Paths of Babylon

A story where every choice matters.

Paths of Babylon is a choice-driven story game where players navigate real-world challenges—managing money, handling pressure, learning from mistakes. Each decision shapes the story, and setbacks become teaching moments, not failures.

Game link coming soon.

See the research
Ages
Best for ages 10–14
Time
10–20 minutes per chapter
Style
Story + choices
Best with
Solo or co-play

What this game is

Paths of Babylon follows a young character navigating everyday challenges through a series of branching story chapters. Players make decisions about money, friendships, risks, and priorities. Each choice creates consequences—some immediate, some delayed—and the story adapts based on what they choose. It's designed to spark conversation about decision-making without feeling like a lesson.

Play the game

Start a chapter and see where your choices take you.

Game link coming soon.

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How to play

  1. Choose a chapter to start (each one is a self-contained story).
  2. Read the scenario and make a choice from the options given.
  3. See what happens next based on your decision.
  4. Continue through the chapter until you reach an ending.
  5. Replay to explore different paths and outcomes.

Every chapter can be played multiple times. Different choices lead to different outcomes—and different conversations.

Gentle prompts to try

  • What made you choose that option?
  • What do you think will happen next?
  • Have you ever faced a decision like this?
  • What would you do differently if you played again?
  • What did the character learn from this?

Why it helps

It teaches money habits in context

The game introduces foundational money principles through story: save first before spending, spend with intention rather than impulse, verify value before committing, and understand that every financial choice carries risk. These aren't lectures—they're consequences that unfold naturally. When a character spends impulsively and regrets it later, or saves carefully and has options when they need them, kids see the cause and effect in a way that sticks.

It practices calm thinking under pressure

Many of the story moments involve time pressure, social pressure, or emotional intensity. The game creates a safe space to practice the pattern: pause, notice what's happening, then choose. By repeating this loop in a story, kids develop a mental habit they can apply when real pressure hits. The choices aren't always easy, and that's the point—calm thinking is something you practice, not something that just happens.

It reframes mistakes as learning data

In many games, mistakes mean game over. In Paths of Babylon, setbacks are part of the story. When a character makes a poor choice, the game shows what happens, why it didn't work, and what they could try next time. This teaches kids to see mistakes as information, not identity. They learn that "I made a bad choice" is very different from "I am bad at this." The first one leads to growth; the second one leads to shame.

It gives parents a way to talk about character choices first

One of the hardest parts of teaching decision-making is that real-life choices feel high-stakes. This game creates a buffer: parents and kids can talk about what the character should do, explore different outcomes together, and discuss principles without it feeling personal. It's easier to say "I think the character should save that money" than "You shouldn't have spent your birthday money." The game opens the door to conversations that might otherwise feel like lectures.

It builds decision-making stamina

Older kids are starting to make real decisions—about money, time, friendships, and risks—but they don't yet have years of experience to draw from. This game gives them reps. They practice weighing options, predicting outcomes, and adjusting when things don't go as planned. Each chapter is a low-stakes practice round for skills they'll need in higher-stakes moments later.

Who this is for

Families

  • Teaching financial literacy
  • Decision-making practice
  • Talking about choices without pressure

Educators

  • Life skills / advisory curriculum
  • Financial literacy units
  • Critical thinking exercises

Frequently asked questions

Are there "right" and "wrong" choices?

Not exactly. Some choices lead to better outcomes, others to setbacks—but the game doesn't label them as right or wrong. The goal is to explore consequences and learn from them. A choice that seems safe might have hidden costs; a risky choice might work out. The game mirrors real life: most decisions have trade-offs, and clarity comes from reflection, not from a score.

Can kids play more than once?

Yes, and we encourage it. Each chapter has multiple paths, so replaying with different choices reveals new outcomes and insights. Some kids will play through once and move on; others will want to explore every branch. Both approaches are valid—there's no required number of playthroughs.

Is this game about teaching kids to be risk-averse?

No. The game teaches kids to understand risk, not avoid it. Some chapters reward thoughtful risks; others show what happens when risks aren't managed well. The goal is to help kids develop judgment—knowing when a risk is worth taking, when to gather more information, and when to pass—not to make them afraid of trying new things.

Does this replace financial literacy education?

No. This game introduces concepts through story, but it's not a comprehensive financial education program. Think of it as a companion tool—something that makes abstract principles more concrete and starts conversations. It works best alongside other learning, whether that's a school curriculum, family discussions, or real-world practice.

What if my child makes all the "bad" choices?

That's part of exploring. Some kids will deliberately choose the risky or impulsive options just to see what happens. That's actually valuable—they're learning about consequences in a safe environment. You can ask afterwards, "What happened when you chose that? What would you try differently next time?" The game is designed to teach through consequences, not through preventing mistakes.

Is this therapy?

No. This is an educational tool designed to support social-emotional learning and decision-making practice through play. It is not therapy, diagnosis, or treatment. If you have concerns about your child's wellbeing, please consult a qualified professional.

Empathy Kids is an educational tool designed to support social-emotional learning through play. It is not therapy, diagnosis, or medical advice. If you have concerns about your child's wellbeing, please consult a qualified professional.

Ready to explore the paths?

Game link coming soon.