A raccoon is waiting for you at the campfire on Brain Island. Tell him about your day — then head off on a quest with Graig to discover how AI works. For real.
Free, no account — and everything stays on your device.
Somewhere on the ocean floats an island that appears on no map. Its cliffs whisper, its stones glow — the island is thinking. It's Brain Island, and its guardian is a little raccoon named Graig.
Your child sits by the fire with Graig and tells him about their day — out loud, like talking to a friend. Graig listens, asks questions, laughs… then weaves the evening's quest from what he heard. Théo's lost water bottle becomes the mystery of the floating market.
Two kids learn the same thing — but no two live the same story. By playing, your child trains real little AIs, tests them, tricks them, and understands where their mistakes come from. That's what it means to become an AI secret agent.
— Seven quests, seven machines to train —
Each quest fits in one 45-minute evening and ends with a badge. Nothing to install, no account — it starts right in the browser.
One single night, from the camp to the Summit. Four machines work in the dark, and your child checks them one by one before lighting the great fire themselves. This is where they learn not to take a machine at its word.
The floating market is a mess. Your child shows Turbot examples so he learns to sort things on his own — then discovers why he gets it wrong.
A machine made of boxes and marbles, without a single line of code, that becomes unbeatable at tic-tac-toe. Your child trains it game after game.
The parrot always guesses the word that comes next. Your child sees the magic trick behind talking robots — and how to trip them up.
A robot, a row of lamps, a few rule cards. Without knowing it, your child builds a Turing machine.
Eight clients each arrive with a problem. It's up to your child to pick the right training method: the challenge that ties everything together.
The finale. The four powers come together on stage, and your child presents their creation — signed poster and standing ovation included.
The eighth quest is being written. The wood is stacked, the fire is not lit yet. Leave an email and you will hear about it the day it catches.
To go further
A sandbox for the real MENACE machine from 1961. No quest, no badge: just plenty to tinker with after quest 2.
The reward: walking around the 3D island among the characters. Talking to them live, out loud? It's coming — it's the big project of the beta phase.
Your child explores the 3D island and finds Graig and the islanders right where they live. Talking to them live, out loud? That’s the big beta-phase project — we’re working on it.
— Recruitment —
graig.fun is recruiting its first class of junior agents. Leave a parent's email: you'll receive the first mission the day the full adventure sets sail.
One parent email, used once, to announce the launch. Nothing else, never sold — and you can ask for it to be removed anytime.
Got a tester password? graig.fun/testeurs
— Your mission starts here —
Tell Graig about your day at the campfire — out loud, turned into text right on your device — then head off on a quest: train a real little AI and discover why it gets things wrong. No account, nothing to install.
— A typical evening —
Designed for a kid who's tired after a long day: short blocks, lots of talking out loud, and it always ends on a win.
Your child tells Graig about their day; he listens and asks questions.
An islander has a problem — the quest is woven from your child's story.
The main event: training, testing, and tricking a real little AI.
Your child brings a parent aboard — and the KID takes the lead.
A badge, the island journal, and a teaser for the next quest.
— Parents come aboard —
Every quest has a 5-to-8-minute "Duo Moment." Not free that evening? Graig steps into the role — every quest also works solo.
Your child trained their AI to recognize funny faces. Your job is to make them — and they judge whether their AI recognizes you.
Parent versus child in a duel against the drawing-guessing AI. Get ready to lose.
"Explain to your parent how you outsmarted the dragon." Teaching is the most powerful way to learn.
The parent never takes the controls. The child teaches, leads, shows. It flips the homework dynamic upside down.
— Privacy —
"We tell you exactly where every single thing goes. No rounding off."
The island journal, the badges, the seashells, the machines' memory: everything is stored in your device's browser. Nothing is sent to a server, and your child can erase it all with one button. No account is needed to play.
If your child chooses to speak to a character, the microphone audio is sent to ElevenLabs, which handles the speech recognition and the voices. That's the only moment anything leaves the device, and it requires their explicit permission. Every game is fully playable without ever turning on the microphone.
Every character receives written, versioned instructions: stay in character, never ask for personal information, never point to any link, and say it's a machine if asked.
The stories are generated with Cohere, one of the world's leading AI labs — and it's Canadian. The camp is designed in Montreal, one of the world capitals of AI research. We teach the AI of here, with the AI of here.
— For parents who want the details —
Each quest builds on what your child is already working on in grades 2-3 (Quebec's PFEQ curriculum) — and each parent sheet names the exact connections.
Telling Graig about your day is the oral exercise from the French curriculum. Sorting the floating market's data is grade-3 beginner statistics. Spotting generated images is literally in Quebec's Culture and Citizenship program. School reinforcement disguised as a game — and we own it.
— We didn't invent this all on our own —
graig.fun builds on the world's best frameworks for teaching AI and draws on activities with a proven track record. Everything is public and verifiable: these frameworks and activities exist — look them up by name.
And for every quest, two reads for parents, with no account to create.
— News from the camp —
An email now and then: a new quest, an important fix, the opening of the 3D island. No ads, no chatter.
One address, nothing else. Never sold, and removed whenever you ask.