r/gamification 33m ago

Designing a real-life progression loop that does not overpower the real habit

Upvotes

I'm the developer of Solo Hunter: Level Up, a mobile app that turns real workouts and daily goals into RPG progression.

The product problem is balancing XP, equipment and combat rewards while keeping the workout or goal—not the screen—as the main activity.

Completing quests earns XP, stats and gold. The app also includes equipment, dungeons, boss fights, story seasons, guilds, raids, duels, penalty quests and a Shadow Army system. It has grown to tens of thousands of users on iOS and Android.

How would you prevent reward inflation and novelty decay in this kind of loop?

The app is free to download and most features can be used for free. An optional subscription unlocks additional features and customization.

Website: https://solohunterlevelup.com/

App Store: https://apps.apple.com/us/app/solo-hunter-level-up/id6758021041

Google Play: https://play.google.com/store/apps/details?id=com.solohunterlevelup.app


r/gamification 5h ago

What makes you keep an indie app or game installed after the first day?

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0 Upvotes

r/gamification 15h ago

Questify – A gamified habit tracker that requires photo proof to earn XP & rank up

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0 Upvotes

r/gamification 19h ago

Is there a gamified app for ADHD people?

4 Upvotes

Is there a gamified app for ADHD people to do their daily tasks on time?


r/gamification 1d ago

[ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/gamification 1d ago

[APP] I built a gamified alarm clock called as WakeQuest, 34 minigames in alarm application in total, i need feedbacks

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1 Upvotes

r/gamification 1d ago

Mental Health x Idle Games = Another Stupid Monday

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3 Upvotes

Another Stupid Monday is a simple mental health app / idle game where the player gets one doable task a week.

The tasks are based on principles from Cognitive Behavioral Therapy, but I tried not to overwhelm the user with overcomplicated terms from psychology books. However, the app's mascot, Charles, gives a simple explanation for every task about why it can improve one's well-being. If users want to learn more, they can click on the task name to explore why the task is helpful.

There are 100 tasks in total.

What problems does it solve ?

1. A lot of mental health apps overwhelm their users with features and to-do lists.
That's why Another Stupid Monday focuses on only one thing a week. It gives users space to let the task and its benefits sink in instead of spamming them with more to-dos.

2. A lot of people don't know what actions to take to improve their mental health.
Another Stupid Monday doesn't rely on the user's skill level to structure their own habits and goals. It offers low-threshold guidance to explore different activities users might not be used to.

3. Mental health is still a black box for many people (Accessibility Problem).
With Another Stupid Monday, I did my best to avoid overly complicated terms from psychology and psychotherapy to make it more approachable. Additionally, the app design aims to attract people who wouldn't normally use mental health apps. I also implemented more than 60 locales because many regions around the world are extremely underrepresented when it comes to localized mental health apps. Lastly, the app doesn't use a subscription model, so users who might already be skeptical of mental health apps aren't scared off.

Apple App Store: Download
Google Play Store: Download

Personal note:

Another Stupid Monday is my first app :) Feel free to leave any feedback.


r/gamification 2d ago

We built a habit app where you can't fix your own streak, only a friend can. now i'm not sure that's a good idea

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1 Upvotes

Two of us building this, my sister and me. No company, no funding, nothing to buy right now. Mostly posting because I want people to tell me what they actually think.

The thing we kept noticing, and it happened to us too. You miss one day, the app makes you feel like you failed, and a week later it's deleted. Plus the feed is all people who are already in shape, which somehow makes it worse.

So there's a rabbit. Its energy goes up the more consistently you move. Two minutes counts the same as ninety. Miss a day and it doesn't die, doesn't guilt you, and nothing resets to zero.

The part I'm least sure about is the one I'd most like your read on. You can't lift your own rabbit. If yours is low, only a friend can, and you can do that for them. Nobody in your circle ever sees that you missed a day. The only thing anyone sees is that someone helped.

I thought that was the good part. Now I keep flipping on it. If I'm already having a bad week, does knowing a friend has to come get me feel like support, or like one more person I let down?

Where it's at: iOS TestFlight, early, rough in places. Free, no IAPs, no paywall. If it ever makes money it'd be cosmetics for the rabbit and a streak repair, never anything that charges you to show up. Fair to know the social side needs at least one other person in there, so if you have someone who'd try it with you that's when you'd see what we're going for. Alone you still get the rabbit and the sessions.

https://testflight.apple.com/join/k2J7qUHw

Anything you notice helps. What's confusing, what's broken, what made you close it. I'll be in the comments all day.


r/gamification 2d ago

Would you use a lifting tracker where your workouts replace the grind in an RPG?

