  • Keep large targets on so the three number buttons are easy to select.
Memory Match Ages 6–9 Tap to play →

Memory Match

Ideal age 6–9 Working memory Turn-taking

Flip a card, then find its pair. A mismatch simply flips back — no score, no timer, no losing. When every pair is found, the game celebrates and deals a fresh, small board (just three pairs), so it stays light and achievable.

How it helps

Remembering where a card was builds working memory and attention, and the flip-and-find rhythm naturally supports turn-taking. The board is deliberately small to keep cognitive load low, and switch scanning only ever lands on cards that are still face-down, so it never wastes a child’s press.

Tips for playing

  • Great for a child ready to hold a little information in mind between turns.
  • Play together and take turns — it works beautifully as a shared, social game.
  • Talk through what you remember (“the cat was over here”) to model the strategy.
  • No need to rush; the board waits as long as the child needs.
Shape Sorter Ages 6–9 Tap to play →

Shape Sorter

Ideal age 6–9 Matching & spatial sense Tap-to-place (no drag)

Pick a piece, then tap the matching slot to drop it in. Crucially, it uses tap-to-pick then tap-to-place rather than a sustained drag — far easier for limited fine-motor control. A wrong slot just says “try again”; place them all and it celebrates with a new round.

How it helps

It builds shape matching and light spatial reasoning while sidestepping the hardest motor demand in most sorting games — the precise, sustained drag. Splitting the task into two simple taps means a child who can’t hold and drag can still succeed independently.

Tips for playing

  • Ideal for practicing matching when dragging is difficult or tiring.
  • Name each shape as it’s picked and placed to tie language to the action.
  • If selecting is hard, increase target size so pieces and slots are larger.
  • Let the child explore wrong slots freely — “try again” carries no cost.
Ages 9–12

Patterns & logic

These games ask your child to notice, remember, and reason – while also spotting a difference, echoing a sequence or completing a picture. However, they keep the same calm, no-fail objectives.

Odd One Out Ages 9–12 Tap to play →

Odd One Out

Ideal age 9–12 Visual discrimination Screen-reader friendly

A grid of identical pictures with one that’s different — find the different one. A wrong tap just nudges and says “look again,” with no penalty and no timer; a correct tap brings a new round. Each cell is also labeled by name, so it can even be solved by ear with a screen reader.

How it helps

Scanning a set to find what doesn’t belong builds visual discrimination, focused attention, and simple categorization. Because every cell announces itself to assistive technology, it stays solvable for children with low vision — a rare quality in a “spot the difference” game.

Tips for playing

  • Suits a child ready to compare several items and reason about difference.
  • Ask “what makes that one different?” to turn finding into describing.
  • For low-vision players, lean on high-contrast mode and the spoken labels.
  • No streaks to protect — pause or stop whenever attention fades.
Pattern Echo Ages 9–12 Tap to play →

Pattern Echo

Ideal age 9–12 Sequential memory No-fail Simon

Watch a growing sequence of pads light up with sound, then repeat it — a Simon-style memory game, reworked so you can never lose. A wrong tap is gentle and the same sequence is simply shown again; the pattern only grows once the child gets it. During playback, taps are ignored so they can’t interfere.

How it helps

Holding and reproducing a sequence builds sequential memory, attention, and impulse control — all in a format that traditionally punishes a single slip. Removing the fail state means a child can practice that demanding skill calmly, at their own pace.

Tips for playing

  • Best for a child who enjoys a memory challenge and can wait through playback.
  • Watch the lights and listen to the tones together — both channels reinforce the pattern.
  • Celebrate the repeat itself, not the length; the sequence grows naturally.
  • If playback feels fast, the reduce-motion setting calms the visuals.
Star Light Ages 9–12, 12+ Tap to play →

Star Light

Ideal age 9–12 (and up) Calm creative Any-order, no wrong move

A few stars sit in a night sky; tap them in any order to light them. Each newly lit star draws a glowing line to any neighbor already lit, so whatever order the child works in, the finished picture is always the named constellation. Tapping an already-lit star just re-chimes — there is no wrong move. Complete it and the shape glows, its name is announced, and a fresh sky fades in.

How it helps

It rewards gentle spatial exploration and gives a real sense of building something beautiful, with zero order requirements to trip up motor planning. The any-order design means success doesn’t depend on a precise sequence, while the constellation names add a quiet thread of learning.

Tips for playing

  • A calming, open-ended choice — good for winding down or for older children.
  • Read the constellation’s name aloud when it’s announced to extend the moment.
  • There’s no rush and no order to keep — let the child wander the sky freely.
  • Pairs well with high-contrast mode so the stars and lines stand out clearly.
Ages 12+

Strategy & creative

Open-ended play with room to make choices and create something personal — still calm, still impossible to lose.

Paint Grid Ages 12+ Tap to play →

Paint Grid

Ideal age 12+ Open-ended creative No goal, nothing to lose

Pick a color from the palette, then tap cells to fill them; tap a filled cell with the same color again to clear it. There’s no goal, no fail, and nothing to lose — just make pictures. The palette swatches and the grid cells are all targets in one set, so switch scanning reaches every one.

How it helps

It supports self-expression, planning, and color choice in a completely open, judgment-free space — valuable for older children who want creative agency rather than a task to complete. Because clearing a cell is as easy as filling it, experimenting carries no cost.

Tips for playing

  • Ideal for older children and teens who want to create freely.
  • Suggest a loose theme (“make a sunset”) only if the child wants a prompt.
  • Switch users can reach the palette and every cell through scanning — no precision needed.
  • There’s nothing to save or finish; the picture is the point, not the result.

Safely built for every way of playing

All of our games are fully operable by single switch, two switches, keyboard, touch, and mouse, at large target sizes, with no timers and no fail state by default.

We’ve eliminated flashes that could risk photosensitive seizures, motion can be reduced, contrast and text size raised, and sound is always optional — never required to play.

There are no accounts, no ads, no in-app purchases, and nothing is collected from your child; settings live on your device only. Set the controls once on the games hub, then hand it over — everything else just plays.