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Meet the Guild: the friends who cheer on every habit you keep.
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Your Guild Hall, a dragon fight for your push-ups, and a Quest Board where every habit becomes a mission.
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A story that moves with you: characters to meet, ranks to earn and a world map to explore.
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Spend what you earn at Zahir's bazaar, and tick off the small stuff on a daily to-do scroll.
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The Habit Guild app icon.
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Every push-up is an arrow: tap once per rep and bring the dragon down.
Inspiration
I have always loved video games, anime and building good habits, and I always wanted to create something of my own. The idea of mixing the things I love most had been going around in my head for a long time, so I decided to use my skills and bring it to life. I knew apps like Habitica, but they felt static: no interaction, no animation, no depth. Every habit app I tried felt like a spreadsheet with checkboxes. I wanted my habits to feel like an adventure: you arrive at a Guild as a new adventurer, and every real-life habit you keep is a mission that moves your story forward.
What it does
Habit Guild turns your habits into an RPG adventure.
- Habits become missions. Reps, timed or hybrid. Completing one plays an animated scene: shoot a dragon with a bow, mine crystals, brew potions at a still, clean cursed stones.
- Five disciplines grow with what you actually practice: Strength (physical), Magic (mental), Healing (self-care), Eloquence (social) and Commerce (finance). Your class evolves with them, and ranks take you through seven zones.
- A living Guild Hall, like the classic adventurers' guild from anime. Eiry the receptionist greets you, there is a daily chest, and story letters arrive as you progress.
- A story that listens to your life. Chapters with choices, characters who remember you, side stories that unlock new mission scenes. Story gates are measured in active days, never raw counts, so the game never rewards junk habits.
- Journal, heatmap and stats, to-dos, and streak shields that forgive a bad day.
- Five languages (English, Spanish, German, Japanese, Korean), offline-first with cloud sync.
Monetization with RevenueCat
- Premium subscription (monthly and annual) with a 7-day free trial, sold through a RevenueCat-powered paywall with localized live prices. It unlocks more active missions and premium content.
- Gems, a consumable currency for cosmetics (wallpapers, desk decorations, card skins).
- One
premiumentitlement across the app, restore purchases, and account-based sync so a purchase follows the player.
How I built it
- Flutter for the app, with Supabase for accounts and cloud sync, and offline-first storage so nothing is lost without connection.
- RevenueCat SDK for subscriptions, the free trial and in-app purchases.
- Rive for every character and mission scene: emotions, gestures, speech, and a bow you draw with your own finger. You can see part of my hand-animation process on Habit Guild's Instagram.
- 2.5D parallax backgrounds that move with the phone.
- AI-assisted tools helped me move faster on parts of the code and art. The game design, story, characters, animation and art direction are mine.
Challenges
- Making real habits drive a story without gamifying the wrong things. Every story gate has a "plain path" anyone can reach, and progress is counted in distinct active days.
- Making animation feel alive. Characters that react to what you do, scenes you play with your finger, and a world that moves with you.
- Offline-first sync without losing a single mission when you reinstall or switch phones.
- Writing and localizing a story in five languages while keeping each character's voice.
- Doing everything a solo developer has to do: programming, animation by hand, design, social media and managing the whole project.
What I learned
Small details keep people coming back more than big features: a character who remembers your name, a scene that reacts to what you did today. Monetization works best when premium feels like more adventure, not less friction. And players love customization: some told me they would pay almost anything for a cosmetic change.
What's next
- Finn's festival story, with dance nights and music albums.
- Sword and staff combat, a tavern with the cast, and more zones.
- Multiplayer, chat between players, character customization and more.
Built With
- android
- dart
- flutter
- google-play
- revenuecat
- rive
- sqlite
- supabase
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