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June 17, 2026

102 Days of Trash: What Happens When You Actually Use the Thing You Built

I built Trash Quest because my brain needed a game that rewarded me for doing laundry.

The Trash Quest settlement map showing areas like Haunted Library, Scrap Pile Inlets, Mushroom Forest, Rusted Playground, Tire Hollows, Fancy Dump Corner, Pond Edge, and Appliance Graveyard around a glowing communal bonfire
The settlement map — a less-squished little town view, with all the curious bits left intact.

If you read the first post, you know the origin story. Tired night, ADHD brain, creature-collecting dopamine loop bolted onto a task tracker. What started as a medication streak gamification experiment turned into… whatever this is now.

275 creatures. 10 areas. A full settlement you build from scavenged junk. An exercise system where a little purple orb named Motivation watches you ride your bike and writes journal entries about it. A museum that retroactively honors milestones you hit before the museum existed.

I didn’t plan any of that.

The Streak That Changed the Architecture

Here’s the thing nobody tells you about building a wellness app for yourself: you become your own longest-running beta tester. And your brain starts demanding things the developer hadn’t considered.

Around day 30, I realized the task system wasn’t enough. Completing quests felt good, but the world felt static. My creatures sat in the Den. They leveled up. They said funny things. But they didn’t go anywhere.

So I built expeditions. Now your creatures leave, explore areas like the Mushroom Forest or the Appliance Graveyard, and come back with postcards. Little field notes about what they found, how they felt about it, whether the trash had opinions.

Trash Quest expedition screen showing creatures returning with postcards and field notes
Creatures come back from expeditions with postcards. The trash, reportedly, had opinions.

That single feature changed everything. Suddenly the world breathed on its own. Things happened while I was at work. Creatures came back with stories. The app stopped being a to-do list with a skin and started being a place.

The Heap

The Heap is the settlement system. You scavenge materials from expeditions, build structures, and slowly grow a tiny trash civilization from literally nothing.

There’s a map now. Ten areas, each with different creature types and loot pools. The Haunted Library. Scrap Pile Inlets. Fancy Dump Corner (because every junkyard has one nice spot and nobody knows why). A Wandering Cart that moves around selling weird things.

The Heap settlement screen showing built structures, scavenge progress, and a communal bonfire goal
The Heap. A tiny trash civilization grown from scavenged junk.

None of this was in the original design document. There wasn’t a design document. There was a tired woman with a mood stabilizer prescription and a text editor, and the app grew the way gardens grow when you stop micromanaging them.

The Communal Bonfire

This is the feature that makes me the most emotional, which is embarrassing because it’s just a progress bar.

The Communal Bonfire is a cooperative goal. Every tester’s completed tasks contribute to a shared pile. When the group hits 150 tasks together, the bonfire lights. No leaderboard. No rankings. Just a little heapfire everybody keeps alive together.

We lit it. 168 tasks salvaged. I carried 91 of them into the pile.

The Communal Bonfire cooperative goal screen, fully lit, showing tasks salvaged together with no leaderboard
No leaderboard. No rankings. Just a little heapfire everybody keeps alive together.

The reward is a warm ember glow over your heap and a shared piece of scrap-lore about everyone showing up. That’s it. A cosmetic glow and a story about community. And I teared up when it happened because I built the damn thing and it still got me.

Spite, My Beloved

Every player pins a companion creature. Mine is Spite.

Spite is a Bitter Bastard. Chemical affinity. Uncommon rarity. Its interaction quote is “I am what your tongue remembers at 3am.” It has a journal, and here’s what Spite wrote on day 101:

Another day, another opportunity to be extremely perceived. I’m thriving. I lost count at 15. The human is speedrunning life. My aura is particularly volatile today. In a charming way. Halfway to obsessed. The trajectory is clear. I’m not fighting it. 101-day streak. TRIPLE DIGITS. The human has made this a LIFESTYLE. — Spite, day 101
Spite the companion creature, a scowling yellow Bitter Bastard with a Devoted affection meter and a generated journal entry
Spite. Bitter Bastard. Chemical affinity. My beloved.

