LVL 1 · EVERYDAY ADVENTURER

Boring tasks.
Epic quests.

Tick Quest is a habit tracker with RPG bones. Flossing is a daily quest. Inbox zero is a boss fight. Every tick earns XP, every unbroken day feeds the streak — and the streak is the whole game.

Play the demo below
// how it works

Three moves. That's the loop.

No skill trees to study, no guilds to join. Tick Quest stays out of your way because the habit is the content.

STEP 01

Name the quest

Rewrite the chore as something worth doing. "Do the dishes" becomes "Cleanse the Kitchen of the Crusted Horde." Same task — suddenly it has a title screen.

STEP 02

Tick it daily

One tap when it's done. Each tick pays out XP scaled to how much you'd rather not do it. Hard quests pay best — that's the point.

STEP 03

Guard the streak

Consecutive days build a streak multiplier. Miss a day and it resets — but one "campfire day" a week lets you rest without losing the run.

// playable demo

Today's quest log

This is the actual interface, running right here. Tick a quest, watch the XP bar move. Clear all four for a level-up.

Tuesday's quests

🔥 streak: 6 days
0 / 100 XPLVL 1 → LVL 2
// design principles

The rules we won't break

Gamification usually curdles into guilt. These four rules keep Tick Quest a game you'd actually want to keep playing.

Streaks bend, they don't shatter

One planned rest day a week is built in. A habit system that punishes being human is just a to-do list with extra shame.

XP for effort, not outcomes

You get the tick for showing up to the gym, not for the number on the bar. Outcomes lag; effort is tickable today.

Four quests max per day

A quest log with nineteen entries is a backlog. Hard cap of four keeps every tick meaningful and every day winnable.

No leaderboards, ever

Your only rival is yesterday's you. Comparing streaks with strangers turns a practice into a performance.