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Posted by twostraws 10/22/2025

Why I'm teaching kids to hack computers(www.hacktivate.app)
281 points | 110 comments
xandrius 10/27/2025|
Cool idea and execution but having in-app purchases to buy hints for a game targeted to kids is a big no.

I get the market forces and such but I don't want to have an app subtly teach my non-existent kids to reach out to in-app purchases like that.

twostraws 10/27/2025||
If you try the game and like it – if you've run through the 10 tutorial challenges and thought, "I like this and want more" – there's a separate version of the app that is an up-front, one-time purchase with no in-app purchases at all. You pay once and get everything. Get it here: https://apps.apple.com/app/id6754342195
xandrius 10/27/2025|||
Show them X free levels and with free hints.

When they get into the groove, at X+1 level show them "Did you like this? You can get 200+ levels if you convince your parents that this is a worthwhile investment for your learning." (copy TBD) and bam, you have a traditional game with a demo and a way to buy it that doesn't train kids to expect in-app purchases for every breath they take.

And btw, $25 is high even for an indie steam game, a mobile game will be even harder to market at that price. Just FYI. Best of luck!

randunel 10/27/2025||||
Oh, so having a separate (paid for) app makes targeting kids with in app purchases OK in the (free) app you advertise?
twostraws 10/27/2025|||
If I only released an up-front payment version, people would complain that they weren't able to try the app first. If I only released a free version with in-app purchases, people would complain that they don't like in-app purchases. I did both, and I'm still getting complaints. I get that my solution is imperfect, but I'm trying my best.
wffurr 10/27/2025|||
I really appreciate you having a full unlocked copy of the game with up front pricing and trying to solve this issue in a thoughtful way.

In the old days, the free version would be a limited preview of the game, and would direct users to purchase the full game. We called it a demo or shareware, as in you were intended to share and copy it widely.

You could also have the “in app purchase” be the full game unlock.

max002 10/28/2025||
Member it (southpark) :) one could learn some assembler by taking down those limitations and cd checks. Who would thought that it will be useful in reverse engineering malwqre in future? Hah...

Dont get me wrong, at that time very little ppl in my country had ccs to actually buy any software even if, they wouldnt give it to kids :)

anonymous908213 10/27/2025||||
This is a solved problem. It's called a "demo". What it entails is giving a small sample of your product completely for free, with no monetization at all, in order to entice a prospective buyer for more. It may be less lucrative than selling microtransactions to literal children, but it is something that people won't complain about, if you are genuinely in the market for a solution and not just trying to farm money off of scamming kids into swiping their parents' credit card because they have no idea what it's worth.
twostraws 10/27/2025||
You say "solved problem", then suggest something explicitly banned by Apple's app review guidelines.
inanutshellus 10/27/2025|||
1. HN folk are being surprisingly hostile here and it's not cool.

2. Is it really true that "the game is X levels and in-app purchases is a-lot-more-levels" is banned but "the game is Y levels and limited features and in-app purchases gets you features and hints" is not?

fainpul 10/27/2025||
I'm confused, because the version you can install for free is literally that: you get the 10 tutorial challenges and 1 subsequent challenge for free, then you have to pay to buy / unlock the full game. How is that different from the classic shareware / demo concept? Obviously it's not banned.
fragmede 10/28/2025||
> Demos, betas, and trial versions of your app don’t belong on the App Store – use TestFlight instead.

https://developer.apple.com/app-store/review/guidelines/#bet...

anonymous908213 10/28/2025||
This doesn't apply to a demo with a full product behind it. You can release your "demo" combined as one app, with a small subset of content available for free and the rest locked behind a macrotransaction. Which is what OP already does, except they also have microtransactions targeting children on the side. This essentially only prohibits you from releasing a demo if the demo is for an unfinished product.
zem 10/28/2025|||
ugh, that more i hear about apple the gladder i am that i have never had to go anywhere near the whole slimy mess.
cheschire 10/27/2025||||
Good early lesson of small business and app development is you can’t make everyone happy. Trying to though will be guaranteed to make at least one person unhappy, and that’s you.

So take advice where it’s offered but don’t mistake complaints for advice.

yojo 10/27/2025||||
The HN crowd is touchy on some topics. Don’t take it too personally - good on you for building something cool and shipping it.

