Designed by your child, built for your child.
A six-month season for children aged 10 to 12. Story chapters pose real mechanism problems; your child’s decisions at the workbench become 3D-printed parts in the post; and the parts build, month by month, into one working wind-up creature — wound for the first time by its maker, and no one else.
Arrow keys turn her. Hold the Wind key — Space, Enter or W — and let go.
This is Sedge — one worked season of eight decisions, moving. Yours would move differently.
The whole of it, in three steps
Decide at the workbench.
Each month’s chapter ends in a mechanism problem that will not resolve itself. Your child tests everything, then commits — one named choice, made once.
The Workshop cuts the parts.
Every part is printed to the decision your child committed — after it, never before. The wait is the making.
One creature builds up.
Six parcels, one machine. At the end of month six: the First Winding.
What makes this different
Every restoration gets finished.
A season is six parcels, and the sixth one comes. No open-ended collecting, no part-work treadmill: the season is complete by design, and finishing it is a promise in writing.
No two have ever moved alike.
Eight decisions shape the machine itself — stance, temper, strike, rhythm, reach, bearing, plumage, name. Seven of them offer three ways each: 3⁷ = 2,187 mechanically different creatures before the name goes on.
One thing, not another pile.
Each parcel joins the same creature. Nothing monthly to store, nothing to throw away — it accumulates into one wound animal on a plinth, with a certificate.
Real mechanisms — cams, gears, linkages.
The story’s problems are the engineering: gear trains, cam profiles, linkages, and last of all the governor. Your child decides them on screen, then holds them working.
Meet Sedge
Sedge is Patternbook 41, restored through one worked season: low stance, patient temper, a feint before the strike. Every one of those was a decision, and every decision could have gone two other ways.
Screen time that turns into something real.
The workbench is a place to decide, not to scroll: no timers, no streaks, no feeds, and nothing social. Everything decided on screen arrives as a physical part in the post. There is a page for the questions you will actually ask — cost, sticking with it, safety, data — written plainly.
THE WHIRLWRIGHT GUILD · FOUNDED 1751
The Guild restores the world’s lost mechanical creatures. The Rolls have been reopened, and it takes apprentices the old way: by restoration, not by application.
Two ways in
The season: £129, paid once, six months — £21.50 a month, and it ends. Monthly: £24 a month, £144 across a season, cancel any month. Same parcels, same promises, either way.
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Every restoration gets finished. If the season starts, the season completes. In writing.
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The season never auto-renews. Six months, then it ends. Anything further is your choice, made fresh.
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Pro-rata refunds. Stop, and pay only for what has been made and sent.
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Free reprints. A part that fails is reprinted and posted, free.