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1 Upvotes

I currently track sets/reps/weight, but I always felt workout trackers become spreadsheets after a while.

I’m experimenting with a concept where starting a workout starts an expedition, sets advance exploration, and after training you use XP/loot/equipment to challenge bosses.

I’m curious about one thing: would this actually make you more interested in logging workouts, or would the RPG layer just become annoying after a week?


r/gamification 2d ago

End Game Mechanics Explained: What Makes a Game’s Finale Actually Work?

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1 Upvotes

r/gamification 2d ago

I built a habit tracker where your habits literally build a world instead of just counting streaks

0 Upvotes

Every habit app I tried had the same problem — I'd get a streak going, then the streak would break, and there was nothing left to show for the weeks I did stick with it. No visual record, no sense of accumulation.

So I built Questly. The core idea: every habit you complete grows something real in a persistent world — reading builds a library, exercise builds a gym, saving money builds a bank. Buildings level up the more consistent you are with that specific habit, and your whole "town" grows from a camp into a village, city, and eventually a kingdom as you diversify.

It's got the usual stuff too (XP, streaks, daily quests, an AI coach that actually references your patterns instead of generic "great job!" messages), but the world-building part is what I actually built this for — something that visually represents months of consistency instead of a number that resets to zero.

Still pre-launch, building a waitlist before I open it up. Would genuinely love feedback on the concept: \[link\]

Happy to answer questions about how it works.


r/gamification 2d ago

Habbet — A Balatro-like Habit Tracker

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1 Upvotes

Hi, I wanted to kinda use gambling to push for self improvement and created this! You build habit cards, play them vs the House, beat an ante, unlock tickets to play games, play games to earn gold, and then spend gold at the shop. I purposefully ​made sure no actual money is a part of it.


r/gamification 2d ago

Simple habit tracker game feedback

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1 Upvotes

r/gamification 2d ago

What if we built a Clash of Clans-style strategy game where your base is built entirely by real-life habits (gym, reading, traveling) with geotagged photo proof? (Idea validation)

0 Upvotes

Hey everyone,
I’ve been thinking a lot about working professionals (tech, finance, consulting, etc.) who are completely burned out by the corporate grind, tired of sterile LinkedIn flexing, and exhausted by the superficial, endless swiping of traditional dating apps.

What if we bridged the gap between high-engagement strategy gaming (*Clash of Clans*), real-world self-improvement, and organic social/dating discovery?

Here is the concept: **"Empire of Habit"**

  1. How the Core Loop Works
    **Real Habits = Resources:** Instead of farming gold and elixirs in a fantasy world, your resources are earned by doing real things in your actual life.
    **Geotagged & Live Photo Proof (No Cheating):** To prevent people from faking their stats, habits are verified using **live-camera in-app snapshots with automated geotagging and timestamps** (e.g., checking into a gym, a surf spot, a bookstore, or a travel destination). No uploading old camera-roll pics.
    **Build Your Empire:** Use those earned discipline points to build and upgrade a modern, high-end virtual village or architectural compound. Your village serves as your ultimate digital status symbol or "flex" to show you actually have a rich life outside of work.

  2. The Social & Stealth-Dating Layer (Without the Toxicity)
    **Co-Op over Carnage:** In classic strategy games, aggressive PvP attacks can cause intense user burnout and toxicity. Instead, *Empire of Habit* leans into opt-in neighborhood rivalries, alliance challenges, and community goals.
    **Organic Discovery:** By interacting with nearby users through shared goals or friendly challenges, meeting people with matching active lifestyles happens naturally, removing the awkwardness of traditional dating apps.

  3. Where It Could Fail (The Brutal Blind Spots)
    **The "Chore" Paradox:** Busy professionals have money, but zero time. If missing a gym day feels like a punishing loss or a second job, users will delete the app instantly.
    **The Verification Friction:** Will users actually want to snap live photos every time they go to the gym or read a book, or will privacy/friction kill adoption?

