Start with 6 protection.
All three tiers
Established: Start with 6 protection.
Developed: Start with 8 protection.
Signature: Start with 10 protection.
Turn your activity into a growing kingdom, a powerful cyborg, or your dream home.
No account needed for the demo. Sign in to choose your world and keep your progress.
A LITTLE MOVEMENT. A WORLD OF POSSIBILITY.
Build something amazing, one healthy habit at a time.



2 more design steps to a stone foothold.
2 more design steps to a stone foothold. This project adds one.
Workouts give the strongest building rewards. Card adventures and world events add smaller rewards while you play.Choose up to three perks for Adventure cards, including story and heroic adventures. Your first three eligible projects are selected automatically until you customize your selection. Abilities can be used once per adventure without spending a card play.
Start with 6 protection.
Established: Start with 6 protection.
Developed: Start with 8 protection.
Signature: Start with 10 protection.
Start with +4 focus for your first advancing card.
Established: Start with +4 focus for your first advancing card.
Developed: Start with +6 focus for your first advancing card.
Signature: Start with +8 focus for your first advancing card.
Recover 6 health when entering each later chapter (maximum 100).
Established: Recover 6 health when entering each later chapter (maximum 100).
Developed: Recover 8 health when entering each later chapter (maximum 100).
Signature: Recover 10 health when entering each later chapter (maximum 100).
Gain 1 protection for the next round after each resolve.
Established: Gain 1 protection for the next round after each resolve.
Developed: Gain 2 protection for the next round after each resolve.
Signature: Gain 3 protection for the next round after each resolve.
Earn 2 extra local materials on a full-reward victory (up to three rewarded adventures daily).
Established: Earn 2 extra local materials on a full-reward victory (up to three rewarded adventures daily).
Developed: Earn 4 extra local materials on a full-reward victory (up to three rewarded adventures daily).
Signature: Earn 6 extra local materials on a full-reward victory (up to three rewarded adventures daily).
Start with 5 cards (hand limit 5). Does not add a sixth card with Second Wind.
Established: Start with 5 cards (hand limit 5). Does not add a sixth card with Second Wind.
Developed: Start with 5 cards (hand limit 5) and 1 protection. Does not add a sixth card with Second Wind.
Signature: Start with 5 cards (hand limit 5) and 2 protection. Does not add a sixth card with Second Wind.
Once per adventure: recover 12 health. No card play used.
Established: Once per adventure: recover 12 health. No card play used.
Developed: Once per adventure: recover 16 health. No card play used.
Signature: Once per adventure: recover 20 health and gain 6 protection. No card play used.
Once per adventure: replace one chosen card with a different card and gain 2 focus. No card play used.
Established: Once per adventure: replace one chosen card with a different card and gain 2 focus. No card play used.
Developed: Once per adventure: replace one chosen card with a different card and gain 4 focus. No card play used.
Signature: Once per adventure: replace one chosen card with a different card and gain 6 focus; also draw one extra card (hand limit 5). No card play used.
Once per adventure: your next combo this round gains +6 advance. No card play used.
Established: Once per adventure: your next combo this round gains +6 advance. No card play used.
Developed: Once per adventure: your next combo this round gains +8 advance. No card play used.
Signature: Once per adventure: your next combo this round gains +10 advance and 6 protection. No card play used.
Once per adventure: spend 6 protection to advance 12. Stops at finale phase boundaries. No card play used.
Established: Once per adventure: spend 6 protection to advance 12. Stops at finale phase boundaries. No card play used.
Developed: Once per adventure: spend 6 protection to advance 16. Stops at finale phase boundaries. No card play used.
Signature: Once per adventure: spend 6 protection to advance 20 and recover 5. Stops at finale phase boundaries. No card play used.
Once per adventure: reduce this round’s pressure by 4 and draw 1 card (hand limit 5). No card play used.
Established: Once per adventure: reduce this round’s pressure by 4 and draw 1 card (hand limit 5). No card play used.
Developed: Once per adventure: reduce this round’s pressure by 6 and draw 1 card (hand limit 5). No card play used.
Signature: Once per adventure: reduce this round’s pressure by 8 and draw 1 card (hand limit 5); also reserve 4 protection for next round. No card play used.
Once per adventure: gain 9 focus this round for 4 health (must leave at least 1). No card play used.
Established: Once per adventure: gain 9 focus this round for 4 health (must leave at least 1). No card play used.
Developed: Once per adventure: gain 12 focus this round for 4 health (must leave at least 1). No card play used.
Signature: Once per adventure: gain 15 focus this round for 4 health (must leave at least 1); also gain 5 protection. No card play used.
These benefits work in this world as soon as their project is built. Existing reward limits still apply. Expedition benefits are fixed when you depart. Trading and crafting are available at home, three times each per day; limits reset at midnight UTC.
