A walking RPG where your real steps are the combat
Step On It: Trail Quest turns walks into a fantasy trail adventure. The steps your phone or watch records through Health Connect become the attacks of your hero: one newly approved step = exactly one attack on the trail. Walk more, hit harder, earn gold, push deeper through biomes and bosses — no tapping, no timers, no idle damage, nothing to buy.
The one rule everything else obeys
Every newly approved step causes exactly one discrete attack in the main walking dungeon — visibly, from your very first step. Heroes and upgrades change what an attack does, never how many attacks exist. Nothing else in the game can create attacks: no tap-to-attack, no idle DPS, no auto-clickers, no timers, no waiting mechanics.
Walk with the phone in your pocket
Health Connect keeps counting while the app is closed. When the data arrives, each new step resolves as one attack, and a long walk is summarized with exact totals (“4,532 steps → 4,532 attacks”) instead of thousands of animations. If data is delayed, the game says not imported yet — it never pretends you walked zero steps.
Five minutes of Step On It
- Walk. Your phone/watch records steps via Health Connect — screen off, phone pocketed.
- Open the app. New steps are credited once (never twice) and resolve as attacks on the current trail enemy.
- Win gold. Each defeated enemy pays play-earned gold exactly once; bosses pay more and unlock the next area.
- Spend on power or looks. Buy hero upgrades and levels, or cosmetics at the Outfitter — all with walk-earned gold.
- Play the long game. Recruit three heroes, clear five rotating biomes, then optionally ascend for permanent renown.
Prefer active play? The separate Active Trial dungeon lets you tap deliberately for a small, capped bonus to your walking damage — it can never replace walking. Between fights, relax in the town hub and plan the next march.
The art
Every pixel is original and generated by the project’s own sprite pipeline — the same code that builds the game’s assets builds the images on this wiki. Outlined chibi pixel heroes, 26 walking foes, five biome bosses, town, items and badges.
More sheets: all 26 foes · badge art · cosmetics.
Wiki sections
- Getting started — install, connect Health Connect, your first launch, where everything is, accessibility.
- Strategy guide — what to buy, which hero to walk with, saving steps, when to ascend.
- Gameplay — the core loop, step accounting, auto-attack switch, rules versions.
- Heroes — Wanderer, Trail Ranger, Pathfinder Mage; traits, upgrade ladders, endless levels, the damage formula.
- World & enemies — areas, five rotating biomes, all 26 foes, bosses and elders, health and reward curves.
- Economy & ascension — gold rules, cosmetics, renown and the reset contract.
- Active Trial — the tap dungeon: depths, clears and the +5% walking bonus.
- Town — Switchback Hollow: tavern, quest board, outfitter, dungeon gate.
- Achievements — all 57 badges and how they are earned.
- Offline & sync — SQLite save, the operation outbox, optional cloud backup, privacy.
- Roadmap — what shipped, what’s in flight, what’s only proposed.
- FAQ & troubleshooting — steps not showing, backup statuses, moving phones.
- Glossary — the game’s vocabulary at a glance.
- What’s new — the alpha’s history, newest first.
Honesty notes
- All numbers on this wiki are the current implemented values; the developers treat them as provisional and tune them from simulations and play tests.
- The frequently mentioned 6,000-step figure is an undefined milestone — it is not a gate, and the first step already counts. What it will mean is still an open design decision.
- There are no streaks, decay or rest-day penalties: rest is safe.