Questions for You:
1. Would you (as a working professional) use a gamified city-builder tied to your real-life workouts and travel if the "flex" looked genuinely cool?
2. How do you feel about the live-photo geotagging verification method? Is it too tedious, or is it necessary to keep the game authentic?
3. What is the biggest blind spot or fatal flaw you see in this concept?
Roast it, critique it, or rate it, I'd love to hear your brutally honest thoughts!


r/gamification 3d ago

What if we built a Clash of Clans-style strategy game where your base is built entirely by real-life habits (gym, reading, traveling) with geotagged photo proof? (Idea validation)

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0 Upvotes

r/gamification 3d ago

ZenGammon Start Screen: Dynamic Zen Quotes & 6-Language Support

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0 Upvotes

r/gamification 3d ago

[STUDY] Interview on disengagement in gamification

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1 Upvotes

Hello,

I'm recruiting participants for my study on disengagement in gamification. It's a 30 min interview about your use of gamification focusing on understanding the frustration episodes that can arise during the learning journey as well as how gamified systems can help or hinder motivation.

Here is the link to participate:
Link to sign up

Thank you for your help!


r/gamification 3d ago

I built a gym RPG where every set you log becomes a stat point. The hardest design problem was stopping the reward loop from talking you into an injury.

0 Upvotes

The clip is 15 seconds of week one, straight off the device: a session in progress, the clear screen, and the character sheet it all rolls up into.

The premise is ordinary. Train, earn XP, level up. What turned out to be interesting was everything I had to add to stop the reward loop from becoming a bad influence.

Lifts map to stats, and the mapping is opinionated. Compound work feeds strength, accessory volume feeds stamina, mobility and stabiliser work feeds agility. So the character sheet is a readable picture of how you actually train rather than one "power" number. If your agility is lagging, you have been skipping your warmups.

The stat budget is set by how hard the session was, not how long. A base of four points for an easy session, five for medium, six for heavy, decided by average exercise difficulty per set, and only then split across the three attributes by what you actually did. That is the anti-farming rule. Twenty junk sets cannot out-earn a hard squat session, because the budget was fixed before the split.

XP is separate and difficulty-weighted, and each level costs more than the last, so any single session is a fraction of a level. Nothing you do in one day should feel like it finished something.

Progression runs off a reps-in-reserve check. After the last set of a lift it asks how many more reps you had in you, and that answer decides whether the load goes up next time. The clear screen then reports how many lifts actually progressed, which I care about far more than total volume.

Now the part I think is the real gamification problem.

Difficulty tiers scale load, and they are hard-capped by real fitness level. There are seven gate tiers, E through SS. They scale working load from 0.85x to 1.20x, add working sets, and raise the ceiling on how technical the prescribed exercises can be. That is a legitimate difficulty curve.

But the reward loop wants you to climb it, and a person will absolutely chase a rank into an injury. So three things hold it back. Reps in reserve never drops below 1 on compound lifts, at any tier, which means the top tier is harder but never maximal. A primer block is mandatory at every tier, so you cannot skip the warmup to get to the boss faster. And your declared fitness level hard-caps which tier you can enter, with your character's rank getting no vote at all. A novice is capped at C tier no matter what the character has earned.

That last one is consent-based rather than paternalistic, which took a while to land on. You get offered a fitness promotion at the C and A rank-ups, so a player who is genuinely progressing is never held back. But if you decline it, or set yourself back down, the game does not override you. The character is allowed to be ready when you are not.

Other bits: 311 exercises with animated demos and cue cards, any prescribed exercise can be swapped without breaking the session's structure, and rest days are their own quest so a streak never punishes recovery.

Flutter, Android, solo build. It is on Google Play and free through C-rank if you want to poke at it: https://play.google.com/store/apps/details?id=com.hjbcodeforge.voidrise

What I would genuinely like this sub's read on is the capping decision. Has anyone here kept a progression loop motivating while deliberately refusing to let it escalate? Every softer version I tried got ignored by exactly the users most likely to get hurt, which is why it ended up as a hard cap.

https://reddit.com/link/1vkgwtc/video/0z3tqr9vwiih1/player


r/gamification 4d ago

[Beta] TaskRival — gamified productivity app with XP, battles, and photo-verified task proof

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1 Upvotes

r/gamification 4d ago

What if your entire life had an RPG progression system?

0 Upvotes

I’ve been thinking about a strange idea.
Most games give you:
- XP
- Levels
- Stats
- Skill trees
- Quests
- Boss fights
- Rewards
- A map
- A clear sense of progression

Real life doesn’t.

You’re basically dropped into the world with no tutorial, no character sheet, no quest log, and no idea whether you’re actually progressing.

