About

Started by a nine-year-old.

Dominick, who started DynaForges

Dominick is nine. He builds Lego until the living room floor becomes a hazard, can name a car from the shape of its headlights before it has passed, and plays soccer and football with the particular seriousness of someone who has decided that losing is temporary.

DynaForges is his idea.

Where it came from

He noticed something that most nine-year-olds notice and most adults have forgotten: the games made for children are usually the ones that expect the least from them. Lots of noise, lots of prizes, nothing you carry out of the room with you.

The things he actually loves are not like that at all.

🧩Lego

Follow the instructions until you understand the system — then build the thing that was never in the box.

🚗Cars

Every car is an argument about what matters: speed, space, safety, cost. Somebody decided all of it.

Soccer & football

You lose. You are annoyed about it. You go back on Saturday anyway. That is the whole lesson.

Those three ideas — build the system, ask how it works, go back after losing — are in every game here, whether or not anyone says so out loud.

“I want games that make your brain bigger, but you do not notice while you are playing.”

Who actually builds it

Worth being straight about this: the code is written by his dad, an industrial designer who has spent twenty years making physical products and now makes software too. A nine-year-old is not writing the database layer.

But the decisions that matter to a player are Dominick’s. Which games exist. What is fun and what is boring. When something is patronising. He is a ruthless tester — if a game is dull he says so in about four seconds, which is roughly three seconds faster than any adult would.

What it is for

The plan is bigger than a few games. Dominick wants to build a business, and he wants it to be useful to children who think the way he does — the ones taking things apart, asking why, quietly convinced they could make a better version.

So DynaForges is partly a games studio and partly a long experiment in what young people can build when somebody takes them seriously. The plan is that it grows up alongside the children playing it: games now, real projects later, and eventually something run by the people it was built for.

Nobody expects a nine-year-old to run a company. The point is what he will know at nineteen, having spent ten years doing it.

For parents

Every game here is built to teach something real — road sense, handling money, looking after an animal properly — without pretending to be homework. There are no loot boxes, no random rewards, and nothing a child can buy their way out of. Those are deliberate choices, and they are explained on each game’s page.

See the games How they teach