Each one is playable now, not a mockup. Each is also deliberately unfinished in a different
direction, so it is clear what developing it would mean.
01
Bench
the builder
Works
Click to place a brick. It snaps to studs, refuses to float, refuses to overlap, and tells you
whether what you have made would survive being picked up. Turn the view to get at the back. Save
models, share one as a link, or hand it straight to the compiler.
Why it earns its place: everything else needs models, and this is where
models come from. It is the tap the other four drink from.
02
Steps
the instruction compiler
Works
Give it any model and it produces the booklet: build order, one step at a time, new parts
outlined in white, a callout of exactly which pieces to find, and a printable contact sheet of every
step on one page. It can also do the thing paper cannot — show the finished model ghosted
behind the step you are on.
Why it is the interesting one: a model is an unordered pile; an instruction
is a sequence that is buildable at every point in between. The ordering is not authored, it is
computed — and it falls out of the geometry, because a supporting brick is always lower than
the brick it holds up. That one observation is the whole compiler.
03
The Tub
the inspiration engine
Works
Every "100 things to build" list has the same flaw: most of it needs pieces you do not own. So
this asks what is in your tub first — roughly, ten questions, once — and then only ever
deals challenges you can actually make. Subject, rule and twist, combined fresh each time. Plus a
ten-brick mode that hands you exactly ten pieces and no subject at all.
Why it earns its place: it is the only one of the five that solves a problem
we actually have on a wet Sunday, and the only one that needs no screen after the first ten seconds.
04
Three Views
the puzzle game
Works
A hidden shape casts three shadows — front, side, top. Build anything that casts all three.
Twelve levels, from a 3×3×3 up to a 7×7×7, each with a par to beat. There is
usually more than one right answer, and finding one under par is better than finding the original.
Why it earns its place: it teaches the exact skill an instruction booklet
demands and never explains — reading a solid object from flat pictures of it. A child who gets
good at this gets better at Steps without being told.
05
Blind Build
the family game
Works
Two players, real bricks, one screen. It deals a small model and tells you both which pieces to
take — one identical set each. Then one of you sees it and the other has to build it from a
description alone. Four ways to describe, including silent and yes-or-no-only. Then you swap.
Why it is the inventive one: the screen deals, guards the secret and keeps
score, and then deliberately stops. It never judges the model, because it cannot see your carpet
and should not pretend to. It makes the physical bricks better rather than replacing them.