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.
← Back to all games & settingsThe 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Open-ended play with room to make choices and create something personal — still calm, still impossible 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.
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.
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.