FWIW my favorite non-predatory pattern is a level-limited free version with a single “unlock full game” IAP. That way users don’t have to lose their progress switching to paid.

skeeter2020 10/27/2025||
This is just an optimized version of shareware, now that we don't need to mail in a cheque to get the full set of floppies. seems self-defeating to reference anything like "in app purchase" for what's jsut a path for an immediate update after the user completes a known subset of levels.
aeon_ai 10/27/2025||||
The issue here is that you are trying to bridge two disparate goals - making money and helping kids.

The fact that this isn’t open source, as it stands, means the latter is not a primary goal - which is not an indictment, just an observation.

The complaints will come, regardless, for that reason alone, given the marketing/narrative.

You’re selling a product to parents/educators who want to gamify the technical education of their children. That market, small as it is, despises micro transactions.

yojo 10/27/2025|||
A sustainable business has the capacity to help a lot more kids than an unfinished open source project that never gets released on iOS because no one wants to pay the developer fee.

This isn’t “HackVille by Zynga,” it’s an indie dev trying to make a product they believe in. I hope it succeeds and inspires more high quality edutainment.

aeon_ai 10/27/2025|||
My point is that packaging the app in such a way as to put off your target audience is inherently unsustainable business.
yojo 10/27/2025||
I agree with that criticism, and I'd encourage the dev to iterate on non-micro-transaction monetization schemes. The part I disagree with is that a profit motive is antithetical to helping kids.

It'd be nice if we had robust, no-strings attached funding streams to make this kind of content, but we don't, so if we want it to exist, consumers need to pay for it.

skeeter2020 10/27/2025|||
You're not arguing against the GP but for the same thing from different angles. They're saying the approach is fighting the goal, while you're just saying "I hope they're successful".
yojo 10/27/2025||
I was responding to the claim that making money is in tension with helping kids learn.

I think it’s fair to claim that a large enterprise will eventually crank the money dial to maximum extraction. But a solo dev is free to follow their conscience and make money in a responsible way.

I don’t like the “pay per hint” model as currently implemented, but I’m willing to give the developer the benefit of the doubt that they didn’t think it all the way through.

dghlsakjg 10/27/2025|||
What does open sourcing an application have to do with helping kids?

There are plenty of arguments for open sourcing things. “Closed source apps necessarily deprioritize helping children” is not an obvious argument to me. Can you draw the connection more explicitly?

aeon_ai 10/27/2025||
Scale and accessibility - Eliminating any barriers for children to get access to education, etc.

Not to mention, it’s an app trying to help kids get exposed to underpinning technologies - seeing how the game itself is made would be optimizing for that end.

It’s not that closed source deprioritizes, but the “helping kids” were the sole and primary goal sought, there’s a clear answer to what would align with that.

All said, it’s not a critique of the OP - reconciling ideals and practical reality often require trade offs that would allow for a project like this to happen in the first place.

twostraws 10/27/2025||
I think it's hugely important to eliminate barriers to get access to education, which is why there's a free, web-based version of Hacktivate that is already being used 350+ schools around the world.

I also think there's a lot of people out there who would pay to have Hacktivate running offline, using the full power of their device, and with no external resources being required, so I made that too.

Suggesting that I need to make them open source to prove I want to help kids learn is really strange, particularly when literally thousands of students around the world are benefitting from my work without paying a cent.

aeon_ai 10/27/2025||
As mentioned, no indictment, and you don’t need to prove anything - helping kids learns is clearly a goal.

But so too is making money off the iOS app, correct?

stronglikedan 10/27/2025|||
yes, absolutely. options are always the right thing. nothing wrong with "targeting kids with in app purchases" if you're up front about it
figassis 10/27/2025|||
Thank you. I am always willing to pay a premium for kids apps that don't have any dark patterns, subscription crap or in app purchases. It's sad that the market has been so corrupted that now customers are asked to pay a premium to keep kids safe and sane.
twostraws 10/27/2025||
You'll be pleased to know that the app is not only a one-time payment, but also has zero tracking – no analytics, no logging, no adverts, and no data collection of any kind.
xandrius 10/27/2025||
Can I see the source code? Else it's just words :/
twostraws 10/27/2025||
Source code wouldn't help, because there's no way to verify any code I showed would be the same as the version on the App Store. Fortunately, you can just watch the network packets leaving from your device when you run the app, and you'll see literally nothing coming to me.
jrm4 10/27/2025|||
I dig it; and if the kids figure out how to get what they want WITHOUT paying for a damn thing, EVEN BETTER.
krackers 10/27/2025|||
That's just part of the meta-game, to get kids to jailbreak the iphone and then patch the IPA
TimByte 10/27/2025|||
Yep, in-app purchases aimed at kids is always a sensitive area
Tade0 10/27/2025||
"sensitive" undersells it. Apple in its refund form has an option to select "unauthorised in-app purchase by a minor" as the reason.

