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TrueNorth

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An interactive program for young Australians

One bad choiceisn't thewhole story.

Twelve stories, one town — played in 3D and voiced in Australian English. Nine lies your brain tells when the pressure is on. Three lights to steer by. You make every call, and you see where it leads.

Built from the TrueNorth books — a Youth Edition and a Parent & Family Edition. Every book comes with access; preview access is by invitation while the program is finished.

The TrueNorth town — the 3D Melbourne suburb where all twelve episodes are played
Maya, the first episode's lead, in her red hoodie

“It’s okay… just this once.”

the lie in your head
The truth

One bad choice doesn’t make you a bad person — but it can change your life for a long time. The good news? You get to make the next choice.

From the book TrueNorth by Mohamed Mohamud

Why it exists

Prevention that happens before the moment

Nobody plans to end up in front of a magistrate at sixteen. It happens in a moment, under pressure, on the back of a small lie. TrueNorth puts young people in that moment first — safely — so that when it finds them for real, it isn’t the first time.

Real law, real consequences

Every episode is built around a moment that actually puts young people in front of police, courts and a record — and shows what follows under Victorian law, from a caution to the Children’s Court. No scare tactics: just what happens, and the way back.

From the books, for the moment

The program carries the TrueNorth books into the moment itself: the nine thinking errors, the three lights and the restorative path are the same tools, practised where the pressure actually happens — then carried into real life through the Blueprint.

Two editions, one household

A Youth Edition for the young person and a Parent & Family Edition for the adults around them. One household, one program, two ways in — so the conversation after an episode has somewhere to go.

How it works

Spot the trap. Make the call.

Every episode drops you into a real moment with real pressure. Here’s what you’re playing with.

01

Three lights

  • Green — you’re safe. Keep going.

  • Amber — pressure is building. Slow down.

  • Red — a line is right there. Walk away.

Every scene runs on the lights. Read them, and you can feel a moment turning before it turns.

02

Catch the lie

“No one will see me.”

CAUGHT!

Under the pressure, your brain tells you one of nine lies. Spot it, name it, throw it out — that’s the whole skill. In the game first, in real life after.

03

Twelve stories

Maya at a supermarket self-checkout, pressure rising
A late-night confrontation about to boil over
A fence outside an abandoned site at dusk

+9 more

True-to-life Australian stories, played in a 3D town — the checkout, the party, the fence, the group chat. Your choices steer every ending.

Know the enemy

The 9 lies your brain tells

The book calls them thinking errors. Every risky moment runs on at least one. Learn their names here — then catch them in the wild.

01

Anonymity Error

“No one will see me.”

Every digital action leaves a trace — cameras, phones, neighbours, logs. You are never truly invisible.

The fix: Assume someone is always watching.

02

Bandwagon Error

“Everyone else is doing it.”

The people doing risky things are the exception, not the rule — they just seem louder.

The fix: Be the leader, not the follower.

03

Minimising Error

“It's not a big deal.”

Small choices have large consequences. The "small" thing is rarely small to the person it happens to.

The fix: Ask the victim. How would you feel if someone did this to you?

04

Entitlement Error

“I deserve it.”

You deserve what you work for. You do not deserve what others have earned.

The fix: Build what you want. Take nothing that is not yours.

05

Blaming Error

“It's someone else's fault.”

You control you. No one "makes" you angry — you choose your reaction.

The fix: Take responsibility. You are the author of your actions.

06

Overconfidence Error

“I can handle it.”

Pride comes before the fall. If you have to say "I can handle it," you probably cannot.

The fix: Ask for help. Admitting you don't know something is intelligence, not weakness.

07

Specialness Error

“Rules don't apply to me.”

The law applies to everyone. Police do not care if you are cool or special.

The fix: The rule applies to you. Every time.

08

One-Time Error

“It's okay just this once.”

One time becomes the template. Break a rule once, it is easier to break it again.

The fix: Hold the line now. There is no 'just once' — there is only the first time.

09

Hopelessness Error

“This is just who I am. I cannot change.”

Your brain changes every day. Neuroplasticity is real — you can rewire how you think.

The fix: You are not stuck. Change is possible.

Meet the cast

Twelve leads. Teens you’ll recognise.

Each episode follows one of them into a moment that could go either way — the dare, the group chat, the party, the shortcut. They aren’t heroes or villains. You step in and steer. Every one of them is modelled in 3D and walks the town.

  • Maya, the lead of episode 1
    01Maya
  • Jay, the lead of episode 2
    02Jay
  • Liam, the lead of episode 3
    03Liam
  • Chloe, the lead of episode 4
    04Chloe
  • Adam, the lead of episode 5
    05Adam
  • Jess, the lead of episode 6
    06Jess
  • Minh, the lead of episode 7
    07Minh
  • Danny, the lead of episode 8
    08Danny
  • Yusef, the lead of episode 9
    09Yusef
  • Isaiah, the lead of episode 10
    10Isaiah
  • Jordan, the lead of episode 11
    11Jordan
  • Zac, the lead of episode 12
    12Zac

For young people — and the families who love them.

Play it on your own, or side by side. The books were written for both of you, and so is this — no lectures, no scare tactics, just the real conversation.

12 episodes

Twelve moments

Shoplifting, a dare at the rail yard, a fight, the group chat, a party, the shortcut through a building site — every episode is a different moment, a different lie to catch, a different ending you write.

Part 5 & 6

The story is half of it

Once you can catch the nine errors, the question becomes: what now? The Blueprint is the other half — practical guides for a first job, study, sport and a fresh start. Not a game. A toolkit you fill in and keep, saved just for you.

10

Your First Job

Money, freedom and the best proof of change there is.

11

Level Up

The map after school is bigger than ATAR-or-nothing.

12

Sport & Physical Activity

Discipline, a team, and a new name for yourself.

13

Stories of Transformation

Young people who changed — four real journeys from a charge to a life.

14

Your Fresh Start Plan

Turn all of it into a system you can actually run.

Your say

Tell us what you think

You are seeing TrueNorth before it is finished, on purpose. What lands, what misses, what you would need to see before you put it in front of a young person — all of it helps.

  • Did a moment feel true to life — or not?
  • What would you need to see before using it with young people?
  • Anything broken, slow or confusing — tell us where.

In development — art, voice and content are still being finished.

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