@rpa_dake That’s exactly what I’m trying to figure out. For me it’s: if I’m opening Telos during a focus session because I want to see what’s happening, I’m toast. The interesting stuff should be waiting when I’m done.
Turns out designing a game people shouldn’t look at is a weird problem
Telos is intentionally pretty quiet for a game.
No animated battles.
No characters asking for attention.
No chest bouncing around waiting to be opened.
If the game is more interesting than the work you opened it to do, I’ve built the wrong thing.
I like focus timers, but I never cared that I completed “4 Pomodoros.”
I wanted the 25 or 90 minutes I spent working to do something.
So in Telos, that time means distance traveled, places surveyed, resources recovered and a guild rebuilt.
Your work is the progression system.
I’ve been building a focus app around one rule:
The best way to play the game is to close it.
You send a survey guild on an expedition, put your phone down, and do your work.
They work while you work.
It’s called Telos.
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