Teaching community before economy.
SAMLLC · Working Theory · 2026
Every educational game teaches either individual skill (math drills, puzzle solving) or competitive economics (tycoon games, trading simulators).
None teach the thing that actually makes civilization work: interdependent systems maintained by a community.
Kids learn to optimize for personal score, not for collective resilience. The games we give them model a world where the smartest individual wins. The real world runs on the village that doesn't fall apart when one person has a bad week.
Village is a first-person building game where a child manages one plot in a shared world. The game enforces physical reality.
Water flows downhill. Crops need irrigation. Buildings need foundations. Paths connect neighbors.
You can't build a roof without walls. You can't grow food without water infrastructure your neighbor helped build. You can't repair your tools without the smith who needs ore from the miner who needs food from the farmer who needs water from the channel you dug.
The lesson isn't "cooperation is nice." The lesson is "cooperation is the load-bearing structure."
Village runs on the Lattice stack. The game is a Trojan horse for the entire platform:
Village is the product that makes the Lattice network tangible to a family.
Not "post-quantum cryptography" — "the game my kid plays where they learn how communities work, on hardware we own, with data nobody else can see."
The market is full of games that teach kids to compete. We don't have one that teaches them to build something together that lasts.
It's also, genuinely, the game we wish existed for our own kids.