Five spirits
Long and steady work is air, heavy work is earth, anything in water is water, stretching and balance are wood, bursts and fights are fire. 24 kinds are built in; add your own and give them to any spirit.
Stillcraft / Apps / Aloft
A little island floats above the clouds, and five spirits hold it up: the sylph of air, the golem of earth, the undine of water, the dryad of wood and the salamander of fire. Every training feeds one of them: running feeds the sylph, weights the golem, swimming the undine, stretching the dryad, boxing the salamander. The more evenly you train, the higher the island rises and the more grows on it. Lean too hard on one element and you see it as weather: the grass dries without water, the edges crumble without earth, the stone cracks without stretching. A sudden jump in load brings a storm and a nudge to rest. Meanwhile every training carries the island on a voyage past Laputa, Buyan and Avalon, the islanders ask small favours each week, and rare guests fly in when you train in the rain, the snow or at dawn. Free, no ads, no account.
Android 9.0+ · Free · English & Русский
Long and steady work is air, heavy work is earth, anything in water is water, stretching and balance are wood, bursts and fights are fire. 24 kinds are built in; add your own and give them to any spirit.
Minutes times how hard it felt, fading over about two weeks. A spirit grows from a spark to a great spirit, and the island's height is the average of all five.
Drought, landslides, gusts, sinking and cracks show which element is missing. Two strong elements together raise a mill, a forge, hot springs, a garden or a rainbow.
A sudden jump against the last four weeks brings a storm. A rest day brings calm and sleeping spirits. Ill or injured? Drop anchor, and nothing fades.
Any training moves the island along the season's route. Each legendary island sends a letter and a keepsake that appears on yours.
Three small favours a week, the first from the weakest element. A pennant for each one done, and gifts for enough thanks.
With a town set, the island sees the real weather. Train in the rain, snow, fog, frost or heat, at dawn or after dark, and one of nine rare guests flies in.
At the end of the week the spirits gather round a fire and tell the week in a few plain sentences.







| Element | Spirit | For example |
|---|---|---|
| Air | Sylph | running, walking, skiing, cycling |
| Earth | Golem | weights, the bar, climbing |
| Water | Undine | swimming, rowing, paddleboard |
| Wood | Dryad | yoga, stretching, pilates |
| Fire | Salamander | intervals, boxing, ball games, dancing |
The island never falls and nothing is lost for a missed week: it just sinks into the clouds and rises again with the next walk. Your log stays on the phone. The load model is a general guide, not medical advice.
JDK 17+ (Android Studio's bundled JBR works) and the Android SDK. Kotlin, Jetpack Compose, Room, DataStore, WorkManager; the island, the spirits and the guests are drawn in code.
git clone https://github.com/bigdevwhale/aloft.git cd aloft ./gradlew testDebugUnitTest assembleDebug ./gradlew assembleDebug -Pdemo # app.aloft.demo: eight weeks of training ./gradlew testDebugUnitTest -Prender --tests '*RenderArt*' # sprites and every screen to PNG, EN and RU
Not yet: you log a training in a few taps. An import from Health Connect is planned.
That's fine; the island just shows it. A runner's island is tossed by gusts until the golem gets some weights. Nothing is taken away.
Because load that jumps far above your usual is when injuries happen. The storm is a nudge to rest a day, not a punishment.
How many Saturdays you have left, and what you'll do with them.
The mindfulness multi-tool: breathing, Wim Hof, a bell, practices and a journal.
A strict focus timer that actually blocks distractions.
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Quit a habit, one day at a time.
Turn your days into a quest.
A quiet place for your mind.
Intermittent fasting, made warm and simple.
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Letters to your future self. Sealed until the day comes.
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Chores as spells in a wizard's tower: keep the floors bright, wake the helpers.
A pixel-art familiar that feeds on the pages you read.
Photos and clips struck into pixel-art treasure in a dragon's cave.
A film camera for the family: shoot now, see the prints tomorrow.
They grow up faster than the photos do.
A merry app about death and growing old, in the spirit of the Day of the Dead.
Vows sealed with wax, and a ladder that makes them hard to break.
A scriptorium for what you learn: your own words, fading ink, and memory that holds.
About 940 Saturdays until they're eighteen. Spend them together.
A museum for what you want to remember: dig it up, clean it, put it on show.
Race your own ghost at everyday tasks: splits, medals and the Games.
Intrusive thoughts as ships: the lighthouse beam, the evening watch, forecasts checked.
A magic lantern deals the glass; parent and child make up the bedtime tale.
A date night for two on a night train: a conductor's questions, the phone as the table between you.
The same questions to your child, yourself or a grandparent, year after year, laid as a mosaic.
Your mind is a kite on a string. A few soft tugs a day bring it back to here.
There is too much music. One album a week, a whole side at a time, on a turntable or a tape deck.
