The story behind the app.
I noticed my son got irritated after some gaming sessions. I wanted to help, so I made a mood-meter board and started logging his sessions by hand. Every game: the name, how he felt before, how he felt after. We ended up with a couple of candidates causing the irritation.
The magnificent thing is that my son learned the lesson by himself. Any game that annoyed him, he stopped playing, or he limited the session when he had to play it with friends.
Later I took this further with Omnia, my co-founder. The method worked against doomscrolling and screen dependency in general.
We built the app and tested it on family, friends, and friends of friends. 500+ downloads on Google Play, with no marketing spend. They cut their screen time by 66%.
Why now
Demand and growth
The global wellness apps market is growing 14.9% a year and is forecast to reach $26.2 billion by 2030. The average employee wastes 12% of their working hours daily on social media.
Awareness and behaviour shift
Average total screentime has reached 6h45m a day, and UAE residents average 2h58m a day on social media alone against a global average of 2h21m. 69% of US adults under 30 say they want to cut it. Governments moved first: the UAE and Saudi Arabia both run digital wellbeing initiatives.
Screen time isn't the enemy. The long session is.
Business model: B2B2C
Leave the phone. Take the reward.*
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01
We build resilience
We teach users to cut screen time by showing them what screen time does to their mood. We never block an app.
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02
We keep users attached
Time saved becomes points. Points become offers and discounts at real places. It costs the user nothing to keep the app. The points bank is live today; the marketplace where they get spent is what this round builds.
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03
We fix a problem for small businesses
Gyms, studios and spas get customers who already want to do something off screen and have already worked for their points. The merchant pays no ad spend to reach them: a fixed commission, and only after the customer walks in.
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04
We know the risks, and each one has an answer
Users churn once the habit is fixed: the points balance is a reason to stay that outlives the fix. Users refuse subscriptions: we never ask for one. The operating systems ship their own screen-time tools: they report a weekly total. They never ask how you feel, and they never pay you.
We are open for our pre-seed round.
Deck and financial model on request.

