I’ve been waiting two years to share this post.
My new book, The Wonder Years: How the First 45 Months Shape Your Baby’s Brain… and Who They’ll Become, will be published on July 13, 2027 by Ballantine Books (Penguin Random House).
Not only that, but it’s available for pre-order now. Seems only fitting that a baby book should take nine months to arrive, right? (Ordering info below.)
The Wonder Years is an origin story. Yours.
It traces the wonders of early development from conception to age three - exploring gestation and prenatal learning, the importance of secure attachment, and the development of language, motor skills and more.
It’s for new parents and grandparents… but it’s not just for them. As I say in the introduction, if you’ve ever wondered about the forgotten years that shaped you into who you’ve become, The Wonder Years is not only a book FOR you… it’s a book ABOUT you. No baby required!
I think you’re going to like it a lot.
How can you help? Right now the answer is to PRE-ORDER. This helps retailers know what to promote and how many they need to stock.
If you’re an Amazon user you can check it out at the link in the first comment below, but you can also find it now at Barnes and Noble, Hudson, and all your favorite indies. (I’ll also share a link to bookshop dot org, which allows you to order from any of hundreds of independent bookstores.)
And if you pre-order I have a few special surprises coming your way. Documented pre-orders will receive:
A hand signed bookplate.
Access to an exclusive Zoom Q&A open only to advance purchasers.
And if you preorder before Dec 1 you’ll be entered in a drawing to win one of 10 signed copies of my book The Daycare Myth.
To claim your bookplate and get added to the pre-order list, send a screenshot confirming your order to dwuori at gmail dot com. Be sure to include your mailing address, so I can send your bookplate - which will be mailed in July so you can stick it directly in your book.
I’d be so grateful!
BTW if you’re a friend outside the US, know that the book will also have a dedicated UK release from Quercus Books, which you can now preorder via Waterstones and Amazon UK. It will also have a German translation which is available for preorder now and a Spanish language version soon to post.
Can’t wait to get it into your hands!
Andrew Eiche retweeted
Clock into Worktoberfest with our Community team! 🦇
We’re gathering around the corporate sponsored fire for Halloween fun and frights next Friday, Oct 23 @ 12:30 PM PT live on Twitch 👻👉 owlchemylabs
Andrew Eiche retweeted
"VR is still an emerging market because it hasn't passed the 'cafe test'" - CEOwl Andrew Eiche ⤵️
Andrew Eiche retweeted
I helped launch commercial VR at oculus. i left having worked on orion. phoenix/breckenridge/vr glasses have been demoed. what did they get right? what else should be a p0 priority?
not a hot take - it’s as cold as logic and experience can be. with a little behind the scenes.
Replying to @benz145
@benz145 you inspired me to finish this note I started months ago.
lnkd.in/p/gWCkhXV2
Andrew Eiche retweeted
First Contact was incredible because, like Toybox before it, it focused on satisfying precise two-handed interactions in the near-field that are simply not possible on flatscreen platforms.
Far too much of VR gaming over the past decade has instead tried to just tack VR onto far-field locomotion-focused flatscreen game design. That can be a lot of fun in its own right, but fundamentally misses the "magic" unique to XR.
The strongest “I’m living in the future” moment was the First Contact demo on the Oculus CV1 in ~2016 and I’ve been chasing it ever since.
Yeah yeah we’ve got AI and self driving cars and stuff now, but it doesn’t hit the same.
Shame that the space kind of fizzled out…but here’s to hoping there’s a resurgence soon.
There’s got to be other technologies that had an extreme “wow future” moment that never panned out. What would your “oculus” moment be in the 90s, 80s, 70s?
Andrew Eiche retweeted
"This is not simply a game about songs. It is a game about the people who listen to them: the memories they attach to them, the meaning they give them and the moments that become inseparable from a particular melody."
Such lovely words from Francesco Mastrodicasa for @indiegamesdevel
Andrew Eiche retweeted
We’ve reached a huge milestone: our Behavior Engine is being implemented into a commercial game for the first time, powering @OwlchemyLabs Dimensional Double Shift Single Player Mode!
🎮youtu.be/_zJic-EU24k
Andrew Eiche retweeted
One of our MOST REQUESTED modes ever is coming to Dimensional Double Shift! 🎉🤖
Get your first look at Single Player 👇
Andrew Eiche retweeted
If you’re terrified to play as a woman in a video game, you shouldn’t be surprised that you’ve never played with a woman in real life.
Andrew Eiche retweeted
Our new issue brief: How Are Parents Impacted By Medicaid Work Reporting Requirements? ccf.georgetown.edu/2026/08/2… via @GeorgetownCCF
👀 In 27 states + DC no custodial parent should lose Medicaid due to work reporting requirements coming 1/1/27.👀
Spread the word please.
Andrew Eiche retweeted
Fun fact: this is because most of us were heavily influenced by kid’s shows that had stricter educational rules. They taught us that learning/educating were fun and good for you. Real fun fact, learning every day actually increases brain elasticity and general cognitive fitness.
Andrew Eiche retweeted
I recommend people look at indie game postmortems (there’s a lot on Reddit, Youtube)
A recurring theme: “It turns out I was just making games for other indie game devs, and I found out too late they don’t actually buy games”
“Look at my incredible new factory!”
Yo that’s cool, what do you make?
“It’s highly optimised, fully automated, zero tolerance for defects and with a continuous feedback cycle”
Cool cool, so what do you actually make?
“I can interact with it on my phone, laptop, messenger, completely async, and the shared context means it’s always learning how to get better”
Very impressive, but what do you make?
“Every agent has full context, can spawn other agents, review their work, fix defects, and ship continuously.”
yes yes. WHAT DOES IT MAKE?
“Software.”
Oh nice. What software?
“Well right now we’re mostly using it to improve the factory.”
Improve it to make what?
“Anything!”
Such as?
“…a better factory.”
Andrew Eiche retweeted
The word is in! @IGN on how @farbridgeco is bringing back corporate mandated whimsy!
Andrew Eiche retweeted
Join us around the water cooler Wednesday as we sit down with @farbridgeco, the dev team behind recently announced kickstarter game, Job Simulator: Human Relations to talk all things [JOB]! 🍩☕
Andrew Eiche retweeted
The internet is starting to react to our new game announcement -- Job Simulator is busting out of VR and coming to PC / Steam flat screens! tiktok.com/@behindthekernel/…
Andrew Eiche retweeted
Saying it again for the ones in the back! We are excited to support Job Simulator: Human Relations which is being developed by our friends at @FarBridgeCo
Owlchemy Labs is a fully XR studio and that hasn’t changed. 🫶
Andrew Eiche retweeted
Quest's Second Best-selling VR Game of All Time is Getting a Flatscreen Sequel
See more 👉 roadtovr.com/quest-best-sell…
Time and time again I see Game Devs share the disappointment of their games not performing.
And I really feel for them. But I really want to emphasise how important a marketing strategy is.
It should be the first thing you think about, not the last...
Andrew Eiche retweeted
The press for Job Simulator: Human Relations is as hot as the coffee! @IGN @farbridgeco

ALT Promotional image of IGN Quote from Job Simulator Human Relations Game preview with vibrant colorful Bot character in hat with red spinner on fire next to text; it's the kind of low stakes no drama fun with friends that's a step above the friendslop craze currently spreaading through steam these days - Ryan McCaffrey with IGN logo



