There's too much to watch. So nothing gets watched. Your watchlist as a nineties video rental store.
Every date is a quest. The two of you are a party of heroes, and the phone is your game master.
A cosy lucid-dreaming trainer. In a dream, the top never falls.
A cosy pixel-art meditation tracker. Sit still, and shy animals come out.
A valve radio for falling asleep: tune into made-up stations of rain, sea and night trains, and let it drift off the air.
Five pots for everything you've never tried: sow a seed from a catalogue of new things, water it each time you go back, and when it blooms it's yours.
A fridge door for two: the shopping list, whose turn, notes, worries face down and envelopes that open only together. The phones sync at home, with no server.
A pedometer where your steps carry the village post. You are the new postman of a small village by a river, and its letters, stories and seasons go on for years.
Befriend a real tree. Every meeting is a ring: the friendship grows only from visits to the tree itself, and over a year they build up into a sawn cross-section.
Let your wishes age before you buy them. Every urge to buy goes into a bottle on the rack; when it's ripe, you open it without guilt or pour it into the barrel of your real dream.
Every walk is an assignment from the district paper. The editor wires one ordinary thing to shoot, with a twist; you bring back a frame, it's printed as a halftone, and on Sunday the week comes out as an issue.
A diary, index cards, telegrams and letters typed on a typewriter. There's no backspace that erases: a mistake is struck out or painted over and stays on the sheet, so you write slower, and more honestly.
Every shopping trip is a run. You keep a courier office of one: the household orders on the waybill, each shop learns its own shelf order, and every delivered waybill pays in brass tokens for a sign, a bicycle, a van one day.
The things of your hobbies come alive with practice. Every session lights a candle in a little pixel-art Japanese house; a guitar, a ball of yarn or a sourdough starter shivers, opens an eye, steps off the shelf as a house spirit and keeps growing for years.
A little movement all day long instead of an hour twice a week. Nine pixel-art tin toys on a shelf, each a family of movements; a minute or three of squats, balance or breathing winds one up for two hours and puts a pin in the day's music-box drum.
Make friends the way it actually works, and keep them for years. An old sea chart of your people: small sorties of courage to meet them, bridges that grow with every hour together, and fog that rolls in when you stop.
Step out of your comfort zone a little every day. Your fears become circus acts: pick what you find hard, and the bill offers three small real-life numbers a day, from warm-up to premiere — with a drum roll before and applause after.
Over a thousand evidence-graded protocols for a longer, calmer, happier life. Your body is a blueprint with eight systems; every protocol is a mod you try on yourself for 14 days, and the lab shows whether it moved anything before it enters your firmware.
Someone already lives in your flat. Find out who — and help them leave. A slow, quiet haunting on your own photos: marks in your rooms, notes in the evening, words through the static, and after two weeks one real thing left to do.
A small present every day, from your past self. You can't surprise yourself unless you forget: fill a capsule machine with little presents for future days, let the words seal, and turn the crank for one a day.
A budget kept like a detective's case file. Spending is evidence, categories are suspects with police photos, and when the clues show a pattern, a case opens: you name the motive and hand down the verdict.
A pilgrim's pass: come to a place of power, a church, a mosque, a synagogue, a spring or an old tree, sit there ten minutes without the phone, and the book gets a stamp nobody else has.
A book of hours for your own practices: the day divided into hours by the sun, a bell for each, and whatever you put into them written into an illuminated manuscript.
Be drawn one of the 117 billion people who have ever lived, and read their life in a parish register: the doors that were open, the ones that were shut, and what was left behind.
Enamel pin badges for the small deeds of a day, each with an order typed out, a rubber stamp and a fanfare. Nothing to plan and no streaks: in the evening the commission asks what happened.
Put a worry on an old brass balance as a stone, and weights with arguments go on the other pan, one by one, until it tips. 1,209 concrete worries, 15,900 weights.
A pet that lives under your bed and eats fear. Horror films and books feed it, anxious news is fast food, and your own fears it guards at night.
A bookshop of books that don't exist. Every day a customer asks for one, and you find it on the shelf by writing its title, first line and blurb.
Tarot with no bad cards. The Auntie finds the good even in Death, gives you an omen for the day and asks in the evening whether it came true.
A pocket field guide to the spirits of your real houseplants. Catch them with the camera; they live by the real sun over your town, ask you to touch the soil, grow, hatch from cuttings and fight real pests.
Eat thirty different plants in a week and repaint a fairy-tale kingdom the Gloom drained of colour. No calories, no bans.
Your limiting beliefs are a bank that keeps what you forbade yourself. Put a crew together, take the guard down and walk out with it.
Video games, board games and tabletop RPGs on one pixel shelf, with a mimic that eats what you finish.
A talk by the fire with the people close to you: hold your stones together, and sparks bring the questions.
A diary of the cafés you keep coming back to: each gets a page and a sugar packet, and every cup leaves a coffee stain on the page.
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