A road safety game that teaches the wrong thing is worse than no game, because a parent will trust it and repeat it at the kerb. So before any code existed I wrote down what the game must never do. Then I turned as many of those rules as I could into checks that fail the build.

The nine rules

  1. Only safe behaviour is rewarded. Stopping, looking, listening and choosing a safe place are the controls, and the only things that earn anything. There are no timers, speed scores, streaks or leaderboards. A points-and-leaderboard game tested in Hong Kong with 340 children did no better than a booklet, and a reward for speed would teach speed.
  2. Conservative rules, not gap judgement. The rule is “If anything is coming, wait”. Children under about 10 misjudge how fast vehicles are approaching, so the game never accepts or rewards a tight gap.
  3. Every rule is traceable. Each rule carries a code for its source: HC (Highway Code), NS (National Standard for cycle training), KC (Kerbcraft), TS (Know Your Traffic Signs) or RO (RoSPA guidance, marked as advice, not law). A build check rejects a rule without one. If I can’t trace something I flag it and don’t ship it.
  4. Rehearsal, not a substitute. The copy never implies the game alone makes a child road-safe, and the game is never designed for use at the roadside.
  5. Rules, not places. Streets show feature types like a zebra, a parked van or a school gate, and never a real place. A child shouldn’t learn that one particular crossing is always safe.
  6. Left-hand traffic. Most borrowed ideas come from countries that drive on the right. A test checks that on every two-way street the near lane’s traffic comes from the child’s right.
  7. Correct only what a source prohibits. The game never marks a child wrong for something the law permits.
  8. No harm imagery. No crashes, injuries or near-misses. A correction is a calm retry with a question.
  9. Rehearsal, never readiness. No “passed”, licence or “ready” framing anywhere, and a test scans every line of copy for those words. Kerbcraft bans pass certificates for the same reason: families read them as permission for a child to travel alone.

What the game will correct

Feedback has three tiers.

  • Rewarded: the taught choice. Standing back from the kerb with a clear view both ways, looking, listening, and waiting until nothing is coming.
  • Accepted with a short explanation: something the Highway Code allows but isn’t the taught way. Looking in a different order, standing right at the edge of the kerb, or crossing near a crossing without using it. The game says why the other way is better and doesn’t mark it wrong.
  • Corrected: crossing while anything is coming at the youngest stage, crossing from a spot with no view of the road, stopping in the road, crossing without looking, and crossing on a diagonal. A correction takes the child back to the step before the mistake with a question, such as “Can Pip see down the road from here?”

“Prohibited” has a definition. It means a source says MUST NOT, or uses an explicit “do not” or “should not”. Writing that definition down showed up a gap during the source review. Highway Code rule 7D allows crossing when there is a safe gap, so correcting a young child for crossing with a distant car doesn’t rest on the Code at all. It rests on a hazard in the log: children under 10 can’t reliably judge speed. A build check now makes every correction name either a hazard or a source text containing a prohibition.

At the older stages the game silently tolerates a crossing when a single vehicle is far away on a slow road. It never rewards it, and it never ranks it above waiting. The margins for that are in the hazard log, under H15.

A look has to see something

Kerbcraft’s own evaluation found that trained children often stood where they couldn’t see down the street, turned their heads anyway and said nothing was coming. A game that credits any head turn would train exactly that. So the game credits a look only from a spot with a real view of the road in that direction. The engine works the view out from the geometry of the street, including where a parked van stands, and not from a label someone typed. How that works is on the build page.

Ages, stages and training are recommendations

Modules are grouped into three stages, each with an approximate age range.

StageApproximate agesWalkingCycling
A6 to 8Safe places, crossings, parked cars, junctions and being seenGetting ready to ride, setting off and stopping, looking behind, and sharing paths with people, all in traffic-free places
B8 to 9Reversing vehicles and buses, shared paths and cycle lanesCrossing roads with a bike
C9 to 11No new walking modulesRiding on the road, towards Bikeability Level 2

Cycling starts at stage A with control skills away from traffic. Cycling near roads is introduced at stage B, and riding on them waits for stage C. Two bonus modules, using a push scooter and being a car passenger, are both at stage A.

A child’s stage is set by the parent on that child’s profile and never worked out from age, so the ages above are a guide and nothing more. Nothing is locked by age, by walks logged, or by whether a child has done Bikeability. Bikeability Level 2 is strongly recommended for stage C and not required. The programme can recommend and can’t enforce, and the Highway Code leaves it to the parent to judge when a child can manage a road.

Privacy

There are no accounts, no analytics, no cookies beyond what the page needs, no ads and no third-party scripts. Progress is stored on the device and nowhere else. A backup file the parent can export is the only way it moves.