Today
Review today’s workout, activity, nutrition, recovery, and next action in one view.
Independent product / 2026
A fitness app where real training powers an RPG
I designed and built a fitness app where workouts, activity, nutrition, and recovery shape companion growth and battles.
Fitness data is useful while you log it, but it often ends in a chart or streak. I built RepQuest to give that progress another use: developing a companion and supporting a separate RPG.
Starting a workout, checking activity, logging a meal, or reviewing recovery has to stay quick. Those actions live in the main navigation; the companion and battle systems respond without taking over the fitness flow.
RepQuest combines workouts, movement, meals, recovery, and insights in one app. Each tool remains useful even if you ignore the RPG.
The game reacts to the fitness app, not the other way around. People log and review health information through familiar tools first; RepQuest then translates it into XP, mastery stats, and battle readiness.
Review today’s workout, activity, nutrition, recovery, and next action in one view.
Create workouts, log sets and reps, use the rest timer, and review completed sessions.
View steps, workouts, and active energy from Apple Health.
Log meals and track calories, protein, and other macros alongside the rest of the day.
See how fitness activity affects your companion, its stats, and the current team.
Fitness activity earns XP and develops Power, Agility, Recovery, and Focus. Levels unlock new forms; balanced mastery unlocks the Divine form.
The companion you begin training with.
Starter form
The first evolution earned through accumulated XP.
Unlocks at level 16
The final level-based evolution.
Unlocks at level 36
A separate final state earned through balanced mastery.
Power, Agility, Recovery, FocusProgress is not based on one metric. Power, Agility, Recovery, and Focus represent different parts of fitness and health, so developing every path matters.
XP and mastery stats carry into a turn-based campaign. I designed battles to give fitness progress a playable outcome beyond another chart, streak, or badge.
Enemy intent appears before each turn, so you can attack, heal, buff, or debuff based on what comes next.
Choose your active companion and team before starting an encounter.
Campaign routes branch between battles, camps, and elite encounters before reaching a boss.
Fitness drives character progression. Battles turn XP, stats, team composition, and abilities into playable decisions.
RepQuest is the most complete product I have built so far. I designed the fitness experience, progression, and battle systems, then developed the iOS app in Flutter.