The daily task system evolved into a deterministic, level based execution and rewards model grounded in Maslow’s Hierarchy of Needs.
This system began as a simple Level 1 daily reward experiment and evolved into a full task execution framework built around Maslow’s Hierarchy of Needs.
The task manager is not a productivity tool, streak tracker, or motivation system. It exists to enforce stability, reduce decision fatigue, and prevent foundational responsibilities from quietly collapsing.
Tasks are evaluated daily across three active levels.
Level 1 represents physiological and immediate stability. These tasks are recurring, unavoidable, and automatically generated each day. If Level 1 is not complete, higher levels are ignored. Completing all Level 1 tasks earns one hour of guilt free gaming time.
Level 2 represents safety and maintenance. These tasks support physical health and environmental stability. Level 2 rewards are only evaluated if Level 1 is complete and allow manual selection of a game for free play time.
Level 3 represents growth and long term progress. These tasks are identity shaping efforts such as education and career advancement. Level 3 rewards are earned only when all lower levels are complete and are banked intentionally.
Strict constraints are enforced:
One reward per level per day
Rewards are date scoped and immutable once earned
Redemption is explicit and manual
Higher levels cannot bypass lower levels
No rewards are generated by UI state or navigation
All rewards are created by a single service triggered by task completion. Controllers and views are read only with respect to reward creation, ensuring deterministic behavior.
The purpose of the system is not to do more. The purpose is to make the important things unavoidable.
Posted: December 22, 2025