Daily quests with an AI game master
Own product · PWA, generation under context, gamification
Every morning the app hands over one quest of 5–15 minutes: the AI builds it around the city, the weather, the mood and what the person has already done. Mark it done and the experience lands, the streak grows. It installs on a phone like an app and sends a push.
How it worked before
To-do apps ask the person to decide what to do. That is the step most people stop at: choosing the thing costs more than doing it.
What made it hard
A generated task has to be doable today and here: a quest for a downpour in an unfamiliar city is not the same as one for sunshine two steps from home. And all of it has to run without a server anyone keeps alive by hand.
Engineering decisions
- 01
The context is assembled before the model is called
City, weather, the marked mood and the history of what was done are composed into a picture of the day — the model receives that, not a bare "invent a task". Quality here is set by what goes in, not by the length of the prompt.
- 02
The quest is prepared on a schedule, not on open
It is generated ahead of time by cron, so the app opens with a quest ready rather than spinning while someone waits. The most expensive operation happens where nobody is watching it.
- 03
Gamification lives in separate modules
Experience, levels and streaks are the core; the reward shop and the money bank plug in on top and may not exist at all. The core does not know about them, so switching a module off cannot break progress.
- 04
No server to keep alive
The schedule, the queue and the pushes live in the platform rather than in a process someone has to keep running. A product for one person should not require administration.
Where it stands
The app opens with a quest ready rather than a spinner. The progress core keeps working with the reward modules switched off.
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