Hey buddy,
At some point, life starts feeling like you're just doing the main quest on repeat.
Wake up. Work. Scroll. Sleep. Repeat.
No detours. No surprises. No stories to tell at dinner. Just the same loop, day after day, with the occasional weekend thrown in to recover before doing it all again.
"Side quest" has become the internet's shorthand for breaking that loop. Taking the unplanned detour. Doing the random thing. Saying yes to the weird idea. It's everywhere right now — Gen Z has completely adopted it as a frame for how they want to live.
The app doesn't exist yet. That's the idea.
Why I'm Handing This To You
I'm a newsletter guy. I'm not building consumer apps.
But I'll tell you what made this idea stick for me. I was scrolling X last week and saw someone post about how they'd gone to a random café in their city they'd never been to, ordered something they'd never tried, and sat there for an hour without their phone. They called it their "side quest for the day."
The post got millions of views.
Not because it was remarkable. Because people recognised the feeling — the desire to do something different, something small and spontaneous, but not knowing where to start.
That's the gap. The desire exists. The nudge doesn't.
The Blueprint
The app is simple. Almost aggressively simple.
You open it. It gives you a side quest.
That's it.
No onboarding survey. No personalisation wizard. No five screens before you see the product. Just open the app and get a quest — something small, real-world, and doable today.
The quests live in a few categories:
Explore — "Find the oldest building within walking distance of you." "Go to a café you've never been to and order something you can't pronounce." "Take a different route home today."
Connect — "Call someone you haven't spoken to in over a year." "Strike up a conversation with a stranger today." "Write a handwritten note to someone and actually send it."
Grow — "Go one hour without your phone. Notice what you think about." "Eat your next meal in complete silence." "Do something today that slightly embarrasses you."
Create — "Take 10 photos today of things you find beautiful." "Write 200 words about your day as if it were a novel." "Cook something you've never made before."
Each quest is short enough to do in an hour. Real enough to actually feel like something. Low-stakes enough that it doesn't feel like homework.
The daily loop: One new quest every morning. You can reroll once if the quest doesn't fit your day. You log it as done or skipped. A simple streak counter keeps you coming back. That's the whole engagement mechanic.
How it makes money:
Free tier — one quest per day, basic categories, one reroll.
Pro at $4.99/month — unlimited rerolls, access to all quest categories including themed packs (Solo Traveller quests, Comfort Zone quests, City Explorer quests), ability to save favourite quests, and a weekly "epic quest" — something slightly bigger and more memorable than the daily ones.
The quest pack model is also a clean one-time purchase option. "50 Side Quests for Introverts" at $2.99. Low friction, impulse buy, scales infinitely as you add more packs.
Why Right Now
Loneliness is at record levels. Screen time is at record levels. And people are more aware of both than ever — they know they're scrolling too much, they know they're not doing enough, and they feel vaguely guilty about it constantly.
Side quest culture is the organic response to that. People want the nudge. They want permission to do the random thing. They want a reason to put the phone down and go experience something.
The term "side quest" has gone from gaming slang to mainstream life philosophy in about two years. The cultural moment is here. The app isn't.
And the economics work. Consumer apps in the self-improvement space — habit trackers, journaling apps, mindfulness tools — consistently show strong conversion to paid when the core loop is simple and the value is felt immediately. A well-designed quest that actually makes someone's day more interesting is felt value. That converts.
Where This Goes Next
The solo app is the MVP. Build it, prove the loop works, get the first paying users.
But the real version of this — the one that becomes a genuine platform — has a social layer.
Imagine: you complete a quest and log it with a photo or a one-line note. Your friends see it. They react. They get inspired to do their own. Suddenly the app isn't just a quest generator — it's a shared experience log. A journal you compare with the people you care about.
"My friend went to a random café today. Looks amazing. I want to do that."
That's organic sharing. That's the loop that makes something spread without an ad budget.
The social layer doesn't need to launch on day one. It probably shouldn't — keep it simple first, prove the core works. But it's the version of the product that goes from useful app to cultural thing. And that's a very different ceiling.
The One Thing That Makes It Work
The quests have to actually be good.
This sounds obvious. It isn't.
Generic quests ("try something new today!") feel hollow and get ignored. Specific quests ("find a bench in your city you've never sat on and stay there for 15 minutes") feel like an actual adventure. The difference is specificity and a tiny bit of poetry.
The quest writing is the product. Everything else is the container.
Hire someone who can write quests that make people feel something. Or be that person yourself. But don't treat it as content to fill — treat it as the core creative work. Because it is.
Go Build It
Write 100 quests first. Before any code, before any design. Just sit down and write 100 things worth doing.
If that process feels exciting, you're the right person to build this.
Go.
Talk soon, Kris
P.S. — The best apps don't solve a problem. They give you a feeling. A good side quest makes your ordinary Tuesday feel like a small adventure. That's the product. Sell the feeling.


