Your first two minutes
Commit one goal. He tells you which week you're in.
There is nothing to set up — no plan to upload, no profile, no settings. You type the goal, he locks it, and his first message is the only work that counts this week and the thing he won't let you do yet.
मास्टरजी
One goal.
Pick the problem you'll test first — not the idea you'll finish. Then it's one task each morning and proof of it each evening, about two minutes a day.
e.g. Tiffin-delivery app for my college
CommitRoughly this specific:
- Payment tracking for Instagram resellers
- A notice board for my hostel floor
- Weekend baking orders from my building
Not sure yet? Think it through with him.
20 of 20 turns left
Start with:
- I don't have an idea yet.
- I have three ideas and can't pick.
one tap later
The goal
Tiffin-delivery app for my college
- IDEA
- VALIDATION
- BUILD
- LAUNCH
- TRACTION
Write the problem statement, and where you'd find these people — no outreach yet.
0/1 proofs toward VALIDATION
- 1One goal, and that's the whole setup. A second one is refused by a database constraint, not by a nag. Closing this one is always available — it just goes on the record. The wording isn't final either: you can sharpen it from the dashboard right up until your first proof is banked, which is the moment the record starts pointing at it.
- 2The surprising half is the last line of what he asks for: you may not message anyone yet. IDEA is desk work — the problem, and the route to the people who have it. Zero conversations here isn't being behind; talking to people is VALIDATION's job and it's the next thing he unlocks.
- 3You start in IDEA at 0/1, whatever stage you think you're at. The line under the stepper is what this phase is for — and inside a phase it moves with your count, so the third conversation is asked for differently from the first. The counter is what gets you out of it — 1 accepted proof to leave IDEA, 3 conversations with 3 different people to leave VALIDATION, 2 working artifacts to leave BUILD, one of them a real user actually touching it, 3 launch events to leave LAUNCH, one of them a stranger actually doing something. TRACTION is the last one and has no counter: one stranger coming back on their own, or paying.
- 4No idea yet? The workshop is under the box. Twenty turns with him before you commit — he walks your own week for problems, parks at most three, makes you choose, and then works the winner through the four things IDEA will ask you for. Those four stand on the left the whole time, filling in as you answer them. It banks nothing and refuses nothing: Commit works from the first turn, and when the turns are gone it is the only door left.
- 5Three things on that card are yours rather than earned. When a phase unlocks you can leave one line on what it will produce, and he reads it from then on — so he can tell work that's going where you said from work that has wandered. From BUILD you can also name the day you'll launch, and which room you'll launch into. Neither one is a gate. Miss the date and nothing is refused, no streak breaks and no proof is lost — the record just says you moved it, which is the only thing that makes naming it mean anything.
- 6The third arrives at the end. In TRACTION you name the one number that means somebody got the value — payments, people coming back, not visits — and log it on the evenings you read it. He gets the last two and can ask about the direction; the record keeps the whole line. No gate reads it either: a number that falls, or sits flat for a week, refuses nothing. Change what you watch and the record says so, beside the readings you took under the old name — a scoreboard you can quietly swap is not one.
Most tools would let you start building on day one. The first thing this one does is tell you which week you're in — and keep you there until there's evidence.
1 / 4← → arrow keys work too