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StepQuest

A pedometer RPG

Your hero livesonly as long asyou keep walking.

StepQuest turns your daily step goal into a roguelite run. Hit the goal and your hero levels up, and the run turns into a record of how long you kept going. Miss it and it costs a heart. That is the trade that gets you out the door.

  • Free to play
  • No account
  • No manual logging
The dashboard: hearts, level, today's goal, and the week behind you.

The payoff

Every walk pays out.

Hitting the goal is not just a tick on a calendar. It moves your hero, it stretches the run, and it puts one more day behind you that you would otherwise have skipped.

  • Your level is the receipt

    Level forty means forty days you actually went out. It is the one number in the game nobody can hand to you.

  • You go on the days you would have skipped

    That is what the hearts are for. The walk you take because the day is on the line is the walk that builds the habit.

  • The longer you last, the bigger the payout

    Gold lands when the adventure ends, scaled to how long you survived, how hard your goal was and your best streak. It never resets, and it buys avatars.

The problem

Streaks break, and nothing happens.

You already know walking is good for you. That was never the problem. The problem is the cold, wet Tuesday when you are tired and nothing is pulling you out the door. So you don't go, the streak quietly ends, and nothing comes of it. Habits do not survive on good intentions. They survive when the day has something riding on it.

  • 01

    The wins stopped landing

    The first good week felt like an achievement. By the fourth, hitting the goal barely registers.

  • 02

    Nothing is asking you to go

    A cheerful “time to move!” is not a reason. Ignoring it costs you nothing, so ignoring it is easy.

  • 03

    Starting over costs nothing

    The counter goes back to zero and nothing actually left your hands. So you will start again on Monday, the same way.

StepQuest gives the day stakes, tells you before they slip, and pays you for showing up.

The run

You set the difficulty. The rules do the rest.

One number decides how hard your adventure is, and you are the one who picks it. Everything after that is just walking.

  1. 1

    Pick your step goal

    Five thousand or fifteen thousand. Your call. It locks for the whole run, so you cannot quietly move the bar on a bad day.

  2. 2

    Hit it, level up

    Your hero takes XP and climbs that night. Harder goals pay more XP per step, so an ambitious adventure levels faster.

  3. 3

    Miss it, lose a heart

    You have five. The day is scored at midnight, and any rest day you have banked is spent for you. Nothing to claim, nothing to remember.

  4. 4

    Out of hearts, run over

    Your level resets and the adventure pays out in gold, scaled to how far you got. Your collection carries over, you pick a new goal, and the next one starts.

On your side

The game is built for you to make it.

A habit that punishes one bad day is a habit you quit. So the days you show up buy you room to slip later, and every cushion in here is one you walked for.

  • You hear about it while you can still fix it

    A reminder lands while the day is still winnable, with what is left to walk. Stakes are no use to you if you find out at midnight.

  • Six days in, the seventh is free

    A six-day streak banks a rest day, and your next miss spends it automatically. Every adventure also starts with one already in hand, so the cushion is there from day one.

  • Consistency heals

    Seven days in a row grows a heart back, up to five. A rest day still counts towards the week, so one slip does not restart the clock.

  • Blue hearts are what the hardest quests pay

    A perfect month or a legendary quest banks one, and you can hold five. Each absorbs a missed day once your red hearts are gone.

  • Play it well and a run lasts months. That is the whole idea.

The end of a run: how far you got, and what it paid.

The spoils

You never start from nothing.

Most people never restart because starting over feels like losing everything. Here it does not. When the last heart goes you cash out gold based on how long you lasted, and every avatar you own stays yours. The next run begins with the whole collection intact. The only thing you rebuild is the level.

You keep
Your gold and every avatar you own
You rebuild
Your level, your streak and your quests
You choose
A fresh step goal for the next run

The hoard

More than 140 avatars, five styles deep.

Standard, casual, edgy, fantasy and cyberpunk. Every avatar is priced in gold, and gold is what an adventure pays out when it ends. The rarest ones take more than one good run, so what your hero wears ends up saying something about how far you got.

  • Standard
  • Casual
  • Edgy
  • Fantasy
  • Cyberpunk

The shop: more than 140 avatars across five styles.

The shop: more than 140 avatars across five styles.
Quests, from an afternoon dare to a run-defining grind.

The quests

There is always something to chase.

Four tiers, from a dare you can clear this afternoon to a grind that defines a whole run. They pay in XP, and the hardest ones pay in blue hearts, a day off you actually earned.

  • DailyWalk 2× your daily step goal
  • WeeklyMeet your goal every day this week
  • MonthlyA perfect month, start to finish
  • Legendary500,000 steps in one run

Always in view

Today's steps, one glance away.

Your steps come straight from Apple Health or Health Connect, so there is nothing to open and nothing to log. Today's count follows you to the places you already look, so you know whether the day still needs a walk.

  • Home Screen widget

    Today's step count on the Home Screen, kept current through the day. You do not have to open anything to see whether you are close.

  • Lock Screen widget

    The same count on the Lock Screen, so it is there every time you pick the phone up.

  • Watch complication

    Today's steps on your watch face. The watch app behind it is deliberately plain: it shows the count and keeps the complication fed.

Questions

Before you start

Do I have to log my walks?

No. StepQuest reads your step count from Apple Health on iOS or Health Connect on Android. It is the count your phone is already keeping. You walk, the game keeps score.

What happens if I get ill or injured?

Earned rest days and blue hearts absorb missed days automatically. If a run ends anyway, your gold and avatars are permanent, and you start the next one at a step goal that suits where you are.

Can I change my step goal in the middle of a run?

Not mid-run, and that is deliberate: a goal you can lower on a hard day is not a goal. You are not stuck with it either. You can finish an adventure whenever you like from Settings, take the same gold you would have earned by dying, and start again at a goal that fits better. It does not even count as a death.

Will it drain my battery?

It reads step data your phone already collects, so there is no separate tracking running in the background.

Is it really free?

Yes. StepQuest is free to play and shows ads. Optional support tiers grant bonus gold and turn the ads off. Nothing you can buy affects your hearts, your step goal or your level.

Do I need an account?

No sign-up and no account. See the privacy policy for exactly what the app handles.

Start walking

Your first run starts today.

Pick a goal you can hit on a bad day, not the one you can hit on a good one. That is the goal that turns into a habit, and the run that lasts.