Build and share a Journey
Turn what you know into a guided program. Let Vera draft a balanced first week, build it phase by phase, share it with the community, and let Vera check it for rank.
A Journey is a guided program you build and share: Phases, each with a few short Lessons and Practices. It can be a single week or a full multi-week course. You decide how deep to go.
Start one
From Journeys, hit New journey. You start in the guide, which walks you through setting the Journey up one step at a time. Nothing is saved until you name it, so hitting the button never leaves a half-made draft behind. The moment you give it a name, the Journey is created with three phases ready to fill, and from then on everything saves as you go (there's no Save button).
The guide has three steps once your Journey exists:
- Shape. Pick a template or lay the phases down yourself.
- Schedule. Set the dates it runs between, and how many days sit between phase unlocks.
- Ready. A last look at what's set and what's still missing, then publish.
You can switch to the editor at any step and switch back. The guide and the editor work on the same Journey, so nothing you do in one gets lost in the other. Use the guide when you want to be walked through it, and the editor when you know exactly what you want to change. The editor is one page laid out like the Journey itself: cover photo up top, a title and subtitle you click to edit, the curriculum in the middle, and the settings in a panel on the right.
Leave partway through and you'll come back to the step you stopped on.
Let Vera build it
The fastest start is the Build with Vera box in the main column. Tell her what you're making (for example, "a 3-week reset for people who want to sleep better and scroll less") and hit Build with Vera. She lays down a balanced first week with one practice for each Pillar: Mind, Body, Spirit, and Expression (an Expression practice is about putting it out: making something, sharing something, or connecting with someone). For each, she either pulls a fitting one from the library or writes a new one. You can edit, reorder, or remove anything after.
Starting with all four Pillars means a Journey opens balanced, so taking it nudges every side of your Signature toward center. Vera also drops in one extra-credit Challenge: an optional, above-and-beyond task that pays bonus Zaps when someone finishes it. Edit it, remove it, or add more from Add extra credit in the Curriculum (you set the Zaps each one is worth).
Prefer to start by hand? Start with the shape lays the same slots down empty for you to fill.
Build the structure
- Add a Phase for each stage of the program. Phases are the milestones: finishing one earns the member a Trophy.
- Add Lessons inside a Phase: a video (paste a YouTube or Vimeo link), a reading, an exercise, a reflection, or a quick check. Keep them short.
- Add a Practice from the library when a step is something to do in the world, not just read or watch. The picker is sorted by Pillar (Mind, Body, Spirit, Expression): tap a Pillar to see its practices; the others stay on screen, greyed, one tap away. You can search by name too.
- Coach each practice. Every practice step has a Vera coaching prompt you can draft with one tap: a short nudge tuned to the season and the practice's Pillar. Members see it when they reach that step in the Journey. Edit it or write your own.
- Reorder by dragging a step by its grip, or with the up and down arrows. Lessons, practices, and modules mix freely, so a practice can sit between two lessons. The order you see is the order members follow. Edit titles and content inline.
Set it up (the settings panel)
The title, subtitle, and cover photo live in the header, where you click to edit them. Everything else sits in the settings panel on the right:
- Icon, accent, and story. Give the Journey a face and say why it matters.
- What you'll learn. List the outcomes, one line each. Visitors see that list next to the story on the Journey page, the public page, and the store listing. Leave it empty and the block stays off. Do not restate the one-line promise.
- Completion Gems. What finishing the Journey earns.
- Certificate. Turn on a printable certificate for people who finish.
- Phase drip. How many days between Phase unlocks (weekly by default), so a Circle moving through it together stays in step. Everyone taking the Journey gets a note when their next phase opens.
- Run between dates. An optional start and end, so a Journey can open on a date and close on one. Leave them empty and it simply stays open.
- What visitors see. Under Advanced you can show, hide, and reorder the story, the path, and the pillar balance. The path always stays on. How many people have started, and the Gems for finishing, stay in the header.
- Members of this tier. If the Journey belongs to a Space, you can pick one membership so only those members can start or buy it. Leave it on Anyone and the other doors still apply.
- Who can see it, the rest of the advanced bits, and a Danger zone if you ever need to delete the Journey. Guides and Mentors can mark a Journey official and attach it to a Season here.
Publish or keep it
Your Journey starts private (just you). When you're ready:
- Anyone with the link. Share it directly without listing it.
- Community library. Publish it so anyone can take it. Publishing, taking, and remixing are all free. When you publish, a Guide gives it a quick look before it lists in the library, so the shelf stays worth browsing. A Guide or Mentor's own Journey lists right away.
Building drafts is free and unlimited, so you can work on as many as you like. A free account keeps one Journey published at a time. Paid plans and Business Spaces raise that.
Tell people it exists
Publishing drops you on the launch page, because a Journey nobody hears about is a Journey nobody takes. It hands you a short series of messages already written, dated off your Journey's start:
- Announce, the day you publish.
- Enrollment open, once the announcement has landed.
- Last call, a couple of days before you start.
- Kickoff, on day one.
Edit any of them, change when they send, and schedule them one at a time or all at once. You can also message the people already enrolled from the same page. Sending on a schedule needs a Space with a contact list behind it; without one you still get the drafts to copy and send yourself.
Vera checks it for rank
Getting listed is one thing. Counting toward season rank is a higher bar, so Vera (the app's helper) reads every Journey you publish and checks it against the authoring standard. This is separate from the Guide's listing check, and it never holds up sharing. It's only about whether finishing your Journey can move someone's rank.
You'll see her verdict right in the settings panel:
- Added to the ranked library. Vera approved it. Finishing it now counts toward rank, the same as a season Journey.
- Notes before it can count. Vera lists what to tighten, with a button to send it back for another look once you've made changes.
Either way the Journey stays live the whole time. Vera's notes are coaching to make it stronger, not a gate on sharing.
If the Journey belongs to a Space you run, that Space's Home page shows how many people started and finished your Journeys, and the finish rate. A person who starts again still counts as one.
Sell it from a Space
Selling starts at Business, so a Space on Business, Collective, or Non Profit can put a price on a Journey from Sell this Journey in its settings. Leave Also list it in the main Market off to sell only from the Journey page and that Space's Shop. Turn it on to show the same offer in the Market too. There is still one price and one set of seats. If the Space cannot take money yet, that same panel asks the owner to add a payout account. It takes about two minutes. You can still set the price while that finishes.
People who are not enrolled see the sales page (the story, the outline, the price, and any reviews). They see the lessons after they pay or, for a free Journey, after they start it. Changing the price keeps those reviews on the Journey. Only people who bought the Journey can leave a review.
Run it with a Circle
Once it's shared, a Circle Host can launch a Run: the whole Circle is enrolled and moves through the Journey together, Phase by Phase, with shared progress and group Trophies.
The one thing to remember
A Journey is you, shared. Build the path; the people who take it are walking something you laid down.
Still stuck? Write to us. A real person reads every message.