I was not aware how predatory this market has become until an annual subscription after a "one week trial" renewed itself automatically despite having been already cancelled on the last day.

I'm assuming the money is lost because third party subscriptions might require earlier cancellation, but that was the last time I allowed for anything with such a short trial period.

Fokamul 10/27/2025|||
Hmm, meanwhile you have whole gaming platforms like Steam, where they basically make huge profit from gambling in games like Counter-strike and others. And hmm whose playing those games?
ChicagoBoy11 10/27/2025|||
In defense of the parent comment, I don't know that he suggested that it wasn't effective, but it is a dark pattern that probably should be avoided if the gist of the effort is to truly be an educational game that you'd want to enthusiastically support.
xandrius 10/28/2025||||
But the makers of CS don't go around telling their game is targeted at kids.

And that's another topic, plus this is part of the gameplay, not just some cosmetic stuff.

doublepg23 10/27/2025||||
Aren't most micro-transactions like those purely cosmetic?
giobox 10/27/2025|||
Yes for Valve, but that hasn't stopped a secondary market transacting tens of thousands of dollars or more for them in some cases.

> https://dmarket.com/blog/most-expensive-csgo-skins

> https://tradeit.gg/csgo/store

gmueckl 10/27/2025|||
They are in Valve's own games. But items drop at different rates, which creates artificial scarciry and items can also be traded for money.
sieabahlpark 10/27/2025|||
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BobbyTables2 10/28/2025||
What you describe is practically every Roblox game out there… (yeah it’s horrible )
sikimiki 10/22/2025||
In the early 2000s, growing up in a third-world country with limited resources meant computers and operating systems were constantly breaking. That scarcity pushed me to tinker and experiment, I learned to troubleshoot hardware, reinstall OSes, and reverse-engineer odd behaviors. I even experimented with keyloggers out of curiosity. That practical, trial-and-error schooling is where a lot of the so called “common sense” about security comes from. It is less theory, more failing, fixing, and learning what actually keeps one safe online.

I think it all stemmed from curiosity to learn and tinker. I wonder if gamifying it is enough but it’s a step.

cat-whisperer 10/27/2025||
Started modding Android ROMs at 13. That age is perfect; old enough to understand consequences, young enough to not care about breaking things.

Hardware hacking tools have gotten more accessible since then. The Flipper Zero makes this easier now; 256KB RAM, open firmware, $200. Compare that to needing a full PC setup in the 2000s. Lower barrier, same curiosity-driven learning.

Guided challenges vs pure exploration; both work. The structure gets more people started. The ones who stick around will break out of the sandbox anyway.

kace91 10/27/2025|||
“El hambre agudiza el ingenio”, we say in Spanish. Hunger sharpens the mind.

Growing up with fewer resources than others paradoxically leads to better outcomes sometimes, since you’re conscious of the barriers around you and that motivates you to overcome them.

If I had grown up with the latest iPhone I would never have cared about rooting and custom ROMs, for example.

zkmon 10/27/2025|||
Early 90's were more fun. I modified DOS command.com file to change the outputs it prints, drilled holes into laptop to attach broken hinges, break electronic garbage to salvage wires and interesting things, disassemble disk drives, ...
marak830 10/27/2025|||
Haha that reminds me, Qbasic using the help file to figure out how to program. Taking apart a HD and getting my fingers pinched between the two bloody strong magnets.

Amazing what you learn when you have no other distraction xD

twostraws 10/27/2025|||
I agree that the early 90's were a lot of fun – I remember drilling holes in 3.5-inch floppy disks to increase their capacity, blissfully unaware that actual HD floppies had a different coating entirely…
skeeter2020 10/27/2025||
Two (of the many) mind-blowing discoveries of the 80's:

1. there was a disk notcher (the Nibbler?) that would DOUBLE the capacity of a 5 1/4 floppy!

2. you could just use a regular paper hole punch and a few select clips to do the same thing!

All my C64 floppies had faint parallel pencil lines across the top to line up the slots and what looked like mouse-nawed holes on one side.

twostraws 10/22/2025|||
I suspect gamifying it isn't enough, but as you say it's a step, and if it helps more people get involved then hopefully others can provide more steps to follow.
TimByte 10/27/2025||
That era of breaking-and-fixing out of necessity was like the ultimate bootcamp
bonoboTP 10/27/2025||
I don't think you can recreate this in any top-down manner no matter how well-intentioned.

