Club Penguin, the Disney‑owned Flash MMO that entertained kids from 2005 until its shutdown in 2017, left an indelible mark on a whole generation. Stephen MacDonald, who managed the title for Disney between 2012 and 2015, recalls that at its height the game boasted more than 300 million registered accounts.

The platform’s demise was largely forced by the death of Adobe Flash, and the subsequent mobile‑only follow‑up, Club Penguin Island, never managed to capture the same magic, closing its doors in December 2018 after barely a year and a half on the market. In the meantime, Roblox has surged to become many children’s first foray into an online universe. Yet, according to MacDonald, Roblox’s open‑ended, user‑generated environment does not replicate the safety‑first philosophy that made Club Penguin a trusted space for young players. He explains, “A child would typically graduate from a preschool‑grade brand like Peppa Pig to Club Penguin, where they learned the basics of staying safe online.

After mastering those skills, they could move on to more competitive titles such as Fortnite.” Today, however, the progression often jumps straight from Peppa Pig to Roblox, a leap MacDonald believes is too abrupt for the developmental stage of 6‑ to 13‑year‑olds. “Those kids are suddenly exposed to social tools that let them interact with adults and strangers, and the platform’s safeguards aren’t sufficient for that age group,” he warns. He adds that in many competitive games younger players become “chum in the water” for older teens and adults, making them vulnerable to predatory behavior. Motivated by this safety gap, MacDonald founded Magic Potion Games with the explicit goal of delivering a spiritual successor to Club Penguin.

The venture has attracted backing from Square Enix, 1AM Gaming, 1Up Ventures, and Konvoy Ventures, and has consulted industry veterans such as Bungie co‑founder Alex Seropian and Club Penguin co‑creator Lane Merrifield. Their flagship title, Imagine Island, is being built around live moderation, age‑appropriate safety mechanisms, and a target audience of children aged six to thirteen. “Our mission was simple: re‑enter that space and give kids a safe stepping‑stone after preschool‑grade content,” MacDonald says. “Then they can graduate to platforms like Roblox when they’re ready.” MacDonald operates out of Kelowna, British Columbia—the same region where New Horizon Interactive first developed Club Penguin in the early 2000s before Disney’s acquisition in 2007.

He spent several years overseeing Club Penguin’s game design and production, and he vividly remembers the extensive resources devoted to protecting young users. He notes, “Few people realized how many live moderators we employed—hundreds of staff members were on hand 24/7 to monitor chat, filter content, and work with law‑enforcement agencies to expel predators as quickly as possible.” One of the most innovative tools of that era was Community Sift, a chat‑filter and moderation system pioneered by Chris Priebe (brother of Club Penguin developer Lance Priebe) and later acquired by Microsoft in 2021. “It was cutting‑edge at the time,” MacDonald adds.

Beyond brute‑force moderation, Club Penguin used subtle behavioral nudges. For example, if a player typed a borderline comment, the system would silently block it while making it appear to other users that the message had been delivered. “It felt like telling a joke that no one laughed at—players quickly learned what language was acceptable,” he explains.

This kind of social engineering helped shape a community culture where inappropriate content simply didn’t get through. When Flash died, Club Penguin could not survive, and MacDonald believes the mobile‑only pivot of Club Penguin Island was misguided. “There was pressure to go mobile because everyone thought kids were only on phones.

But a huge portion of our audience still played on PCs because the original game ran on anything—from a high‑end desktop to a toaster. That universal accessibility was part of the secret sauce.” Since Club Penguin’s closure, Roblox’s user base has exploded, climbing from 13.7 million daily active users in Q4 2018 to 144 million in Q4 2025, according to Statista. MacDonald acknowledges Roblox’s technical achievements but stresses a fundamental difference in DNA: “Roblox began as a tool platform, not a children‑first product.

Club Penguin was built from the ground up for kids.” He recounts an early test where his team played the Roblox title Work at a Pizza Place and instantly realized “we were in trouble because we didn’t have the tech to match what Roblox was doing.” Nevertheless, MacDonald concedes that Roblox has done a remarkable job of capturing a massive audience. He also points out that the U.S. Senate recently opened an investigation into Roblox, alleging the platform prioritizes revenue and engagement over child safety.

Roblox has responded with incremental safety measures—age verification for chat in 2024, a “sensitive issues” content label in 2025, and the removal of direct messaging for users under 13—but MacDonald believes more systemic responsibility is required. Imagine Island emerged from a simple question: “What is the DNA of Club Penguin that we should carry forward, and how can we adapt it for a new generation that plays differently?” After leaving Electronic Arts in 2023, MacDonald re‑connected with former Club Penguin colleagues—Sascha Williams, who once ran the Club Penguin studio, and Karin Johnson, his former party‑team lead—to raise venture capital. Their pitch resonated; they secured several million dollars to prototype the new world, placing safety at the forefront of every design decision. The gameplay loop mirrors the original’s charm: players craft a custom avatar, wander a vibrant island, complete quests, play a variety of mini‑games, and join community challenges.

Within a few months of its beta launch in August, Imagine Island surpassed one million registered users—all without a substantial marketing spend. The game is accessible through a web browser thanks to a partnership with CrazyGames, echoing Club Penguin’s cross‑platform ethos. MacDonald hints at upcoming IP collaborations and an aggressive marketing push slated for December, describing it as “the moment I’ve been waiting for.” Safety remains the non‑negotiable pillar of the project. Imagine Island employs the GGWP moderation suite alongside a team of human moderators.

MacDonald is optimistic about AI’s future role, stating, “My number‑one rule is: are kids safe? Everything else comes after that. While AI isn’t yet a substitute for human intuition, we’ll integrate it as we scale.” The title also limits user‑generated content; players cannot upload new assets, allowing the developers to retain full control over visual elements.

Nonetheless, MacDonald acknowledges that players can still arrange existing assets in undesirable ways, requiring continual oversight. When asked about a cryptic phrase that appeared in internal notes—“time‑to‑penis”—MacDonald laughed, confirming it was an inside joke about the need to prevent accidental inappropriate shapes from being formed by players. He emphasizes that any content presented on screen must pass a “sniff test” for parents: “If a parent walked by and asked what the child was playing, would they be comfortable with what they saw?” The pandemic amplified the importance of safe virtual spaces. Many children, isolated from physical peers, turned to online worlds for social interaction, making platforms like Roblox the de‑facto digital mall for a generation.

Yet MacDonald notes that core play patterns remain similar; for instance, Roblox’s popular Adopt Me game mirrors Club Penguin’s beloved Puffle system almost verbatim. Reflecting on the scarcity of games that truly inherit Club Penguin’s legacy, MacDonald says, “It blows my mind how few have tried to fill that gap.

There’s a huge opportunity.” He feels a deep responsibility as a developer: “I want to leave a positive imprint, a deposit in the world bank, not a withdrawal.” He recalls a poignant moment when the Make‑A‑Wish Foundation brought a terminally ill child to see the Club Penguin studio. “We drew them as a penguin,” he says, describing the experience as a “punch to the heart” that underscored the profound impact games can have on young lives.

In summary, Imagine Island aims to revive the safe, inclusive spirit of Club Penguin while leveraging modern technology and a mobile‑friendly design. By prioritizing live moderation, age‑appropriate tools, and a controlled creative environment, Magic Potion Games hopes to give today’s children a trustworthy digital playground that prepares them, rather than rushes them, toward the broader, less regulated realms of platforms like Roblox.