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Earning & Spending Silver

Silver is Scope's real-life reward currency. You earn it from productive real-life actions - completing tasks, logging good habits, writing journal entries - and you spend it on real-world rewards you pick yourself via the wishlist. Silver is the only currency that can buy wishlist items, and the wishlist is the only place silver can go.

Silver coin

How Silver Is Earned

Silver earns a flat one coin per qualifying action:

That's the whole earning structure. No scaling by difficulty, duration, or streak. No bonuses for multi-category action. Just: did a productive thing, got a silver coin.

Bad Habit Penalty

Logging a bad habit - confessing you gave in - deducts one silver from your balance. The balance has no floor below zero, so it can dip into negative territory if you've been giving in a lot without compensating productive actions.

Why the penalty is silver, not gold

A gold deduction is abstract - you lose game currency, fine. A silver deduction is viscerally personal - you just lost one coin off the progress toward "weekend getaway." Losing tangible progress on a real-world reward you set yourself feels meaningfully different from losing abstract game gold. The penalty lands because the consequence is specific.

The One Silver Sink: Wishlist

Silver can only be spent on one thing: items on your wishlist.

  • You name the items yourself ("new headphones," "weekend trip," "nice dinner").
  • You set the prices in silver yourself.
  • You "buy" an item when you've saved enough.

The wishlist is the whole point of silver. Every coin you earn moves you toward something you've personally decided is worth wanting.

See Wishlist for how it works.

Why Silver Is Flat (Not Scaled)

Task silver, habit silver, and journal silver all pay the same flat rate. No multipliers for harder tasks, no bonuses for longer journals, no streak modifiers.

The reasoning:

  • Flat silver + self-set wishlist prices = self-calibration. If silver comes in too fast, you raise your wishlist prices. Too slow, lower them. The system stays honest because you're both the earner and the pricer.
  • Scaling silver would tempt gaming. If longer journals earned more, you'd write longer journals; if harder tasks paid more, you'd over-label task difficulty. Flat rates remove that pressure.
  • Consistency beats intensity. Three short journal entries a week that you actually write beat one long entry you write when guilt compels you.

No Daily Cap on Silver

Unlike avatar XP, which has per-day caps, silver has no earning limit. You can earn fifty silver in one day if you complete fifty eligible actions (though you probably won't, and doing so means you're genuinely engaging with the app across all its productive surfaces).

The lack of a cap is possible because silver only spends on the wishlist, and you control wishlist prices. A productive day earns you more progress toward your rewards, which is the desired outcome.

Ledger-Based Balance

Your silver balance is computed from the full history of silver events (earns and spends). This means:

  • Un-completing a task refunds its silver.
  • Deleting a journal entry revokes its silver.
  • Two devices earning silver concurrently both count - the ledger reconciles them.
  • Negative balances are possible - heavy bad-habit logging can push you below zero.

The balance is always accurate, whatever you do.