It has to matter to them, and what's more, it gives you extra boost if you aren't supposed to do it and no parent or teacher pats you on the shoulder, but rather your friends or people in online forums like it, or simply you like it for yourself, seeing that the computer does what you want.

I learned computers by making a website for my school class, where we would put pictures from events and excursions, hosted a chat and a phpbb, designed the graphical elements in cracked warez Photoshop etc. This forced me to naturally pick up the skills. HTML, JS, burning ISO to CD, downloading things etc. Also warez games, learning about the Program Files difectory at like age 8 and how to copy the cracked exe there. Or setting up port forwarding for multi-player gaming.

Or when I modded GTA (3/VC/SA) with new car models that I built in 3D modeling software based on hunting down the orthographic projection blueprints of our family car, or adding the police vehicles from my country in GTA, messing with textures etc.

Or translating games from English, reverse engineering the binary file that contained the strings, I figures out that the length of each string was also there and I had to modify that too, learn about big endian and little endian, learn to work with a hex editor, understand what hex is. It was super exciting. If I had a lecture from some teacher about hex representation with some exercises at the end of the chapter for homework, I likely would have found it boring. But here I had context, I had a goal, and I had no idea what I was looking at when I opened the hex editor, I just saw that people used similar tools for translating other games and so I tried on less popular games where nobody had a specialized tool yet, it felt like making discoveries, going deep into the jungle and prevailing.

Now to contradict myself, I did have a lot of fun also while solving PythonChallenge.com, even though it's artificial tasks. But at least I found it myself online and wasn't handed to me and nobody knew or cared that I was working on it.

So I think this is just really hard to externally motivate if the kids don't have any desires or drive to see some effect caused by them. And maybe even I wouldn't do it in the current software and phone environment.

But we also have to remember that a generation ago it was also not many people who were really into computers.

91bananas 10/27/2025||
I have found this while trying to teach my kids how to write anything software related from scratch. They've done some code.org, but it becomes boring quickly. We tried to make tic-tac-toe in js/html/css since they can do they whole thing in the browser. It held their attention slightly longer, but still became boring. It's not something they want to do.

I totally agree with you on learning for a purpose, picking up knowledge is super easy imo when you're in pursuit of a goal bigger than picking up knowledge. You don't even realize all of the things you learn in order to achieve your goal. But you have to want a goal.

I also totally agree sometimes it's fun to just do dumb problems, I found these CAD modeling youtube videos where guys will race each other modeling some part off of a print, spent a week just screwing around with those because it's fun to flex sometimes.

bonoboTP 10/27/2025||
On the other hand if I'm honest, all this noodling around as a teen didn't give me a super robust foundation at all. I had a kind of folk understanding, or rough mental model of the things but it made me like it as a hobby and identify with it, which pushed me to take up CS in college.

It gave me some head start that I knew Python and JS when learning C, but not super much. Other students, who were smart but didn't fiddle with computers as much, generally picked these things up along the way, 4-5 years college is plenty time to develop the skills if you got the talent.

Also my understanding of networks was super shallow based on just multi player gaming and learning router settings, and I only really built a proper mental model in college with OSI model, TCP/IP details, reading the Tanenbaum book, doing socket programming etc.

So these generic tech and computer skills are in my opinion more about giving people a sense of agency, which is still quite something. That you put together your own PC, that you download your own subtitle files for the movies and figure out how to adjust the sync to match your version of the movie etc. It just gives you a feeling that you can do things. If something is wrong, you can, and therefore want to fix it. It's a different attitude compared to just accepting everything as it is.

huflungdung 10/27/2025||
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vhantz 10/27/2025||
The supposed target of this game do not at all match who can actually play it. Kids don't have Macs. Those who want to hack don't have iPhones. I would even say that a kid with an iPhone will never get the necessary curiosity about computers to want to hack anything.
le-mark 10/27/2025||
My son has been highly motivated to learn about hacking in his iPad to hack some of the games they play for school (blooket and prodigy). Those are web based games, true, but fiddling with the dev console, editing the dom, and finding and pasting scripts, is not nothing.
skeeter2020 10/27/2025||
>> the dev console, editing the dom, and finding and pasting scripts, is not nothing.

this is awesome, but way easier on a cheaper, more accessible device.

