JERICHOwalking RPG
Open beta · play now on iPhone & Android

Walk further.
Get stronger.
Beat your friends.

Your steps are the only currency that matters. They buy your levels, your energy, your rank and your look — and there is nothing else in the game that does.

No gaming experience needed. No dungeons, no quest trees, nothing to study. The combat is mild fantasy: nobody dies and there's no blood, the loser just kneels, tired. For ages 13 and up.

Open beta on iPhone and Android, free and playable today, with real step data through Apple Health and Health Connect (join here). You sign in with Apple or Google, so your hero is saved to your account and a new phone picks up where the old one left off. Then add friends, join a guild, fight live duels and go to war.

ACRONIX's hero card: an Infiltrator at level 6, SERGEANT rank, 348 combat power, 159,231 steps, in the Herald frame
An actual card from the app.
Every number on it was walked for.
20rungs to level 100 — ten
creatures, each met twice
88hand-drawn figures
across four classes
7 → 4skills per class,
four carried per fight
30,000the largest day the
game will ever ask for

01 — the engine

Walking is the whole game

Put the phone in your pocket and go somewhere; it is already playing. Steps become experience, and experience becomes levels. Steps become energy, and the energy escalates: a step past 15,000 is worth two and a half times a step at breakfast. Every step counts, up to 30,000 a day — there is a ceiling, deliberately, because a game without one is a game somebody gets hurt chasing.

Your character is a readout of your day before it is anything else. It walks, then runs, then draws its weapon, then charges — and at 20,000 steps it holds a pose only heavy walkers ever see.

02 — combat

A read, not a stat check

One attack power against one wall of defence, and what gets through is a share rather than a subtraction — so whatever you throw lands for something, and a stronger blow punches through a heavy guard rather than bouncing off it.

Neither side sees the other's move before committing. You choose, your opponent chooses, and both land together — monsters included, because that is the only shape a live duel between two people can take.

What you can read is their wall — one defence figure, sitting over the buttons that have to get through it. So a fight is what you do with what you hold: which move to hold for the opening, what to spend MP on now against what to keep, and whether to guard, which costs nothing and blunts whatever lands but is a bet rather than a counter.

Seven moves per class, of which you carry four. Cost and cooldown always on screen; one tap spends the turn.

03 — the roster

Four classes,
none of them stronger

Every class starts on the same stat total at every level — only the split differs, and a test in the codebase fails if that ever stops being true. No class is a trap and none is the correct answer.

StrikerStrikerMight
InfiltratorInfiltratorAgility
BulwarkBulwarkVitality
AdeptAdeptFocus

04 — rank

The one thing
that cannot be bought

Five ranks, and each recolours your whole interface. Reaching the level only makes one eligible — a single enormous day of walking is what actually spends it, and every rank you have held stays yours to wear.

SERGEANTlevel 1
—
LIEUTENANTlevel 10
20,000 steps
CAPTAINlevel 30
25,000 steps
MAJORlevel 60
30,000 steps
GENERALlevel 100
30,000 × 2 days

The ask stops climbing at 30,000, on purpose. The top two ranks want the same distance; General asks for it on two days running, and level 100, instead of a longer walk. This is a health game before it is an engagement game.

05 — the promise

Money cannot buy power. At all.

Enforced in code rather than in a paragraph. The game is friends duelling friends, and a friend who paid beating a friend who walked would end it.

No energy, ever

Not a purchase, not a bundle, not a starter pack. If fighting could fund itself, the step counter would stop gating anything.

Paid equals found

A bought costume and an earned one share one stat line, and an automated test fails if anyone gives either a better one.

Rank is never for sale

When there is anything to buy at all, it will be a look and a change of class. That is the entire list.

06 — friends

Friends, guilds
and live duels

Playable in the beta

Built for people who know each other, not anonymous leaderboards. The account you sign in with, Apple or Google, is where your friends, your guild and your duels live.

Live duels

See which friends are online, send a challenge, and fight them there and then — your character against theirs, turn for turn, against the actual person rather than a copy. Or find a match in the ranked queue, paired by rating and strength.

The server runs every fight on stats it works out itself, so an edited phone cannot win one. A friendly duel moves nothing; a ranked one moves your rating, and nothing else. The ranked board sorts everyone with a result into coloured brackets, from blue up to red for the very top.

Guilds and wars

Found a guild or join one, led by a Guild Master with a Guild Commander to succeed them. A war pairs two guilds for 48 hours after a day's warning, the same number a side. The score is every fielded member's steps added up, each capped at 30,000 a day, and each full set of all four classes adds 5%, up to five sets. Joining a war is each member's own choice.

Friends are added by request, and an inbox carries requests, duel challenges and gifts. Bring someone new with your invite code and you both get 300 coins once they have walked 10,000 steps from their second day, for up to fifty friends.

07 — foldables

It unfolds
with you

Four shapes of one phone, and the game is laid out for each of them: a cover screen in the hand, the same screen turned sideways, and the inner display in both directions — where the card and the kit stop stacking and stand side by side.

Nothing here is a breakpoint list. Every box on these screens is arithmetic from the window it is given, which is why the layout survives the one thing a foldable does that no other phone does: change shape mid-sentence, without losing where you were.

The steps tab on the Fold's cover screen, one column Steps, closed
The same tab on the cover screen turned sideways, the figure beside the readouts Closed, sideways
The steps tab on the inner display held upright, the figure over the readouts Open, upright
The same tab on the inner display sideways, the day's figure large beside the numbers Open, sideways
The hero tab on the cover screen, the card over the inventory, equipment, shop and premium tiles Hero, closed
The hero tab on the cover screen sideways, the card beside the inventory and equipment Closed, sideways
The hero tab on the inner display, the card beside the equipment grid Hero, open: the card beside the kit
The fight tab on the cover screen, the Mire Hound's card over Start fight, energy and skills Fight, closed
The fight tab on the inner display, the Mire Hound's card beside Start fight, energy and skills Fight, open
A fight against the Mire Hound on the cover screen, both fighters over the skill bar A fight, closed
The same fight on the inner display, the fighters beside their health and the turn log The same fight, open
Screenshots from a Galaxy Z Fold. Nothing is reframed for this page.

08 — your data

Health data
stays yours

Step counts are health data and are treated that way. Your hero lives on your account, so your daily totals back up to our server, which is also how the game stays fair — but other players see them only if you agree, and they are never raw samples and never used for advertising. The privacy policy lists everything we store.

The day turns over at midnight GMT+8 for every player on earth, so everybody walks the same day and scores can be compared. If you are elsewhere, the app tells you when your day resets in your own time, and whether that falls today or tomorrow where you are.

Walk further.
Get stronger.
Beat your friends.

Jericho · open beta on iPhone and Android · nothing here is for sale