YOBY, money enters the pond
There are ideas that arrive already dressed as products, with the market well-groomed, the slides pressed, and a growth forecast tucked into the inner pocket. YOBY did not arrive this way. It was born from a smaller question, and precisely for this reason, more difficult: how do you teach a child the value of money without turning childhood into a meeting with the accountant?
You can explain that you need to save, of course. You can use charts, piggy banks, allowances managed with the discipline of a household finance. But habits do not grow because someone illustrated them well. They grow within experiences, in the small repeated choices, in the waiting for something we desire, in the price we discover is too high, in the impulse-bought object that we then look at with that slight suspicion that adults also know in front of the exercise bike used three times.
YOBY is born to transform all this into a place.
Not a course with some reward points stuck on top. Not a banking app for adults shrunk and decorated with a duckling. Not a spreadsheet disguised as a game. A real world, built in three dimensions, where every family owns its own pond, every member can have their own character, and money stops being an abstract matter to become a visible choice.
In the pond, you explore, meet characters, complete missions, and collect fragments. Shells represent daily value, seeds the habits that need time, stars the progress and small victories. They are not real money and do not try to imitate it. They are manageable metaphors, objects that allow children to experiment without turning every mistake into a loss and every decision into a judgment.
The world of YOBY develops on multiple levels. On the surface, there are the ponds of daily life, relationships, the first choices. In the sky live the farthest goals, those that require patience, continuity, and the ability not to devour today everything that might be needed tomorrow. Underground, however, hide the invisible costs, the less obvious consequences, the things that seem convenient until the Mole turns on a lamp and shows what was left under the price.
Then, every Tuesday, Loris arrives.
Loris is a lemur and runs a market boat. He buys, sells, negotiates, and probably knows the value of a turnip better than many analysts. In his market, children can experience exchange and negotiation, discovering that price and value are not the same thing, that wanting does not necessarily mean buying, and that giving up today is not always a defeat. Sometimes it is just a choice that has decided to grow.
Each character in YOBY brings with them a different way of approaching money. They do not hold lessons and do not distribute report cards. They propose short situations, questions, missions, and observable consequences. An answer modifies something in the world, opens a conversation, raises a doubt. The game does not tell the child that they were good or bad. It shows them where a choice leads and allows them to look at it together with their family.
This is the central point of the project: YOBY does not want to teach children to manage money on their own. It wants to help families talk about it together.
Money, in many homes, is still a silent presence. Children perceive its effects, listen to fragments of conversations, see purchases postponed and desires negotiated, but rarely have a suitable space to ask questions. Adults, in turn, often do not know where to start. They fear explaining too much, too little, too soon, or with words that turn the kitchen table into a seminar on family budgeting.
YOBY tries to build a common language. A mission can become a question. An object to buy can open a discussion about desire. A shared goal can show what it means to wait. The pond records progress, changes with the family, and makes visible something that is normally not: the way habits form day after day.
We are building it in two. I handle the technical part: the code, the architecture, the artificial intelligence, the game mechanics, the integrations, and all those invisible gears that allow a duckling to walk, learn, and sometimes seem wiser than us. Stefano Lupicano manages the organization, relationships, partnerships, planning, and the path that must take this world out of our computers and into families, schools, and institutions.
The family dimension is the first core, but YOBY is also designed for schools. Financial education should not be limited to a definition learned and correctly returned. One understands value by choosing, waiting, comparing, exchanging, and observing the consequences. A class can use the same world to tackle these themes through quizzes, missions, and guided activities, without completely separating what is learned at school from what happens at home.
Building a product aimed at children means accepting an additional responsibility. It is not enough for it to work. It is not enough for it to be beautiful, fun, or capable of holding attention. It must know when to stop, what not to ask, which doors to keep closed.
For this reason, every family pond is private and controlled by adults. Children cannot be contacted by strangers. There are no advertisements in the experience aimed at minors, and their data do not become fuel for marketing. Privacy, parental control, and the principles of GDPR are not added pages at the end of the project, once everything has been built. They are part of the way the world is designed.
It is a technical, economic, and even narrative choice. A safe place is not just a place from which dangerous things have been removed. It is a comprehensible place, with visible boundaries, where a child can explore without being watched by an invisible market intent on measuring every hesitation.
YOBY is still under construction. There are territories, missions, collections, and characters missing. Some ideas will change shape, others will end up in the big drawer of splendid functionalities that would have required seventy-two developers, three years, and a professional beaver breeding. It is the normal friction between what we imagine and what we can sustain.
But YOBY already exists.
It has a domain, a world, ponds, characters, and families that can start to enter it. It has an economic structure, an educational direction, and a precise responsibility towards the people for whom it is being built. It is no longer a light vision that can change without consequences. It has become a product, and therefore something we must take care of.
Perhaps this is exactly what YOBY tries to teach, even before saving and financial choices: things gain value when someone dedicates attention, time, and continuity to them.
Even a small pond.
Even a duckling.
Even a habit that today seems invisible and tomorrow, almost without making a sound, will have become part of us.
YOBY is online at yoby.fun. The pond is open.
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