Categg · A game you play on your phone

The 14-Day Discipline Game

Not another ebook. Fourteen days, three worlds, one small mission a day. Try a piece of Day 1 right here — about a minute.

Day 1 · Freeze Frame⭐ 0 XP

You don't lack discipline.
You lack a game.

You know exactly what to do. You've read the books and watched the videos. This turns all of it into fourteen small missions you actually play — with XP, a boss fight, and a plan for the day you slip.

Plays in your phone's browser. Nothing to download. 7-day refund.

36,000+Follow Categg
14Missions, one a day
5–10Minutes in the app
7-dayRefund, no questions
II · The game

Three worlds.
One job each.

Most discipline advice is aimed at five different problems at once. The game splits it into three worlds. You only work on the one you're standing in.

World 1 · Days 1–5

Clear the Fog

For when you don't know where to start. You look at the truth, cut everything down to one goal, and clear the room around it.

JobOne goal. One fixed Golden Hour.
World 2 · Days 6–10

Build the Loop

For when you know what to do and still don't do it. A loop so small you can't say no, a scoreboard — and the Day 9 boss fight.

JobNever hit zero. Even on the worst day.
World 3 · Days 11–14

Lock It In

For when you don't want to go back to who you were. A new identity built on evidence, a safety valve for slips, and no finish line.

JobMake day 15 feel normal.
The world map
The map — one day unlocks at a time
A daily mission
A mission — tap, type, unlock
The Day 9 boss fight
Day 9 — the boss is your own excuse
A collectible card
Every day drops a card. 24 to collect.
🔥
A streak that forgives

Miss one day and you get a Comeback quest, not a reset. Shields protect longer gaps. Your progress is never wiped.

🃏
Rewards you can't predict

Every finished day flips a card — common, rare or gold. You'll want to see tomorrow's.

⏳
No binge-playing

One mission per day, unlocked at midnight. On purpose: habits are built by days, not one long night.

🎯
Your answers carry forward

The goal you pick on Day 2 shows up on Day 9's boss and your Day 14 character sheet.

📊
A scoreboard

Score each day 1–10 from Day 7. Watch the bars grow on your map.

📇
A character sheet at the end

Your class, level, streak, goal and new identity — saved as an image to keep or share.

What you get

Everything, for one price.

  • 🎮The 14-Day Discipline Game14 missions, 3 worlds, boss fight, cards, streaks and shields — in your phone's browser.
  • 📱Your progress on up to 3 devicesStart on your phone, continue on your laptop. One license key, no account, no password.
  • 📘The Field Manual (PDF)All 14 missions as a printable guide, for people who like paper.
  • 🗓️Season accessJoin a group run — like the one starting December 18 — and see how many players beat Day 9 with you.
  • ♾️Every future updateNew cards, new seasons, fixes. No upgrade price, ever.
You pay once
$29

The price goes to $39 on January 6, 2027. If you buy before then, you keep everything — including every future update.

Get the game →

Secure checkout by Gumroad. Your license key arrives by email in about a minute.

III · The math

Why day 9 decides everything.

This is the part most "21-day challenges" leave out, because it isn't flattering. But once you see it, the whole game makes sense.

Researchers at University College London followed people building one new daily habit. On average it took about 66 days for it to feel automatic — anywhere from 18 to 254. And missing a single day barely changed the curve. The people who didn't make it weren't the ones who slipped. They were the ones who stopped.

After day 8, you miss one day and…Day 14 looks likeHabit curve
…do the 2-minute version the next morning13 / 14Keeps climbing
…restart "properly" next Monday8 / 14Stalls, then restarts from cold
…decide you've "ruined it"8 / 14Back to zero
Day 9 is where the novelty is gone and the results aren't visible yet — the most reasonable excuse in the world shows up right on time. So the game makes it a boss fight: you name the excuse, you write the counter-attack, and you do the 2-minute version. As small as it needs to be — just never zero.

Lally, van Jaarsveld, Potts & Wardle (2010), "How are habits formed," European Journal of Social Psychology. The table is simple arithmetic for illustration, not a prediction.

IV · What's inside

Fourteen missions.
No filler days.

Each one takes 5–10 minutes in the app, then one small thing in real life.

DayMissionWhat you actually do
World 1 · Clear the Fog
01Freeze FrameWrite down 3 things you said you'd do and didn't. See your wasted hours as days per year.
02The One ThingCut the list to ONE goal, as one sentence with a number in it.
03The Reverse MapPlan backwards from day 14 until tomorrow's action is tiny.
04Clear the BattlefieldRemove the four traps around you — for real, while you play.
05The Golden HourAnchor a fixed daily slot and put it in your calendar. +1 shield.
World 2 · Build the Loop
06The Minimum LoopShrink your daily action until it's almost embarrassing.
07Instant FeedbackStart your scoreboard. Bad days get a score too.
08The Just-Right StruggleGo exactly one notch harder — and check if it's too much.
09⚔️ The Boss FightName your best excuse, beat it with a 2-minute counter-attack.
10Clone the WinTurn your best days into a formula a stranger could copy.
World 3 · Lock It In
11The New IdentityWrite who you are now — based on evidence, not wishes.
12The Safety ValveWrite your recovery plan for the day you slip. +1 shield.
13Teach It BackExplain your system out loud in 60 seconds, no peeking.
14No Finish LineBan the word "challenge." Get your character sheet.
V · Is it for you

Honestly, not for everyone.

Yes, if you…

  • Know what to do and still don't do it, most weeks
  • Have quit more than one challenge by day 3 — or day 9
  • Like games more than to-do lists
  • Can give it 5–10 minutes a day for two weeks

No, if you…

  • Want a 5 a.m. routine or a 75-hard style program
  • Need help with depression, ADHD or anything clinical
  • Want to binge all 14 days in one evening
  • Already run a habit system that works — you know most of this

That third "no" is real. If you want to read everything tonight and feel productive, this will frustrate you. It's built to be played one day at a time.

VII · Questions

Asked before people buy.

Is this an app? Do I have to download anything?

No download. It's a web game that runs in your phone's browser (or your laptop's). You can add it to your home screen so it opens like an app.

How do I get in after I buy?

Gumroad emails you a license key within about a minute. Open the game, paste the key, and you're in. No account, no password.

Can I use it on my phone and my laptop?

Yes — the same key works on up to 3 of your devices, and your progress follows you.

What if I miss a day?

That's built in. Miss one day and you get a Comeback quest: do your 2-minute version and your streak survives. Shields protect longer gaps. Your days are never lost.

Why can't I play all 14 days at once?

Because the point isn't to finish the game — it's to change 14 real days. Each mission ends with something to do in real life before the next one opens.

I bought the 14-Day Discipline Game ebook before. Do I pay again?

No. Your existing license key unlocks the game. Look in your Gumroad library under the 14-Day Discipline Game.

Is the PDF still included?

Yes — the Field Manual, with all 14 missions, is included for anyone who prefers paper.

Is this therapy or professional advice?

No. It's a structured habit game built on behavior science. For anything clinical, please talk to a licensed professional.

What if it's not for me?

Email within 7 days and you get your money back. No questions, no form. (Refunds also switch off the license key.)

VIII · One decision

Play day 1 tonight.

Five to ten minutes. One mission. Tomorrow, the next one unlocks.

$29
Get the game →

Secure checkout by Gumroad · License key by email · Plays on any phone

7-DAY
REFUND

If it's not for you, get your money back.

Seven days, no questions, nothing to explain. We'd rather refund you than have you feel talked into something.