The day your kid puts the tablet down on their own
Agent Academy is a printable detective game. You type in your kid's name and we generate a top-secret case file: an agent ID, ciphers, and a search through your own house that work only with their name. You print it, hide three cards, and say one line.
Recruit my agentThe tablet is right where it was yesterday. Nobody's touching it. On the table there's an envelope with a wax seal, and on the envelope it says:
One name is all it takes.
The Academy gets to work.
Type your kid's first name. Not into a cart. Into the selection process.
The agent ID, the passwords, and the final code are all calculated from the letters of this name. A file made for a different name simply won't work for your agent.
This is a preview right in your browser. We don't send the name anywhere until you click to order.
The Academy is waiting for a new agent.
Next: check the details and pay by card.
“This came for you. It has your name on it. I wouldn't open it if I were you.”
That's your entire role in the first scene. One line, then leave the kitchen.
will manage to not look at it for about four seconds.Your agent will manage to not look at it for about four seconds.
What's in the file? Nice try.
- an agent ID card with their name and ID number
- a cipher only your kid's name can crack
- building a spy tool from things you already have at home
- required equipment: one empty toilet paper tube. Yes, really.
- a search for hidden right inside your home
- a message written in that only shows up once
What the mission actually looks like
Unrolls the file. Reads their own name in the header. Three times in a row.
takes the oath.Takes the oath. Out loud. More seriously than you'd expect.
Cutting, gluing, holding a toilet paper tube. It looks like a mess. It's a spy tool.
Searching the house. One card takes forever to find. Grumbling. Doesn't quit.
The last cipher. Total silence for a moment. Then yelling that they've got it.
Honest note: for younger agents, you read the text out loud and they do the solving. The game is built for that, and the guide tells you exactly when you're on and when you're off duty.
And if they ask at bedtime when the next envelope is coming? That's exactly why there's a second mission.
Psst. PIP here, the Academy's contact. Can I show you one thing the agent must never see?
In this game you're not the audience. You're Home Command, the Academy's secret partner. Your setup takes ten minutes:
Print the file. 13 pages, black and white is fine. The agent's part and your part are separate.
Cut out and hide three cards. The guide tells you exactly where, and how hard.
Put the file on the table and say one line. The one you already know.
And your role during the mission? For younger agents you read the text, they do the solving. And in the finale there's a moment with a secret message that appears with the heat of an iron. You're the one holding the iron; the agent gives orders from a safe distance. The guide tells you exactly when and how, step by step.
You don't have to be an entertainer
You know the question. “What am I going to do with him today?” After work, ideas are hard to come by. Here you don't invent anything: the adventure is done, and the guide tells you what to do and when.
We made up the adventure. You just start the story.
What your agent is actually doing during the mission
Reads because they want to know what's next
Every word in the file means something. Skim it and you won't find the card.
Decodes and combines
You can't guess a cipher. They compare letters, cross things out, get it wrong, and try again until it clicks.
Builds with their own hands
They build the spy tool themselves from things you have at home. And they keep it after the mission.
Sees the case through
The mission has a beginning, clues, and a payoff. The badge isn't for showing up. It's for solving the case.
We don't have a thousand reviews yet. We have our first agents.
“His favorite parts were the search with the tool he built himself, the badge, and the secret message at the end. The next day he asked when the Academy would send the next mission.”
“Setup really did take ten minutes and the guide told me exactly what to do. I was surprised how much he learned along the way. And he didn't ask for the tablet for an hour.”
The first two reports from pilot testing. We'll add more as they come in.
Inventions are disappearing from the Academy
Gizmo's workshop keeps reporting things missing, and nobody knows how. The Academy calls the thief the Phantom. Nobody has seen his face, but he knows things about the Academy he shouldn't. And the first mission ends with a message nobody was supposed to find:
“Good work, Agent. But I have to tell you something. Someone inside the Academy is working for the Phantom. Trust no one. Wait for the next file.”
Six missions. One story. One adversary.
Every mission is a case of its own. And a piece of a story that builds toward a finale where your agent will need everything they've learned.
1 · Activation
A file with their name on it. The first cipher, the first tool, the first badge. And a message nobody was supposed to find.
2 · The Laser Trap
The vault is empty. Nobody cut the lasers. How?
Mission file no. 2 gets declassified for agents who completed Activation.
3 · The Secret Lab
The Phantom was inside Gizmo's workshop. Some of the tracks lead in, not out.
4 · Tracks in Your Town
The Phantom left tracks right inside your home. A little too willingly.
5 · Infiltration
This time the kid is in charge. And you'll be taking orders.
6 · The Spark
The grand finale. Everything the agent has learned since Activation, all at once.
Exactly what lands in your inbox
What parents ask before the first mission
Will my kid even like it?
Do I have to print in color?
How much do I have to print?
Isn't this a one-time thing?
We have two kids
How long does the mission take?
Can they do it alone?
She's only 5. Or already 11.
When does the email with the file arrive?
What you should know as a parent
The mission for Agent is readyThe first mission is ready
Episode 1 · Activation
- A 13-page file generated for your kid's name
- The Home Command guide: 10 minutes of setup
- The first badge and the Mission Map for the whole season
- Designed for cheap black-and-white printing
- Sibling file for the same mission +$5.99
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Season 1 · Operation PHANTOM
- Every mission is a case of its own; the story continues
- Six badges and an ELITE AGENT diploma in the finale
- A discounted season bundle arrives with Episode 2
- First-mission agents hear about it first
Some Saturdays you remember
The one where a file with their name was sitting on the table and the house turned into a secret academy for an hour has a real shot at being one of them.