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Start a Circle

The Quest

We made the good habits a game so people actually do them.

Yes, a lot of it is meditation and movement. We know how that lands. So we built a game around it, because a streak you want to keep beats a resolution you forget by February.

We're just opening. The first players are setting the tone.

Why a game

The point is the life, not the score.

A game is just the trick that gets you to keep showing up.

A good game knows how to pull you back: something to climb, progress you can see, a reason to return tomorrow. Almost every game spends that pull on nothing. The Quest spends it on the things that build a life. Sit for ten minutes. Take the walk. Show up to the Circle on Tuesday.

We're not shy about it: a lot of the work is meditation and movement, the stuff people mean to do and never quite get to. Yes, it's meditation. We just made it a game so you'd actually do it. You do the real thing, the game keeps score of it, and the rest of us are right there with you. The Quest is a space where we can all exist together and back each other up, week after week.

A streak you want to keep beats a resolution you forget.

A Quest, up close

A season is thirteen weeks.

Three Journeys, run in order, each capped by an Expression Challenge.

  1. 1
    Mind Journey

    ~4 weeks

    Meditation, breathwork, and the quiet practices that calm you down. The first leg of the season.

    Expression Challenge
  2. 2
    Body Journey

    ~4 weeks

    Movement, strength, cold and heat. The practices you feel the next morning.

    Expression Challenge
  3. 3
    Spirit Journey

    ~4 weeks

    Ceremony, sound, and human relating. The work you do shoulder to shoulder.

    Expression Challenge

Expression isn't a fourth Journey. It's the Challenge that closes each leg: make something, share it with your people, and finish the Journey. Three Journeys, three Challenges, one season. A new Quest drops with each season: Stretch in summer, Shed in autumn, Sit in winter, Sprout in spring.

A group playing with hula hoops together on a sunny lawn

Practices

Small real acts, one at a time.

A Practice is the smallest unit of the game: one real thing you did.

A Practice is a single real-world act. Sit for ten minutes. Take the cold plunge. Walk while you call your mother. Each Journey is built from a handful of them, and you log them as you go.

Practices come in three weight classes: light, standard, and heavy. A two-minute breath is light. A long Saturday hike is heavy. The heavier the act, the more Zaps it pays, so the game leans you toward the things that take a little more of you.

A few people standing at a railing, watching a pink sunset over the ocean

Mindless

Get out of your head, and into your life.

One timer, two modes. The screen exists only to let you put the phone down.

Mindless is the timer you run a Practice on. It has two modes. Be Still is the quiet sit: meditate, breathe, journal, or just log the minutes. Get Moving is the moving one: walk, run, yoga, strength, stretch, play.

You tune out to start, tune back in when you're done, and the time you gave counts. That's the whole design. The point of the screen is to make it easy to stop looking at the screen.

You do the real thing. The game just keeps score of it.

The loop

Show up. That's the whole game.

Real acts earn Zaps. At season end they roll into Gems you can spend.

01Show upLog a Practice, finish a Challenge, take on a Task. In person counts most.
02Earn ZapsEvery real act pays Zaps. No leaderboard to climb, no streak to perform for a crowd.
03Roll into GemsAt season end your Zaps convert to Gems at a flat five to one.
04Spend in the VaultGems are yours to spend in the Vault, the member treasury where rewards live.

The rate is fixed and flat: five Zaps become one Gem at the close of every season. The game is free, the same for everyone, and you only ever earn it by turning up. No points, no pay to win. Earn online and you bank Gems directly; everything else rolls in at season end.

What you earn

Finish a Journey, keep the proof.

The Zaps and Gems are the currency. Trophies and the Certificate are the keepsakes.

Zaps and Gems

Zaps come from real acts in person. Gems come from online activity and the season-end rollover. Both live in the Vault.

Pillar Trophies

Finish a Journey and you mint its Pillar Trophy, Mind, Body, or Spirit, plus 75 Zaps. Three Journeys, three Trophies.

The Certificate

Finish all three and the Certificate caps the set: Master rank, a one-of-a-kind cosmetic, and 100 Gems. One per season.

Amplitude

Your lifetime total of every Zap you've ever earned. It never resets and never gets spent. It just keeps a record of the long haul.

Season ranks

You rank up by finishing, not by farming.

Your rank is simply how many Journeys you finished this season.

01

Ghost

You just arrived. Nobody knows your name yet, and that's exactly where everyone starts.

02

Initiate

One Journey finished. The practice is real now, not just an intention.

03

Adept

Two Journeys finished. You know how to see something through and you keep showing up anyway.

04

Master

All three finished. Mind, Body, Spirit: you walked the whole season and capped each one.

There's no threshold to cross and no one to beat. Finish one Journey and you're an Initiate. Finish two and you're Adept. Finish all three and you reach Master. The rank just follows the work. Every season resets, so each one is a fresh start and nobody is ever too far ahead to catch.

Not points to grind. A person to become.

Start your first season.

You've seen the season, the loop, and the ranks. Every player starts as a Ghost. Pick a Practice and log your first Zap.

A man holding a handstand on the beach beside a palm tree

Why it points here

Most games waste your life. This one builds it.

Every mechanic in the Quest answers to one rule: does this pull you toward real people, or deeper into a screen? The biggest rewards live off the phone, because Zaps come from being in the room. Ranks reset each season so it stays an open invitation, never a ladder you missed.

We're not building a better way to scroll. We're using the only thing screens are good at, the pull, and aiming it at the door, the Circle, and the practice you've been meaning to start.

Sit for tenTake the walkEarn ZapsFinish a JourneyMint a TrophyReach MasterSit for tenTake the walkEarn ZapsFinish a JourneyMint a TrophyReach Master

Play the game that builds a life.

Every player starts as a Ghost. Pick a Practice, log it, earn your first Zap, and watch the season open up. All it takes is a Circle and a standing time, and a few people to do it with.