The whole program, door by door

Three people walk in through three different doors. Here is what each one sees.

A parent signs up. A coach runs the six weeks. The young person plays. Every screen below is the real thing.

Door one

The parent or caregiver

The sign-up, the kit, three short notes a week, one two-minute check-in. Your teen's answers in the game stay theirs.

STEP 1

Sign up, ten minutes

parentgriefgalaxy.com

Who you are, who your teen is, who died and how, where the kit goes, when to start, how to reach you, and consent. If a grief center or hospice sent you, their link puts your family on their board automatically.

Try the sign-up →

the sign-up, referred by a site
The sign-up. A site's referral shows in the header; the family lands on that site's board.
STEP 2

The welcome, and the kit

parentemail · post

A welcome email arrives at once with your family code. Your coach sees the sign-up the same minute and ships the kit: the fridge calendar, crew stickers, the sealed conversation cards, the plain-language guide.

the coach's requests view
What your coach sees: the sign-up waiting, with the address for the kit and a kit-sent switch.
STEP 3

Two short questionnaires, before week one

young persona link by email or text

Before the first world opens, your teen answers two short pages about how things have been. There are no right answers. They decide how much of a person your family gets alongside the game: most families run on the standard rhythm; a family whose answers are above a line gets a call in week one and a warm hand-off to a clinician.

the screen page
The screen page, as your teen sees it. Under eleven, it asks to be read with a grown-up.
STEP 4

The week

parentemail · text

Day 0: the world opens and you get that week's page, with three things you might say. Day 3: a nudge, only if nobody has played. Day 7: three tappable questions. World Day itself is thirty to fifty minutes, side by side, the teen driving. Worlds never stack; a missed week waits.

the check-in page
The day-7 check-in. "Please call me" reaches your coach the moment you tap it.
STEP 5

Six weeks, then the launch

everyone

After world six the ship flies and the home world stays open forever. Your teen answers the two pages again at the end and three months on. If the answers have not moved, a person steps in: that is the program working, not failing.

Nothing here replaces crisis care. If your teen talks about wanting to die or hurting themselves, call or text 988 and call your coach today.
Door two

The coach at a site

A facilitator, a bereavement coordinator, a school counselor. Not the clinician — every clinical call has a named backstop.

STEP 1

Apply as a site

coachgriefgalaxy.com

Your organisation, who you are, how many families a year, whether a licensed clinician is on staff. We call, agree the backstop, and create the site with its referral code.

Apply →

the sites page
The program team's Sites page: the guide's title as families hear it, the backstop, the referral code and links, the escalation directory.
STEP 2

Your sign-in

coachthe console

A named account, scoped to your site. Two-step sign-in with an authenticator app is set up the first time you sign in and cannot be skipped. You see your families' names, totals and flags. You never see a young person's own words in the game.

the two-step setup card
First sign-in: the authenticator setup card, and nothing else until it is done.
STEP 3

The board

coachthe console

One row per family: the week, whether World Day happened, the check-in, the flags, whether the key is held. Flags sort first. The step-up worklist sits above it. A Monday digest lands in your inbox; flags reach you the same day by email or text.

the weeks board
The weeks board, as a guide sees it.
STEP 4

One family

coachthe console

The screening card: the four waves, totals against the cutoff, the track, referrals with their status. The flight plan: the device, the key, the caregiver's channel. Send a link again, refer to a person, hold the key.

a participant page
A family on the guided track: above cutoff at baseline, a warm referral open to the backstop.
STEP 5

The register, for everyone you serve

coachthe console

Screen every young person and adult at your site with the same short forms, whether or not they play: intake, then three, six and twelve months on. Hand a tablet across the desk, send a link, or enter paper. Enrol a young person in the program from here and their intake becomes the baseline.

the screening register
The screening register: households, next wave, latest totals, above-cutoff.
STEP 6

A circle, in the room

coachthe facilitator screen

Pick a world and who is in the room. Each young person gets a link for their own device. Your screen shows the talk beats, who is where, and count-only recaps. Hold the room, and every device shows "the room is talking". One key opens the week for everyone.

the facilitator screen
The facilitator screen for a Moonwell circle.
Clinicians walk through the same door. A clinician's account sees the same console plus the young person's own words and the research exports, and is the backstop for guides at their site. Lucine Center clinicians back any site that has no clinician of its own.
Door three

The young person

They never sign up. A grown-up sets up their device once; from then on the world is theirs.

STEP 1

The film

young personthe game

The first time, a short painted film: a moth, an otter, a few words, and the ship gets its name. Nothing to read that is not read to them; nothing the device reads aloud that a person should.

Try the teen door — nothing is recorded →

the opening film
The opening. The demo link above opens exactly this, with recording switched off.
STEP 2

Home

young personthe game

A black sky, their ship, and the arc of six worlds. The first is lit; the rest wait. Companions come to live here as worlds are finished. The things they make are kept in the ship's hold.

the home world
Home, on day zero.
STEP 3

World one: Moonwell

young personthe game

What grief actually is. Jellyfish Lake, where nine statements about grief float up as true or false and getting one wrong is the point. Riverlight, where six companions carry the three kinds of grief and every thought finds its water.

Jellyfish Lake
Jellyfish Lake: pull the gold lure for true, the violet for false, then let go.
STEP 4

The ratings, theirs alone

young personthe game

Ten thermometers about how grief has been. Never coached, never watched: in a co-played session the grown-up looks away; in a circle the facilitators turn around. The numbers go to the people looking after them and to nobody else.

the ratings
The Aurora Fleet: the ten thermometers.
STEP 5

In a room

young persontheir device

When a world is played in a circle, the same game runs on each device. When the facilitator holds the room, every screen says so and keeps its place.

the room is talking
The hold, on a member's device.
What the young person was told. Before week one, with them present: "I can see your weekly totals and flags; that is how I take care of you from a distance. What you write in the game is not shown to me or your grown-up. A clinician can read it, and only if the game raises a flag." That promise is enforced in the software, not only in the conversation.