Progression

Progression

Progression is how the app marks the passage of effort.

Everything you do โ€” completing a task, keeping a streak, reaching a rank, unlocking an achievement โ€” is recorded. Over time, those records accumulate into a shape. Progression is the name for that shape.

It is not a scoreboard. It is not a leaderboard. It is a record of what you did and when.

The Arena hero โ€” rank, level, and XP bar.
The Arena hero โ€” rank, level, and XP bar.

Experience points

Experience points โ€” XP โ€” are the base unit of progression.

You earn XP when you complete a task. That is the only way. Not when you create one, not when you edit one, not when you open the app. Completion is the moment the app considers a task done, and it is the moment XP is awarded.

The amount of XP you earn from a task depends on three things:

  • Signal. A task linked to a goal is worth more than a task that is not. The link is the proof that the task was part of something larger. Signal is worth more than noise because the app was built to make it visible.
  • Sync. When you complete a task, the app asks how long it actually took. If you planned an hour and it took an hour, sync is 100%. If you planned an hour and it took two hours, sync is 50%. Higher sync means higher XP.
  • Priority. Priority-based multipliers are reserved for a future phase. For now, priority does not affect XP.

The base amount is small โ€” ten XP for a completed task โ€” and the multipliers adjust it up. A well-synced, goal-linked task is worth roughly fifteen XP.

Levels

XP accumulates. When you cross a threshold, your level increases.

Levels are the fine-grained measure of your progress. They go up by one at a time, and each one requires a fixed amount of XP within its tier. There are no partial levels, no invisible progress meters, no ambiguity. When you have earned enough XP to reach the next level, you reach it.

The levels are grouped into six tiers: E-Rank, D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank.

Ranks

Ranks are the coarse-grained measure. Where levels go up one at a time, ranks change rarely โ€” six times over the entire history of an account.

RankLevelsColour
E-Rank1 โ€“ 5Muted slate
D-Rank6 โ€“ 15Soft teal
C-Rank16 โ€“ 30Brighter teal
B-Rank31 โ€“ 50Cyan
A-Rank51 โ€“ 75Electric cyan
S-Rank76+Gold

Each rank has its own colour. The colour is visible everywhere your rank appears: in the Arena hero, on the leaderboard, in the achievements grid. A user at B-Rank sees a different accent in the Arena than a user at E-Rank.

S-Rank at level 76 is not the same as an S-Rank event. This is a subtle but important distinction:

  • S-Rank as a rank tier is a level milestone. You reach it by earning enough XP. It stays with you permanently.
  • S-Rank events are individual distinctions. Once a month, you promote one session to mark it as the most significant event of that month. There can only be one per month, and it moves to a new session each time.

Both are called S-Rank. They are different things. The progression system tracks the rank. The calendar tracks the events.

Streaks

A streak is the number of consecutive days on which you have done at least one of two things:

  • Completed a task, or
  • Written a reflection.

Either counts. Only one activity per day is needed. The streak is a measure of showing up, not of volume.

Streaks are tracked per user, with two numbers:

  • Current streak โ€” the number of consecutive days up to today, or up to yesterday if nothing was done today.
  • Longest streak โ€” the highest value the current streak has ever reached.

When you break a streak โ€” by missing a day โ€” the current streak resets to zero, and the longest streak is preserved. The app does not punish the break. It records it.

Streak shields, purchasable in the The Arena shop, allow one missed day to be absorbed without breaking the streak. A shield is consumed the day after the miss, silently. You discover it has been used the next time you look at the streak panel.

Achievements

Achievements are one-time unlocks. Twelve are seeded into the app.

Each achievement has a rule โ€” complete your first task, complete 100 tasks, complete 10 tasks with high sync, reach a 7-day streak, reach a 30-day streak, and so on. When you cross the rule's threshold, the achievement unlocks automatically and awards a small amount of XP.

Achievements are permanent. They cannot be revoked. Completing a task and then uncompleting it does not re-lock any achievement you unlocked along the way. Achievements are records of things that happened, not reflections of current state.

The twelve achievements are listed in full on the Arena Personal tab. Their descriptions tell you exactly what each one requires.

How it all fits together

Here is the full chain, one activity at a time:

  1. You complete a task. The app records the completion and awards XP.
  2. If the XP total crosses a level threshold, you level up. If the level crosses a rank boundary, your rank changes.
  3. If today is the first activity of the day, your streak ticks forward.
  4. If your streak has crossed a milestone (7, 30, 100, or 365 days) for the first time, a gold milestone bonus is granted.
  5. If any achievement's rule is now satisfied, the achievement unlocks and awards its own XP.
  6. Every XP grant is written to an append-only ledger, visible as recent activity on the Arena Personal tab.

That is the whole system. It is deliberately simple. What makes it meaningful is not the rules but the accumulation โ€” the record that builds up over months, that shows what you did and when, that lets you look back and see the shape of your effort.

> A single day of activity is nothing. A year of days is a life.