Quest 3 and any WebXR browser. Each world opens in the headset’s browser and enters VR from there.
Yes. It is the same world. What you finish in the headset is waiting on the phone the next time you open it, story and all.
One world, two ways in.
The headset is a door into the same island, the same ship, the same shore.
The phone and the headset are one world.
Each world in VR is built from the same ground, the same paintings and the same record as its phone. A day done in one is done in both, and a therapist’s receipt comes home the same way.
The same terrain, the same paint.
The headset renders the world the phone walks: the same map, the same textures, the same warmth.
What you do counts.
Finish a day in the headset and the phone has it the next time it opens, with its story and everything it unlocks.
The therapist sees it.
A tool assigned in the Lighthouse can be done in the headset, and its receipt comes home to the record.
The island, around you.
- The trail. Every one of the thirty-five days is a post on the island’s path, gold where you have done it. The next day glows: step into its ring and do it right there.
- Your sky. Your recent check-ins, overhead, as a constellation.
- The breath circle. In the east cove: four slow rounds, and step out whenever you like.
- The worry basin. Take the stone and carry it to the water.
- The gratitude lantern. Hold one good thing for eight counts, and a lantern lights in the canyon for every day you keep.
- The last day. When the trail is done, the boat comes in to the pier.


The voyage, at the wheel.
- The wake. Behind the ship, the wake is drawn from your own thirty-two days of recovery. It shows what really happened, and it only ever grows.
- The lighthouse. Pair your world with a therapist and a lighthouse rises on the horizon.
- Below deck. The crew’s workshop, where the instruments are kept.
- Over the rail. The freedive: down into the blue, with the wake glowing overhead.
The shore, stood on.
- The exact island. The world the family walks on their phones, at full size: the fire, the shelter, the ridge, the waterfall.
- Build together. Build the camp in the headset, and what you build is on every phone in the family.
- Meet at the waterfall. One in a headset, one on a phone, both walking to the same place to finish the challenge together.

Made to be easy to be in.
The stick walks; a button teleports.
Aim the arc and release to jump, or walk at your own pace.
Smooth turns or snap turns.
Snap-only is one touch away.
A seated mode, and a comfort vignette.
Both on the wrist panel, with mute-all beside them.
Put the controllers down.
Your hands appear, and a fingertip touches anything you can use.
No headset? Every world opens on a computer too: the mouse looks, the keys walk.
Each world in VR is its own world, $19.99 a month.
The same price as a world on the phone.

