Fall Build Club 2026

Ten weeks. Ten things your kid made.

Every week brings a new theme — a game, a quiz, a tool your family actually uses, a storybook. Your kid describes what they want, AI builds a first version, and then the real work starts: they play it, decide what's wrong with it, and revise until it's theirs.

$99 per child for the whole term. A second kid is $84.15.

Next cohort starts in 27 days.

Last updated

How a club week works

The rhythm is the product: theme, build, reject, revise, ship.

Monday: the theme

A build prompt lands — specific enough to start, open enough to make it theirs.

Midweek: the build

Your kid describes, the AI builds, and the real learning starts: "no, not like that — do it my way."

Friday: the ship

A finished, playable project — published with your approval, shareable with a link.

Always: you see it

Every AI exchange is visible in your parent dashboard. Supervision by design, not settings archaeology.

The ten weeks

The arc is in the skills, not the artifact. Weeks 1–3 are about making something that works. Weeks 4–6 are about making it good for someone else. Weeks 7–9 add pressure. Week 10 ships.

  1. 1
    The hero is you

    Week 1: your kid builds a game starring themselves — one superpower, one weakness. The weakness is the whole point. A hero who can do everything makes a boring game, and working out why is the first real design lesson. Ask at dinner: "what's your hero bad at?"

  2. 2
    Stump your parents

    Week 2: a five-question quiz on something your kid knows better than you — Minecraft lore counts, so do dinosaurs. Then you take it, in front of them. Losing to your kid on their home turf is the lesson: knowing something deeply is a kind of power.

  3. 3
    Something your family will use

    Week 3 switches from toys to tools: a chore picker, a dinner decider, a screen-time tracker. The test is honest and a little brutal — does anyone actually use it by Sunday? Building something useful for real users (you) is a different muscle than building something fun.

  4. 4
    Break it, then fix it

    Week 4 is remix week: take the Week-1 game and make it twice as hard — then the hard part, make it FAIR. The gap between difficult and unfair is game design's deepest idea, and kids find it by playtesting their own work. Expect "that's impossible!" followed an hour later by "wait, I fixed it."

  5. 5
    A character who wants something

    Week 5 is storybook week: one character, one thing they want, one reason they can't have it yet. That's the engine of every story ever told, and your kid is driving it. Ask on Friday: did the character get it? Should they have?

  6. 6
    Build for someone smaller

    Week 6: your kid builds for someone else — a game a little cousin or a grandparent could actually play. Designing for someone else's hands is empathy as a craft skill: bigger buttons, clearer rules, kinder failure. Bonus points for scheduling the real playtest.

  7. 7
    Broken on purpose

    Week 7 is the impossible-controls challenge: gravity flips, reversed keys, a jump that only works twice. Constraint is the theme — when the controls fight back, creativity shows up. This is reliably the loudest, funniest week of the term.

  8. 8
    Numbers that mean something

    Week 8 is data week: a tracker for something your kid genuinely cares about — streaks, scores, saved allowance, pages read. The quiet superpower being installed is the habit of measuring what you care about. You have a dashboard about them; this week they get one about themselves.

  9. 9
    Trade builds

    Week 9: kids swap projects and improve each other's work. Giving feedback that's kind, specific and useful is a skill most adults never learn — and receiving it is harder. Your kid will change something they didn't choose, and defend why.

  10. 10
    Ship your best

    Final week: your kid picks the term's best build, polishes one thing, and publishes it — with your approval, as always. Ten weeks, ten shipped projects. Ask which one they're proudest of and why; the answer is usually not the fanciest one, and the reason is the real lesson of the club.

Pick a start date

Two starts so you aren't stuck waiting ten weeks if you decide late. Each caps at 200 kids.

Fall Build Club
Open
Sep 28Dec 6
Fall Build Club
Open
Oct 19Dec 27

Straight answers

What it costs
$99 per child for the full ten weeks. A second child in the same family is 15% off. No subscription, no auto-renewal — you pay once.
Ages
6–17. Younger kids build simpler things; the themes work across the range because the kid sets the ambition, not the software.
Time per week
Most kids spend 45–90 minutes. There's no live class to attend — the theme arrives Monday and the kid builds when it suits your week.
What you need
A laptop or Chromebook and a browser. Nothing to install.
What you can see
Every exchange between your kid and the AI, in your parent dashboard. Not a summary — the actual prompts and the actual responses.
Publishing
Nothing your kid makes becomes public unless you approve it. Builds stay private to your family by default.
Refunds
Full refund any time before your cohort starts. After that, refunds are prorated by weeks remaining through week 6.
Running this for a group
Co-ops, microschools and after-school programs can run the same ten weeks with a per-week facilitator guide, at per-seat pricing. Details for programs.

The part that matters

The first thing the AI produces is never the deliverable. Weeks 4, 6 and 9 exist specifically to make your kid reject, revise, and defend their choices.

Every week ends with something finished. Not a lesson completed — a thing that exists and can be shown to someone.

Your kid does the deciding. The AI does the typing. That split is the whole design.

Co-ops · after-school · troops · libraries

Run the club for your whole group

$8 per student per month, minimum 10 students, first two weeks free. Your leader gets a one-page facilitator guide for every theme and an admin view of the group. Parents get full visibility into their own kid. We set every group up personally — email us and we'll have you running within a week.

Email vinay@xyplor.com →

Ten weeks from now

Your kid has ten finished projects and an opinion about which one is best — and a reason. That reason is the thing worth paying for.

Enroll your kid — $99

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