All expeditions bring +1 local materials.
Established: All expeditions bring +1 local materials.
Developed: All expeditions bring +2 local materials.
Signature: All expeditions bring +3 local materials and +10 XP.
Expeditions take 5% less time, after foundation bonuses.
Established: Expeditions take 5% less time, after foundation bonuses.
Developed: Expeditions take 10% less time, after foundation bonuses.
Signature: Expeditions take 15% less time, after foundation bonuses; also cost 5 less energy.
Expeditions cost 3 less energy.
Established: Expeditions cost 3 less energy.
Developed: Expeditions cost 6 less energy.
Signature: Expeditions cost 9 less energy and bring +1 local material.
Expeditions grant +5 XP.
Established: Expeditions grant +5 XP.
Developed: Expeditions grant +10 XP.
Signature: Expeditions grant +15 XP and take another 5% less time.
Daily foundation collection gives +1 local materials. Requires the second foundation and activity or recovery.
Established: Daily foundation collection gives +1 local materials. Requires the second foundation and activity or recovery.
Developed: Daily foundation collection gives +2 local materials. Requires the second foundation and activity or recovery.
Signature: Daily foundation collection gives +3 local materials and +10 energy. Requires the second foundation and activity or recovery.
Claiming your daily recovery quest gives +1 local materials.
Established: Claiming your daily recovery quest gives +1 local materials.
Developed: Claiming your daily recovery quest gives +2 local materials.
Signature: Claiming your daily recovery quest gives +3 local materials and +1 shared preparation.
Claiming your daily recovery quest gives +1 shared preparation. Assign preparation in the treasure room.
Established: Claiming your daily recovery quest gives +1 shared preparation. Assign preparation in the treasure room.
Developed: Claiming your daily recovery quest gives +2 shared preparation. Assign preparation in the treasure room.
Signature: Claiming your daily recovery quest gives +3 shared preparation and +1 local material. Assign preparation in the treasure room.
Claiming your daily recovery quest gives +5 energy.
Established: Claiming your daily recovery quest gives +5 energy.
Developed: Claiming your daily recovery quest gives +10 energy.
Signature: Claiming your daily recovery quest gives +15 energy and +5 XP.
Each successful foundation minigame gives +1 local materials. Existing limit: three rewards daily.
Established: Each successful foundation minigame gives +1 local materials. Existing limit: three rewards daily.
Developed: Each successful foundation minigame gives +2 local materials. Existing limit: three rewards daily.
Signature: Each successful foundation minigame gives +3 local materials and +10 XP. Existing limit: three rewards daily.
Each successful foundation minigame gives +5 XP. Existing limit: three rewards daily.
Established: Each successful foundation minigame gives +5 XP. Existing limit: three rewards daily.
Developed: Each successful foundation minigame gives +10 XP. Existing limit: three rewards daily.
Signature: Each successful foundation minigame gives +15 XP and +1 local material. Existing limit: three rewards daily.
Trade 4 local materials for 20 energy. Up to three trades per day in this world.
Established: Trade 4 local materials for 20 energy. Up to three trades per day in this world.
Developed: Trade 4 local materials for 30 energy. Up to three trades per day in this world.
Signature: Trade 4 local materials for 40 energy and 1 shared material. Up to three trades per day in this world.
Craft 2 adventure preparation for 30 energy and 2 local materials. Up to three crafts per day in this world.
Established: Craft 2 adventure preparation for 30 energy and 2 local materials. Up to three crafts per day in this world.
Developed: Craft 2 adventure preparation for 25 energy and 2 local materials. Up to three crafts per day in this world.
Signature: Craft 2 adventure preparation for 20 energy and 2 local materials; receive 1 extra preparation. Up to three crafts per day in this world.

1 encounter available now. One each day, plus one after logging a workout and one after completing a design project today.
Daily availability resets at midnight UTC. No streaks, expiry, or penalties for being away.Your first decision will appear here.

Opens the far bank and all expeditions.
24 projects, three tiers each, plus six foundations. Choose your order and grow at your own pace.
There you are! The villagers have ideas, the river has secrets, and we have just enough courage to begin.
Energy is shared across worlds. Each quest also earns 3 unassigned materials. Choose their world in Collection → Fitness.
Describe a workout in your own words and your AI coach drafts it for you to check and save. It runs privately in your browser; nothing is sent to an AI service.
Free · runs on this device · you approve every saveVictory fanfare: “Can’t Stop Winning”, composed by Jonathan Shaw. Licensed under CC BY 3.0. Excerpt shortened, faded and volume-normalized for AiFitNow. Included creator license.
Music by Kevin MacLeod (incompetech.com). Licensed under Creative Commons: By Attribution 4.0.
Kingdom: Lord of the Land · Folk Round · Celtic Impulse
Dream House: Reawakening · Dream Culture · Peace of Mind
Cyborg: Industrial Cinematic · Darkling
Recordings compressed and volume-normalized for playback. Original synthesized fallback music and game sound effects by AiFitNow.