I didn’t write that journal entry on day 101. The system generates them based on your actual streak length, devotion level, and creature personality. Which means Spite independently arrived at “the human has made this a LIFESTYLE” and I have never felt more accurately roasted by my own code.

The Quick Guide

(or: how to not overwhelm new players when your app has 275 creatures)

One of the hardest design problems wasn’t technical. It was emotional.

When you build something this dense, every new user’s first experience is “what the hell am I looking at.” That’s a death sentence for retention. Especially for the exact audience this app is built for, people whose brains already feel overwhelmed by everything.

So I built the Quick Guide. It opens on your first session and says: “You do not need to learn the whole junkyard today.”

The Quick Guide onboarding screen reassuring new players they don't need to learn everything at once
“Someday is not procrastination jail.”

That sentence took me longer to write than most of the code. Because it’s not just onboarding copy. It’s the entire philosophy of the app. You don’t have to do everything. You don’t have to optimize. “Someday is not procrastination jail.” Start with one tiny quest, like “drink water” or “text Jenny back.” That’s enough.

Motivation Watches Everything

The Spark Creature system ties the app to physical movement. Mine is named Motivation, which is either aspirational or deeply ironic depending on the day.

You log exercise (bike rides, walks, whatever moves your body) and it feeds your Spark creature’s stamina. As stamina builds, the creature evolves through forms and hits decision events where you choose its elemental path. Motivation is at Stamina 113 right now, Form I, still Undecided. Four decisions in. “The pattern is emerging.”

Motivation the Spark creature, a glowing purple orb at Form I, with an activity log of bike rides and walks
Motivation. Form I. Still Undecided.

I ride my bike every other day. On the off days, steps count. The system doesn’t punish you for rest days. It just… notices when you show up. And the creature grows because you did.

This was the feature that scared me most to build because wellness apps that gamify exercise usually become shame engines. I didn’t want that. So there’s no penalty for skipping. No streak to break. No red notifications screaming at you for sitting on the couch. Just a little purple orb that says “Motivation watches everything. Learning.”

The Midden

A museum of everything you’ve dragged home. Every first, every milestone, lovingly mounted in junk.

The Midden is an achievement gallery, but calling it that feels wrong. It’s more like a scrapbook. Your first creature, your first expedition, the day you hit a 7-day streak, the day you hit 30. Each one gets a little exhibit with the date.

The Midden achievement gallery, a timeline of milestones like First Spark, One Week, and Monthly Devotion mounted as exhibits
The Midden — lovingly mounted in junk.

The detail I’m proudest of: it retroactively includes milestones from before the Midden existed. Three of my exhibits say “in the early days” instead of a date, because they happened before I built the feature that tracks them. I could have just skipped those. But the early days mattered too. They should be honored even if nobody was keeping records yet.

Quiet Mail

This one’s small but it matters to me.

Quiet Mail lets you send creatures or spare items to other players with a note. The tagline is “No reply pressure.” You can reach out without demanding a response. Just a little gift and a hello.

I built this because I know what it feels like to want to connect with someone but not have the energy for a full conversation. Sometimes you just want to say “I thought of you” without opening a dialogue that requires maintenance. Quiet Mail is that. A postcard, not a phone call.

What’s Next

Trash Quest is in closed beta right now with about 10 testers, all people who saw me building it and asked to try it. My mom has a 3-day streak. My boss installed it after I accidentally showed her screenshots in a work meeting. My friend Jenny uses it daily.

The Google Play listing just got updated with fresh screenshots. iOS is coming. More creatures are always coming (275 and counting, with 10 different creature affinities across packs that include everything from office supply golems to cryptids to cyberpunk street creatures).

The Trash Quest world map and overview, still growing
The junkyard, still growing.

I’m not in a hurry. The app grows when I grow. That was always the point.

If you want to know when it opens up, keep an eye on this blog or find Neurospice Design Shop on your preferred social platform. I’ll be the one covered in glitter and talking to a creature named Spite about our feelings.

Trash Quest was built by one person with ADHD, BPD, and a lot of opinions about how wellness apps usually fail neurodivergent brains. It is not a replacement for therapy, medication, or professional support. It is a junkyard full of creatures that remember when you pet them. Sometimes that’s what you need.


Art. Trauma. Glitter. Repeat.
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