Just you against yourself.
Levels is a free app that turns personal discipline into a role-playing game. Every day you set your real goals (sport, work, health, creative work...), you validate them to earn XP, you level up and you keep a streak of held days alive. A cold entity, The Summit, watches your progress, rewards consistency and punishes quitting.
Every validated goal earns XP based on its difficulty, from Very Easy to Very Hard. A day is held once 5 goals are validated. Consecutive held days form a streak that multiplies your gains; missed days cost XP and can send you down a level. Leveling up unlocks features: your name, the Adversary, The Summit's Case, rest days.
A place that grows with you. Your days produce Sapphyr, the game's currency, and that Sapphyr builds seven rooms: the Vein that produces, the Vault that protects your XP, the Workshop that crafts items with real effects, the Forge where legendary pieces are earned, the Hearth that stokes your luck, the Parlor that invites the other mentors, and the Study. The Study cannot be bought: it is earned through accomplishments, and it is what caps everything else. The Homestead is open from day one.
It does not, and it owns that: your XP is declared, it only counts for you. What counts in front of others is called Influence, and it is earned only through attestations: you announce a measure, you submit a proof, and a jury of players with no ties to you judges it on four questions. A voice that votes at random loses its reliability, then the right to judge. Influence sets your Floor, from the Depths to the Boundless, and it is the view from your Homestead that changes with it.
The Summit measures five aptitudes on your acts, never on what you declare: discipline, planning, prioritization, execution, endurance. It adds masteries by domain. Each aptitude stays under observation while proof is missing, and it always explains how it reached its number. Past a certain level it no longer just answers: it signals, it calls you by name, then it speaks first.
Six mentors with real schools: Aurelius (The Stoic), The Sergeant (Zero Excuses), Lady O (The Builder), Sasha (The Champion), Blake (The CEO) and Sweet Jones (The Poet of the Game). Your mentor reads your real stats, writes you a report every week, answers in chat and knows your journey. An orientation quiz helps you choose your voice, and the Mentors' Council, on the last Sunday of the month, lets you switch schools with no delay. Sweet Jones' school speaks the game unfiltered: it is restricted to ages 18 and up.
Each mentor offers a guided 14-to-21-day program, one lesson and one concrete mission a day: The Izm (Sweet Jones, 21 days), The Citadel (Aurelius, 14 days), The 40% (The Sergeant, 21 days), The Root (Lady O, 14 days), The Season (Sasha, 21 days) and The Audit (Blake, 14 days). Finishing a program earns an XP bonus.
Yes. The Society is the social tab: you find someone by their name or their mark, you write to them, you visit what they have built without ever seeing their goals or their days, and the door of your Homestead opens or closes as you wish. The Joust is a real head-to-head on identical missions, provable by photo, in two formats: Seven days for endurance, or the Blitz Joust over 24 hours; in ranked play, a neutral jury judges the Proofs instead of your opponent. The Rope Team is a co-op challenge for 2 to 4: every member must hold every single day, the rope snaps on the third fall. The Tournament sets one shared discipline for everyone each week, and The Pact rewards both sponsor and recruit.
Yes. The Voice listens, understands what you want and prepares it: setting goals for the day, laying down a course, validating what is done (even several at once), opening any screen. It always prepares, you always confirm: nothing gets written behind your back. You also choose who answers you, The Summit's assistant or The Summit itself.
The Summit's Plan draws once and lets you adopt it. The Road questions you first: three questions about your course, the real bottleneck named, an honest duration announced. Then it lays down four weeks, each with a verifiable exit goal, and the first one detailed day by day. Above all, it follows through: what you did not do comes back, and the waypoint recalculates what comes next with you instead of leaving you with a dead plan.
Levels is free and runs in the browser on iPhone, Android and desktop. It is an installable web app: add it to your home screen, your data syncs across all your devices, with a daily restorable backup.
Today, nothing: a grant of 15 Wishes is offered on arrival. The Wish is the only currency that will ever be sold, and it only pays for what The Summit computes for you, like the Road. The rule is carved: what is earned is never sold. No XP, no Sapphyr, no Influence, no items, no streak pardon will ever be for sale.
A to-do list forgets. Levels remembers everything: full history, penalties, records, and a registry that keeps track of every course abandoned or scaled down. Your long-term goals end there in five different ways depending on their nature: a number reached, a thing built step by step, an outside verdict, a rule held, or a progression with no clean finish line. Discipline has consequences in both directions.
The climb continues: legendary pieces to forge, The Summit's Archives to unseal, legacy auras. At level 50, The Descent becomes possible: a voluntary Descent that resets your level to 1 in exchange for a permanent star and an XP multiplier. Records, achievements, aptitudes and conquered auras stay yours forever: nothing is forgotten.