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04
A game where the character is you.
Overview
SuperSoul is a daily self-tracker built as a RPG. Your real-world actions affect the stats of a virtual character — completing growth tasks levels up attributes, neglecting them causes slow decay. The game loop is designed around 1% daily progress, compounding over time.
Type
Productivity App
Status
Concept · Built
Stack
React Native
Habit trackers fail because they're binary — done or not done — and they have no memory. Miss three days and the streak resets to zero, erasing all prior progress. SuperSoul uses stat-based progression so that consistent effort compounds visibly, and occasional failure doesn't reset everything. Progress should feel like it means something.
Try the mechanic.
Character stats
Endurance
73%
Discipline
61%
Focus
84%
Creativity
55%
Today's tasks
This is 1% of a stat. Compounding daily.
Show decay
Missing one day costs 0.5% of a stat. Missing a week costs 3%. The decay curve is designed so that short breaks don't feel catastrophic — they just require a slightly longer recovery. This is the anti-streak.
Running might increase Endurance by 1% but also Discipline by 0.5% and decrease Mental Fatigue by 0.3%. The multi-stat model reflects how real growth works — nothing improves in isolation. It also makes the character feel like a system, not a checklist.
Static habit lists become invisible after two weeks. SuperSoul surfaces a different configuration of tasks each day from the same categories. The character stays fresh; the discipline doesn't.
The gamification backfired for a segment of users — the competitive ones. Stat decay caused anxiety rather than motivation. The system needed a casual mode with no decay for users who want progress tracking without stakes.
Two modes from the start: Athlete mode (decay on, stakes real) and Explorer mode (decay off, pure progress). The core system is the same — just the emotional contract is different.