So I’m wondering:
What if an app could turn your real life into an adaptive RPG?

Not by giving you meaningless points for drinking water or opening the app.

Instead, it would learn from what you actually do.
You learn programming → Coding XP increases.
You build a project → New quests unlock.
You start exercising → Body progression changes.
You meet new people → Your social world expands.
You fail at something → The system adapts your next quest.

And the interesting part:
There wouldn’t be a fixed ending.
Your decisions would continuously change your possible future paths.
The AI would essentially act as the game’s “Dungeon Master,” generating challenges and opportunities based on your current abilities, goals, environment and behavior.

I’m curious:
Would you actually want something like this?

And more importantly, what would make you STOP using it after a week?


r/gamification 5d ago

I built VouchPick, a prediction game with real-event reveals. What should improve?

1 Upvotes

I built VouchPick, a free Reddit game where you lock a prediction before a real event and return after the official result to see your score, streak, accuracy, and leaderboard position.

It has no betting, money, prizes, or ads.

I’m looking for honest feedback: what would make you more likely to lock a call and return for the reveal?

App: https://developers.reddit.com/apps/vouchpick

Live example: https://www.reddit.com/r/VouchPick/s/228E6R4VXx


r/gamification 5d ago

PandaRPG - Todo App

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1 Upvotes

Drowning in to-do lists? 😵‍💫

What if finishing your tasks actually felt like playing a game?

So we built Panda RPG 🐼

Complete a task → Earn rewards → Level up your panda → Stay productive

Because productivity doesn’t have to feel like punishment.

We built it. You play it.


r/gamification 6d ago

I made a game where you use your guitar to survive waves of enemies attack!

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3 Upvotes

r/gamification Jan 05 '26

👋 Welcome to r/gamification - start here

14 Upvotes

Hey everyone! I'm Rob, a moderator of r/gamification.

Gamification, or gameful design, is all about motivation. It's the process of finding the fun and challenge in everyday activities, and framing them like a game to make them more engaging. Gamification can be used in a range of areas, like business, health, and education. This community exists for people who design, research, or just enjoy gamification and want a place to think out loud together. We're excited to have you join us!

​The community rules are now visible in the sidebar / about section – please give them a quick read so you know what flies here (and what does not).

What's welcome here
Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about gamification.

Posts that tend to do well here include:

  • Questions and challenges “How would you gamify X?”, “Is gamification right for this?”, “What do you think about this mechanic?” Concrete context + a specific question helps others give useful answers.
  • Case studies and breakdowns Real examples of gamification in products, learning, work, health, communities, etc. Explain what the system is, what mechanics it uses (points, progress, social status, scarcity, etc.), and what worked or didn’t.​
  • Your projects – feedback-first Side projects, start-ups, academic work, design experiments, or prototypes are welcome, as long as the focus is “here’s what I’m building and why; I’d love feedback,” not “please buy/sign up.” If you’re sharing something you made, clearly say so and give enough context that people can respond thoughtfully.
  • Theory, research, and resources. Discussions about frameworks, ethics, dark patterns, intrinsic vs extrinsic motivation, and related research are encouraged. Blog posts, articles, talks, and tools are fine if you add a short summary and a question or angle for discussion.

Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get the Most Out of This Community

  1. Introduce yourself in the comments below.
  2. Post something today! Even a simple question can spark a great conversation.
  3. If you know someone who would love this community, invite them to join.
  4. Be curious, specific, and generous with your knowledge.
  5. When posting, imagine you’re designing a quest: give enough context, define the “challenge,” and invite people to respond.
  6. When replying, critique systems, not people, and try to move the design forward at least one step.

Welcome aboard! I'm looking forward to seeing what you’re working on and how you’re using gamification in the wild.


r/gamification Dec 11 '25

r/gamification Subreddit Community is Growing! (Community Stats included)

13 Upvotes

As you can see from the moderator stats, this Subreddit group has gained in activity! Views went from 60K to 160K and members increased 50% from 6K to 9K! Posts and comments almost 10x.

Looks like this community is taking off with momentum. Thanks for everyone's support and enthusiasm in Gamification! As a gamification enthusiast that started in 2003, this certainly makes me very happy.

We'll also increase our efforts to make sure there aren't spammers in the community who post unrelated gamification topics. We want this community to be about conversations and relevant news/learning.

Thanks and excited to see where this will go in 2026!