Skip to content

Kids should know how to make things, fix things, grow things and cook things.

We started with make and fix.

Real tools, a real problem, and nobody doing it for them — until they can say the only thing we're actually after.

“I can do this.”

Ages 7–14 · Nothing to pay · Nothing ships yet

0150300?SCREWHAMMERFIXSANDYOUR NAME
QIKOMISSION 01

Qiko Mission 01

Meet Your Tools

Real tools.Real problems.Real capability.

Expected

1,299

Expected price. We haven't manufactured any yet, so this is our estimate — you'll know the real number before anyone is asked for anything.

Join the first 6 families
See what's inside

Ages 7–14 · Nothing ships yet · Nothing to pay

Why this matters

They can do long division. Can they tighten a hinge?

Practical capability is the one thing nobody is actually assigned to teach. It gets picked up sideways, from a parent with a spare afternoon — or it doesn't get picked up at all. Meanwhile the default answer to "can I try?" is "here, let me."

  • Real tools, not plastic ones
  • A problem, not an instruction sheet
  • Nobody doing it for them

Things they can do

Five things they'll be able to do.

Written the way a child would say it, and beside it the way they'd prove it. We don't claim a skill we can't describe them demonstrating.

The whole Make & Fix map — including what we haven't built yet, marked as such.

How Qiko Mission 01 works

The child does the work.

Every card gives a problem and never a procedure. There is no step one to follow — which is what makes the next six steps theirs.

  1. 01

    A real problem

    The card says what's wrong, never what to do about it. There is no step 1.

  2. 02

    They try

    With a real tool, on something that can genuinely be got wrong.

  3. 03

    It doesn't work

    By design. Every challenge has a mistake built into it, and every one costs nothing to undo.

  4. 04

    They figure it out

    There's a hint folded in the card. Opening it is their call, and nobody comments either way.

  5. 05

    They fix it

    Their hands, their tool choice, their second attempt.

  6. 06

    They check it worked

    Push the plate — nothing moves. Move the lever, let go — it stays put. They test it themselves.

What’s inside

Nine things. Every one of them real.

No plastic stand-ins, no filler, and nothing added to make the box feel heavier than it is.

123456
Everything in the box, laid out

And deliberately not in it — no drill, no saw, no electronics, no craft consumables, no plastic version of anything. What justifies the price is what your child can do at the end, not the weight of the box.

For the grown-up

Your job isn't to teach.

It's to give them room to figure it out. You're in the room the whole time — that part isn't optional — and the box tells you the two moments to step in. Everything in between is theirs, including the parts they get wrong.

You're in the room. The whole time.
Within arm's reach, sitting down. This isn't a product that entertains your child while you do something else, and we'd rather say so now.
You step in exactly twice.
Once to check the glasses are on. Once if something's genuinely unsafe — a hand in the strike path, a tool pointed at a face. Everything else, you sit on your hands.
Small tools, real ones.
A 225g hammer, a child-sized screwdriver, impact-rated glasses. Nothing that cuts, nothing with a motor, nothing that plugs in.
Designed so mistakes are cheap.
Short nails, a card holder that keeps fingers out of the strike path, and a claw so anything that goes in can come back out. Getting it wrong should cost a second attempt, nothing more.
Not for under-sevens.
And the screws and nails are a choking hazard, so they live in a lidded tin away from smaller siblings.

The full safety position — hazards named, and what stays your call.

Be one of the first families.

There is no warehouse and no shipping date. There is a finished design, a plan to hand-build six of them, and six children who will tell us whether it works.

You'll hear from us when the first real run is ready — and you'll hear from us if it never is.

Which one would you want after this?

Optional — it just rides along in the message. Neither exists yet.

Join the first 6 families

Nothing to pay. We'll message you before anything ships.

The longer mission

Make and fix is where we started, not where it stops.

Neither Grow nor Cook exists. There is no waitlist for them and no date — we are not building a second domain until the first one is proven to work on real children.