FOR GROWN-UPS

Why Hover Kids is built the way it is — from a parent, to parents.

Meet the Heroes · How to Play

Hover Kids started as a game a dad built for his own kids. Every design decision in it filters through one question: is this good for the six-year-old holding the phone? Here's what that means in practice.

One button, on purpose

The whole game is played with a single input — hold to rise, release to glide. There's no attack button: every power comes from catching something on the course, and the skill being practiced is positioning, timing, and patience. Grab the ninja cloud before the robots arrive; save the star for when it counts. The game quietly teaches temperance — earn your power, then choose your moment. (The one calm counter-example is deliberate: the yoga cloud protects but never defeats. Peace is also a power.)

A session is 15–20 minutes, and then it ends

The full game — five cities plus a secret island — is designed to be one great sitting: a complete hero's journey with a real ending. When it's done, it says thank you and goes back to the title. No "play again?" prompt, no cliffhanger, no hook. Coming back tomorrow is your child's idea, not the game's.

The Sunset Card

After 20 minutes of continuous play, at the next natural break between levels (never mid-level), the game shows one quiet full-screen moment: the day's hero watching the sunset. It isn't a lock and it never nags — a tap continues playing. It simply makes "we're done for now" the easiest, most beautiful choice on the screen. Set it here:

Sunset Card timing

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What we will never add

Quitting is always safe: progress saves at level boundaries, and closing the game mid-level just means that level starts fresh next time.

Young eyes

Nothing in the game strobes, flashes full-screen, or shakes the screen (there's exactly one tiny rumble, when the boss ship lands in the rubble). The end of every session is deliberately calmer than the middle — the last feeling is quiet pride, not adrenaline. A few habits that pair well with any screen time:

The Spirit of Hover Kids

Hover Kids was made by a dad for his kids.

We wanted a game that feels like surfing: a happy flow where you hold to rise, let go to glide, and learn that your energy is something you can save up and use at just the right moment. Patience and control are the real superpowers here.

Hover Kids is built to leave kids feeling brave, kind, and capable, not wound up. There are no ads, no purchases, no sign-ups, no streaks, and no tricks to keep anyone playing longer than is good for them. When it's time to stop, the game says goodbye warmly.

Our heroes are ten ordinary kids who discover something special inside themselves. Their stories are about never giving up, being a good friend, waiting patiently, being brave when things feel scary, believing in yourself even when someone says you can't, and always staying safe.

We hope your little ones finish a game smiling, and maybe a little more sure that they can do hard things.

Lessons in the stories

Every hero has a short read-aloud story (see Meet the Hover Heroes). Each one is about one small, big thing:

Written for ages 2–7: short sentences, nothing scary, nobody gets hurt. In the stories the invaders get bonked, bounced, fizzled or zoomed back home — never anything worse. And every hero wears goggles, because heroes always wear their safety gear.

Privacy

No accounts, no data collection, no chat, no third parties. Progress lives in your browser and nowhere else.

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