SEESALT Terra ’26 · A Global Shapers project · Latin America
VerdeVision
A Spanish-first, multiplayer learning ecosystem for climate activism: a game young people want to play, a community that turns play into skills, and a path from both into real projects in their own cities.
The problem
The resources are in English; the risks are in Spanish.
Across Latin America, climate literacy and participation among young people are low, and most of the material that exists to change that is written in English. There are few regional education pathways that lead from learning to organising. Meanwhile young people in the region face disproportionate environmental risk in the air they breathe, the water they drink and the waste they live beside.
Who it is for
Three audiences, one ladder.
Children, 7–14
Playful climate literacy
An early identity as stewards, learned by doing rather than being told.
Youth, 15–25
Practical organising skills
A route to lead a local initiative, with templates, mentors and accountability.
Communities
Concrete projects
Recycling drives, tree planting, workshops — run by young people, measured in outputs.
The solution
Gameplay → structured learning → mentored action.
The game is the door; the community is the staircase. Each level of play unlocks a level of the community, and each level of the community expects something real in return.
Ecopia
- Open-world climate city with civic quests
- Cooperative building of environmental projects
- Progression loop: impact points, levels, unlocks
- Live-ops: rotating quests, seasonal events, social guilds
Community
- Level 1 — learning modules, 70 per cent pass mark to advance
- Level 2 — project incubator: templates, resources, accountability
- Level 3 — network hub: mentorship and cross-city collaboration
- Weekly check-ins convert play into real-world projects
Year one plan and targets
Build, launch, then prove it changed something.
Everything in this table is a target, not a result. It is published so that the project can be held to it.
| Months 1–4 | Build. Monthly reviews; public beta in month 4. |
| Months 5–7 | Launch and grow. 1,000 plays and a rating of 70 per cent or better in the first month; 10,000 players by month 7; 200 active Discord members, 50 reaching Level 2, 20 reaching Level 3. |
| Months 8–12 | Local impact. At least ten youth-led initiatives with measured outputs. |
| Throughout | Track the transition player → learner → project leader every month. Launch hub in Mexico City; global online access. |
Risks, and what is planned against them
| Retention | Live-ops, seasonal events, social guilds. |
| Reach | Schools, youth NGOs, Roblox discovery channels. |
| Equity of access | Mobile-first, lightweight assets, Spanish as the core language. |
| Mentor capacity | An alumni mentor pipeline; templated curriculum and playbooks. |
What gets measured
| Product | Plays, ratings, retention, weekly engagement. |
| Learning | Module pass rates, level progression. |
| Community | Number of initiatives; trees planted; waste diverted (kg); participants reached; qualitative feedback. |
| Change | Share advancing to Levels 2–3; share of projects meeting their stated goals. |
| Reporting | Monthly reports and a real-time dashboard. |
Status, September 2026: in design. No beta has been released and no player numbers exist yet. This page will be updated when the first target is met or missed.
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© 2026 SEESALT · 世光 · Terra ’26 · Project lead Zonglin Zheng · About Terra · SEESALT home

