HabitRPG

A habit tracker app which treats your goals like a Role Playing Game. As you accomplish goals, you level up. If you fail your goals, you lose hit points. Lose all your HP and you die.


Game Over

Continue

Habits

    {#each _habitList as :task}{/}

Daily

    {#each _dailyList as :task}{/}
    {#each _todoList as :task}{/}
    {#each _completedList as :task}{/}
Clear Completed
{#if _user.history.todos} {/}

Rewards

{gold(_user.stats.money)} {silver(_user.stats.money)}
    {#each _rewardList as :task}{/}
{#if _user.items.itemsEnabled}
    {#with _items.armor as :item}{/} {#with _items.weapon as :item}{/} {#with _items.potion as :item}{/} {#with _items.reroll as :item}{/}
{/}

Highly discouraged because red tasks provide good incentive to improve (read more). However, this becomes necessary after long bouts of bad habits.

{#if lessThan(_user.balance,1)} Buy More TokensNot enough tokens {else} 4 Tokens {/}

Adds 20 tokens and removes ads.

$5

/
{{#if @noDismiss}}{{/}}
{tokens(_user.balance)} Tokens
Reset
{{@content}}
{#if _loggedIn} {#unless equal(@type,'reward')}
{/} {/}
  •     
    {#if :task.history} {/}
    {#if :task.notes} {#if equal(:task.type,'reward')} {else} {/} {/}
    {#if equal(:task.type, 'habit')} {#if :task.up}{/} {#if :task.down}{/} {else if equal(:task.type, 'reward')} {:task.value} {else} {/}
    {:task.text}
  •       
    {#if @reroll} {else} {:item.value} {/}
    {:item.text}
  • {#if equal(_nodeEnv,"production")} {/}