twostraws 10/27/2025||
I think it's fair to say that the most accessible device is the one they are already using.
saagarjha 10/28/2025|||
This is categorically not true. Source: watched a bunch of people enter the jailbreak scene
dooglius 10/27/2025|||
I was with you up until the last statement which does not seem plausible at all. Curiosity about computers is not something you are born with.
vhantz 10/27/2025||
Curiosity is not something you are born with, yes. It's influenced by the experiences you have. I don't think iPhones allow for the experiences that push kids to want to hack things. It is pretty much a sealed environment where all details about how the computer works is hidden behind some app. Even access to the filesystem (iirc from my 2014 experience) is hidden away (like being unable to access your picture files except through the gallery app). That kind of environment stiffles curiosity imo.
liziwizi 10/27/2025|||
i think this is a terrible assumption to make. the computer or phone a kid gets from their parents has nothing to do with their curiosity, intelligence, interests or ambitions.
Gerard0 10/27/2025|||
I am no hacker, but for me it was exactly this which made me go What?!
wingerlang 10/27/2025||
Why would people who want to hack not have iPhones?
Zhyl 10/27/2025||
Where would this sit between Over the Wire [0] and Hacknet [1]? I would try it but I don't own anything apple.

[0] https://overthewire.org/wargames/bandit/

[1] https://hacknet-os.com/

Flere-Imsaho 10/27/2025|
There's a web version at: https://www.hacktivate.io/

I don't believe you need Apple hardware for this.

However the blog post states "it’s not as powerful or as fun, but it’s entirely web-based and free". Not sure what is meant by "not as powerful"?

twostraws 10/27/2025||
The native version does quite a few extra things, including bringing all the solving tools inside the app (as opposed to using external tools like CyberChef, Boxentriq, Dcode, etc), but also has more compute-intensive operations like creating spectrograms of audio and image manipulation, a much bigger implementation of the Linux terminal, and (safely!) destructive things too – you get local copies of files or databases to work with, so you can delete them, modify them, etc, freely, rather than being restricted to working with shared resources.
agigao 10/27/2025||
Such a great idea and product!

Thanks for all the hard work.

However, please get rid of micro-transactions...

I'm fine paying full price of the product for my kid, but not micro-transactions.

Msurrow 10/27/2025||
Just FYI: The App Store has an Education Edition which is the “same app but paid up front”.
twostraws 10/27/2025|||
There's a separate version of the app that is a one-time purchase, with zero in-app purchases. It's available here: https://apps.apple.com/gb/app/hacktivate-education-edition/i...
bob_theslob646 10/27/2025||
>And if you’re dead set against Apple devices, you should check out the web version of Hacktivate – it’s not as powerful or as fun, but it’s entirely web-based and free!)
twostraws 10/27/2025||
350+ schools are already using this, completely free, and I'm adding new schools every week!
mbsa7 10/27/2025||
I have not used the app but the developer Paul Hudson was the guy who taught me Swift and UIKit when I was in college and wanted to dig into iOS development for fun. He’s truly gifted when it comes to teaching.
twostraws 10/27/2025|
Thank you for your kind words! I've spent over a decade teaching folks to build apps, and it's something I hope I can continue doing for a long time to come.
rogermungo 10/22/2025||
Nice.. But Damn.. Apple only : (
twostraws 10/22/2025|
Yeah, sorry; I know my limitations, and would rather do one thing very well than two things kinda average.
amelius 10/27/2025||
You picked the least hacker-friendly platform ...
TimByte 10/27/2025||
Huge respect for not just building a tool, but building an experience that demystifies hacking in a structured, ethical, and genuinely fun way
twostraws 10/27/2025|
Thank you! I poured a lot of time and energy into making sure challenges are unique and interesting, but also graded so folks follow a cohesive pathway, and also feel fun – it's as close to a "Hollywood-hacker" aesthetic as I could get.
tristor 10/27/2025|
Nice, I am a fan of this idea and have been trying to figure out the right way to engage my niece in computers in a real way. One of my biggest concerns from seeing how it impacted my stepdaughter (now in college) is how kids are not learning how general purpose computers work and are becoming too comfortable existing entirely in restricted environments like iPads and Chromebooks. With my niece, I'm taking more active measures to ensure she learns how things actually work.

I bought the full version because I'm not a fan of in-app purchases in things marketed at children, and I'll give it a playthrough myself first to make sure it fits the bill. One of the upcoming projects we're going to do together is to build a mechanical keyboard. I'm also going to build a PC with her and try to teach her the basics so she can explore mostly uninhibited on Linux.

twostraws 10/27/2025|
Thank you! I hope you enjoy using the app together.
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