Slide to enter. Nothing to get lost in.
The child room shows only what you queued — big tiles, no reading needed, no suggestions, no autoplay, no links. When the plan is done it ends calmly at All Done, and there is nothing else to tap. Getting back to your side takes a grown-up.
One room, one plan, one calm ending
Only what you queued
You build plans — Bedtime, Morning, Car Ride — and drag them into the order you want. The child room plays exactly that, in exactly that order, and nothing else appears beside it.
Big tiles, no reading
Everything is a big picture tile with its own art on it. A two-year-old who cannot read a word can still find the song they were looking for.
Nothing else to tap
No feed, no suggestions, no autoplay chain, no links out, no ads, no shop, no currency, no timers and no lives. When the plan is done it ends calmly at All Done.
A quiet sound and a sky full of stars
At bedtime the room settles: a soft night sound plays behind whatever is on — crickets in a meadow, rain on a greenhouse, a calm ocean, a creek — or nothing at all, if your house is quieter that way. Stars drift slowly overhead. Nothing flashes, nothing counts down, and nothing asks for one more.
Getting out needs a grown-up
Child mode is entered with a slide, and left through a grown-ups-only gate. Settings, purchases and anything that leaves the app sit behind the same gate — so handing over the phone is handing over one room, not the whole device.
Where to go next
Dino
The helper that suggests what to make next, and explains progress.
See dinoProgress
Per skill, in plain words, and never a percentage.
See progressScreen time that talks back: interactive vs passive
The useful question is not how many minutes of screen time, but whether the screen asks your child to do anything — and whether it ever decides what comes next.
Read the guideBe first when Dinomy lands on the App Store
One email when we launch. That’s it.
