A behaviour chart kids finish
Getting through the morning shouldn’t take four reminders and an argument.
Questlings turns daily routines into quests your child actually wants to finish, and helps them build the everyday habits that stick — earning something real, not just points in a game. You set the quests. They see a world, not a to-do list.
For children aged 6–12. iPhone and iPad.
- No ads. Not now, not later
- No third-party tracking. No SDK to do it with
- No camera. No photos of children, anywhere
- Children never sign in. They have no account to breach
Meet the Questlings
Four to hatch and raise, one for each part of the day. Sparks feed them; they are the reason a six-year-old opens the app without being asked.
How it works
Four steps, and the third one is the part other apps get wrong.

Start from a library, or write your own
1You set the quests
Brush teeth, pack the school bag, twenty minutes of reading. Start from a library grouped by time of day, or write your own. Pick a time of day, or leave it open.

No checkboxes. No red “overdue”.
2They see a world
No checkboxes, no red “overdue”, no productivity vocabulary. Just today, the part of the day it is, and a creature who is pleased to see them.

Sparks for the game · Tokens for real life
3They earn two currencies
Sparks feed the Questling and are spent in the game. Tokens buy real rewards that you choose — screen time, choosing dinner, staying up late. One tab each, and the child can see both.

The whole day, in one tap
4You approve in one tap
The whole day at once, from the sofa. Every child, their progress and their balance on one screen. Forgot yesterday? Fill it in and it counts for full value.
Why two currencies
In-game rewards stop working. Usually around week six — the novelty wears off, the points stop meaning anything, and the app goes quiet. Real rewards don’t decay.
For the game
Spent inside the app on a collectible Questling — hatching, feeding, levelling. Fun while it lasts, and it will not last forever.
For real life
Spent on rewards you define yourself. You decide what they’re worth and when to say yes.
You choose the balance
One slider sets how every quest divides between the two. If the creature stops holding their attention, slide towards Tokens and the app still works.
Built for the grown-up too
Most apps like this quietly assume the parent has unlimited attention and a free evening. Every screen here is designed to survive a distracted, interrupted, time-poor adult instead.
Approve a whole day in one tap
“Approve all” is always on screen — never hidden behind a selection mode. Every approval is undoable for five seconds.
Backfill is first-class
Marking yesterday complete is a normal action, not a hidden edge case. It counts for full value, same as any other day.
Nothing punishes absence
No streaks to break, no guilt copy, no “you missed 3 days”. Ignore it for a fortnight and you come back to a working app.
Calm Mode
One toggle: less movement, softer colour, no sound. On automatically if the device has Reduce Motion switched on.
What we don’t do
This part is architecture, not a promise. There is no third-party tracking SDK in the app because there is no third-party SDK in the app.
- No ads, ever
- No chat, no social, no other users
- No third-party analytics or tracking
- No data sold or shared
- No camera, and no photos of children
- Children never create an account
Pricing
Seven days free, then one subscription for the whole family. Quests and Sparks keep working without it; Tokens and real rewards are the paid half.
Yearly
$59.99per year — saves 37%Monthly
$7.99per monthPrices shown are US App Store reference prices; you will be charged in your own currency at the price your App Store shows. Payment is taken by Apple when the 7-day free trial ends. Subscriptions renew automatically unless cancelled at least 24 hours before the period ends, and you can cancel any time in your Apple ID settings. See the Terms of Use and Privacy Policy.