Kick-off kit · 1
Get a call sign
Your call sign goes in the credits instead of your real name. Keep one you like, or invent your own.
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eTwinning · space physics · 2026–2027
Break our games. Vote on the fixes. Then build two new ones with crews from across Europe. Every idea has to survive physics.
The games
Start with two finished Mission ATLAS games and find everything that confuses, bores or breaks. Then your studio designs a new game, and new players decide which version wins.
More space-physics games: the full Mission ATLAS collection ↗
How a playtest works
A playtest is not “I liked it”. It is what happened, why it matters and what you would change. Your notes decide what gets fixed, and the fix is credited to your crew.
This week’s mission and your twin crew’s latest post.
In groups of two or three. Write down every moment you got stuck.
One mission report with your numbers, one feedback card with your idea.
Paste both into TwinSpace, then answer your twin crew.
Report desk
If your game has a Copy mission report button, use that. Otherwise build the report here. Nothing you type leaves this page until you copy it.
Mission timeline
October to April, never more than one lesson a week. The site moves the marker by itself.
European crews
Every school is a crew. Every crew has a twin crew in another country for the whole project. For each new game, two or three schools form an international studio, and the studios are reshuffled for Game 2.
Kick-off kit · 1
Your call sign goes in the credits instead of your real name. Keep one you like, or invent your own.
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Kick-off kit · 2
The build lab
Every new game follows the same four mission rules, so the physics stays honest. Everything else is up to your studio.
Everything else is yours
You do not need to code. Your crew can send content that goes straight into a game: crisis events, hints, briefings, character lines, debrief facts and translations.
Design brief
Your studio fills in one box per stage, plus the setting, the player’s role, the help available and how success is recognised. Twin crews review it, teachers check the physics, then it is locked.
What does the player watch happen?
What number does the player commit before the simulation runs?
What does the player work out in reverse?
What goes wrong, and what must the player decide?
Setting
The player’s role
Help available
How success is recognised
The decision room
New players in every school test version A and version B blind. Each school’s result counts once, whatever the size of the class. The version preferred in most schools goes forward; a tie is decided by the learning data (smaller errors, fewer hints). Then the crews vote on which features of the other version to carry over, so no studio’s work is lost.
Patch notes · Hall of Fame
Every change to a game appears here within 7–10 days of your playtest, credited to the crew that proposed it. Confirmed bugs and physics errors earn bounty points for your crew.
Crew code
This site uses no cookies, no analytics and no accounts. The games keep your unlocked stages only in your own browser.
For teachers
Up to six schools, students aged 15–18, 12 lessons (core track) or 20 (full track), never more than one a week. No programming and no required live meetings.
Contact the project coordinator through the European School Education Platform.
No lessons needed for this.
Every school takes part in every phase. The core track uses fewer lessons per phase; the full track uses all 20. Blind playtests need a group of new players, such as another class, for part of a lesson, and Launch Week needs an audience.
?test=1?v=A · ?v=B?station=echo?crews=echo,drift,aurigaScan to play