Levelling Up
Your avatar earns XP from a handful of real-life actions. Each level-up grants skill points and, at certain thresholds, new habit slots. The avatar's level is also the main leaderboard ranking metric.

Where Avatar XP Comes From
Avatar XP is deliberately tied to real-world engagement. The sources:
- Completing a good habit. Every good habit completion pays a flat XP amount to your avatar.
- Writing a journal entry. Base XP plus a length bonus - longer entries pay more, up to a cap.
- Reading an infocard. A one-time flat XP on first completion of each infocard bundled with a premade goal.
- Completing a premade goal. Scaled by the goal's period - daily goals pay a little, weekly more, monthly more, yearly a lot. Custom goals don't pay XP.
- Unlocking achievements. Many achievements grant a one-time XP payout on first unlock.
Tasks themselves don't grant avatar XP - they grant silver. Avatar XP comes from habits, journals, goals, and achievements.
Daily Caps
Two caps keep XP from being farmable:
- Per-habit daily dedup. A given habit pays XP at most once per day. Logging the same habit five times earns XP once.
- Daily completion cap across all habits. Past a certain number of habit completions in a single day, further ones stop paying avatar XP (though the habit's own soldier XP still accrues).
- Daily journal cap. Same shape, applied to journal entries.
Why the caps
Without them, a user could front-load a day with dozens of trivial logs to chase levels. The caps keep daily XP bounded and consistent - you can't brute-force the level curve, but you also can't fall behind by not grinding.
What Levelling Unlocks
Two concrete rewards arrive with each avatar level.
Skill points
Every level grants skill points you spend on the six identity attributes. Allocation is the main lever for shaping your avatar's combat profile. See Skill Points.
Habit slots
The cap on simultaneously active good habits steps up at specific level thresholds, eventually lifting entirely:
| Level Range | Good Habit Slots |
|---|---|
| 1-2 | 8 |
| 3-4 | 9 |
| 5-6 | 10 |
| 7-9 | 12 |
| 10-11 | 14 |
| 12+ | Unlimited |
Bad habits aren't capped the same way - see Managing Habits.
The Level Curve
The curve uses two regions:
- Early game (up to level 20) - XP cost per level increases smoothly. Low levels go by quickly; later ones feel more earned.
- Late game (level 21+) - each level costs a flat, predictable XP amount. No geometric wall, no infinite grind.
There's no hard level cap. Long-term players keep climbing, though the per-attribute hard caps on identity attributes mean you hit a build ceiling long before XP runs out.
No Respec
XP spent on levels stays spent, and skill points allocated from those levels stay allocated. There's no way to reset and redistribute - the commitment is permanent. The same rule applies to soldier allocation.
Levelling as a Leaderboard Signal
Your avatar's level is the primary leaderboard ranking - all-time cumulative XP, not a seasonal score. This is one reason XP is tied to real-life engagement: the leaderboard rewards durable, consistent users rather than weekend grinders.
Related Pages
- Skill Points - what you spend each level on
- Identity Attributes
- Leaderboard - what level drives
- Managing Habits - habit slot context
