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.

EmberMorning · Common
PebbleAnytime · Common
DriftAfternoon · Uncommon
WickEvening · Rare

How it works

Four steps, and the third one is the part other apps get wrong.

  1. The parent's quest library, grouped into Mornings, Homework and Bedtime

    Start from a library, or write your own

    1

    You 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.

  2. The child's home screen: their Questling, the time-of-day ribbon and their Sparks

    No checkboxes. No red “overdue”.

    2

    They 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.

  3. The shop, with a Questling tab for Sparks and a Real life tab for Tokens

    Sparks for the game · Tokens for real life

    3

    They 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.

  4. The parent's Today screen, showing each child's progress and Spark balance

    The whole day, in one tap

    4

    You 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.

Sparks

For the game

Spent inside the app on a collectible Questling — hatching, feeding, levelling. Fun while it lasts, and it will not last forever.

Tokens

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.

Monthly

$7.99per month

Prices 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.