Players fly through shared realms, solve environmental tasks, help one another through obstacles, collect spirits and cosmetics, and build ongoing friendships.
Why it may be useful
Helping a stranger past an obstacle is built into how you progress, not just encouraged. What it builds is a habit of small kindness in a low-risk space, not a skill that carries elsewhere.
Keep in mind
Its emotional warmth sits inside a live-service online space with moderation concerns, seasonal FOMO, and spending pressure, so kindness is encouraged by design but never guaranteed by community behavior.
Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →
What the game is
Sky: Children of the Light is an online adventure about flying and helping strangers, made by thatgamecompany. It launched globally on iPhone in July 2019 and now runs on phones, Nintendo Switch, PlayStation and PC. You play a small cloaked child gliding through the realms of a broken kingdom, returning fallen spirits to their constellations.
You meet other real players constantly, and most of the play is cooperative in a soft way: helping someone past an obstacle they cannot pass alone, leading a stranger somewhere, waiting for them. There is no combat between players and no way to lose to them. Apple's listing confirms the app includes messaging and chat and user-generated content.
It is free to download on every platform and makes its money from in-app purchases. Apple's listing shows candle packs at $4.99, $9.99, $19.99 and $49.99, a Season Pass at $9.99, a Season Pass Pack at $19.99, a gift version of the Season Pass at $9.99, a Starter Pack at $4.99, and individual cosmetic items from $1.99. Apple rates it 13+.
What you actually do
A session usually starts by flying somewhere with whoever is around. The realms are made of gentle traversal puzzles: a gate that needs light, a stretch you cannot cross without help, a spirit to find and follow. You gather light through the world and spend it on cosmetics and on unlocking the memories of the spirits you collect. Seasons run for a fixed stretch of weeks and bring new areas and new collectibles, most of which are gone when the season ends. Much of what keeps people playing is the daily round: collect the day's light, check in on friends, finish what the season is asking for.
What it exercises
Helps a stranger past an obstacle without being asked or rewarded
Coordinates with someone you cannot speak to, using gesture and position
Budgets a slowly earned currency against many competing rewards
Maintains a friendship in a shared space over weeks
Why we rate it Minimal Worksheet score 26 / 100
FitHow much real knowledge or skill does the play itself make you use?18weight 45%
Fit is scored 18. Helping is written into the level design rather than encouraged by a badge: several obstacles genuinely cannot be passed alone, so cooperation is the mechanism of progress, and that is real. It stays low because the same loop that rewards helping also feeds a collection system and a shop, so generosity shares the stage with acquisition rather than standing on its own.
TransferWill what you practise here work outside the game?15weight 30%
Transfer is scored 15. Practicing small acts of help toward strangers, with the anonymity stripping out most of the usual social risk, is a decent thing to spend time on. But helping here costs nothing real and always works, which is not how it goes outside the game, so what forms is a habit rather than a skill that transfers to a harder situation.
PracticeDoes the game make you use that skill again and again, as it gets harder?55weight 25%
Practice is scored 55, the strongest axis. The cooperative act repeats every session, and the seasonal structure is built to bring a player back daily for weeks at a time. That is real repetition, but it is also the catch: the same design that rehearses helping rehearses returning on schedule so as not to miss something that will not come back.
What the evidence says
Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.
The evidence level is Editorial only. Four sources are listed: thatgamecompany's launch post and the Nintendo, App Store and Steam listings. They confirm the developer, the July 2019 global launch on iPhone, current availability on phones, Switch, PlayStation and PC, and the App Store rating of 4.8 from 266,000 ratings. The App Store listing supplied the exact in-app purchase names and prices quoted above, the 13+ content rating, the messaging, chat and user-generated content flags, and the data-tracking summary. No study measures whether the game affects anyone's generosity, and none is claimed.
Editorial assessment - not a measured scientific effect.
Fit
18/100
Transfer
15/100
Practice
55/100
Why it makes the cut
This is already a major social adventure people choose for the game experience itself.
Editorial only
The evidence is editorial: four official launch and store listings confirm the release, price and content, and the App Store's own texts supplied the purchase and rating details quoted here. No study measures whether the game changes anyone's generosity.
Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.
Current Nintendo, App Store, PlayStation, and Steam listings confirm ongoing console, mobile, and PC availability.
thatgamecompany's own launch post confirms the original global iOS launch on July 18, 2019.
Age guidance
Ages 13+
Topics
Mind & well-being
Play styles
Co-op, Multiplayer, Narrative
Tags
Social play · Exploration · Live service
Helping strangers is genuinely built into the level design, but it costs nothing and always works, and the same daily structure that rehearses kindness also rehearses logging in on schedule.