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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.

Your avatar grows

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 RangeGood Habit Slots
1-28
3-49
5-610
7-912
10-1114
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.