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Demons

A demon is the in-game face of a bad habit - an adversary that grows when you give in and withers when you resist. Unlike soldiers, demons never enter combat. Their whole purpose is to visualize how the real-life fight is going.

Demons

What a Demon Is

The moment you create a bad habit, a demon appears - named after the habit, themed to a deadly sin, and tracked on its own detail page. It's the personalization of your struggle: "Your inner parasite," as the UI puts it.

There is exactly one demon per bad habit. Delete the bad habit and the demon goes with it. You can't acquire demons any other way.

Demon detail page showing level, HP bar, sin lore, and a qualitative power description

Why Demons Don't Fight

This is the biggest divergence from soldiers. Demons are deliberately excluded from every combat surface in the app:

  • Not available as party companions in dungeons.
  • Not generated as enemies in dungeons, adventure quests, or the arena.
  • Not visible in the arena opponent pool.

The design intent is strict: the fight against a demon happens in real life, not on a tactical combat screen. A demon's HP bar is the only "combat" that matters - the moral ledger of whether you gave in or held the line.

Why keep them out of battle

If you could beat a demon by playing the game cleverly, the real-life struggle would start to feel optional. The mechanic loses its meaning. Keeping demons strictly out of combat preserves what they actually represent.

HP in Reverse

Demon HP works opposite to soldier HP:

  • Log a completion (you gave in) → demon gains HP.
  • Avoid the habit on a past show day → demon loses HP.

Full mechanics: Demon HP.

The Seven Deadly Sins

Every demon belongs to one of seven deadly sins, plus an "Other" fallback for behavioral tics that don't fit a sin. The sin captures the psychological driver behind the bad habit - the impulse that pulls you toward it - not just the behavior itself.

See The Seven Deadly Sins.

The Class Is Hidden From You

Under the hood, every demon is also classified as Knight, Mage, Healer, or Bard - the same class system soldiers use. But because demons never fight, you never see their class or their combat stats. The detail page hides everything except the demon's name, level, HP, sin, and a narrative description of how strong it's gotten.

Why stats are hidden

A strong demon should never look like a build achievement. If the demon detail page had stat sheets, skill cards, and allocation controls, a leveled-up demon would feel like something you'd cultivated. Hiding all of that keeps the meaning intact - a strong demon is a warning, not a trophy.

Vanquishing

Drive a demon's HP to zero and it's vanquished - a symbolic victory for resisting the bad habit consistently enough to starve the demon out. The demon's portrait and narrative update to reflect the win, and you earn a one-time Demon Slayer achievement the first time you manage it.

Vanquishing is not permanent. If you slip and log the habit again, the demon climbs back up. The demon can be beaten, but the underlying pull doesn't vanish from your life.