STEP REPUBLICan RPG you play by walking
Coming soon

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.

In development. Playable now on iOS through Apple Health; Android and friend duels are next.

A Striker's hero card at level 4, Sergeant rank, 225 combat power, 74,181 steps
An actual card from the app.
Every number on it was walked for.
20monsters, on a ladder
to level 100
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 energy is what a fight costs. The day escalates, so steps are worth more the further into it you get — and no step is ever worth nothing.

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

Every blow is steel or magic, and everyone wears two armour ratings — one against each. Whatever you throw lands for something, so the skill is in throwing the type their armour is thin against.

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 what they are wearing: both armour ratings, with the softer one marked. So a fight is what you do with what you hold — which armour to go through, 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 steps

The ask stops climbing at 30,000, on purpose. The top two ranks want the same day; General costs 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

What money buys is a look, and a change of class. That is the entire list.

06 — friends

Two ways to duel

Built for people who know each other, not anonymous leaderboards.

In the arena

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.

By walking

A fixed window of hours from the moment they accept. Highest step count wins — capped at 30,000, and a draw if you both get there.

In that ladder, a capped draw is worth almost as much as a win. So it rewards two friends both walking a long way, rather than rewarding being the fitter one.

A duel pays a ranking and nothing else — no coins, no loot, no experience, and nothing lost by whoever loses. Then guild wars: two guilds, 48 hours, twenty a side.

07 — your data

Health data
stays yours

Step counts are health data and are treated that way. Only a derived daily total can ever leave your phone, only with your consent, and never raw samples and never for advertising.

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.

Walk further.
Get stronger.
Beat your friends.

Step Republic · in development · nothing here is for sale yet