Zoobo

Features

Six things that add up to a trip with someone in it.

This isn't a feature pile. Steps provide the fuel, the companion provides the voice, the city provides the scene — each piece solves one specific problem, and together they make the thing work.

Mita the squirrel and Babu the hedgehog high-fiving
01

Steps become travel

Steps are the core mechanic: the steps you actually take become travel power, settled once a day, moving your companion across the map. The more you walk, the further it gets.

Most health apps treat steps as an outcome — something to score, rank and warn you about. Zoobo treats them as fuel. A step stops being a number to be judged and becomes evidence that a trip is happening.

Two rules make it work. First, steps come from your phone's health data, so you never have to open the app before walking, and there's no GPS running in the background. Second, progress settles by the day with no penalty: a slow day just means a slower day.

  • Steps sync automatically — no manual check-ins
  • Your step progress maps directly onto its position
  • Consecutive days build a fuller city story
  • City footprints keep a record of everywhere you've been
No GPSReads step data only, no background location
No penaltiesA slow day never resets your progress
AccumulatesFootprints and stories stay long term
02

Chat with it

You can talk to your companion with text, photos, voice or video. Replies come from its personality plus where you both are right now — so the same question gets a different answer from each one.

It's not a general assistant wearing a mascot costume. It has opinions. Ask what to eat and Eddie runs the math on value first; Mita turns the meal into a scene; Udis tries to write a poem about it and admits he can't.

Conversations are saved and sync across devices, which matters more than it sounds: the chat log is part of the trip.

  • Text, photo, video and voice input
  • Replies filtered through a real personality
  • Knows your steps and your city, so it stays in the story
  • Voice mode has a free daily allowance and a Pro allowance
03

A daily letter

Every day at a fixed time, your companion writes to you: what it saw in the city, tied to the day's progress and its own way of talking. It's the spine of the whole experience.

Letters aren't status updates. They're the specific things it noticed — a price tag, rain on an awning, something a stranger said.

They stack up as the trip goes on. When a trip ends you keep more than a list of cities; you keep a stack of letters written to you.

  • Arrives at the same time daily — a small thing to look forward to
  • Written for the city and the character, not from a template
  • Archived by trip, so you can reread a whole journey
  • Some letters include choices that lead to more
04

Its own feed

A running feed of what your companion posts from the road: photos, songs, audio, landmarks, one-line complaints. Generated for the current city and character, open to likes and comments.

It isn't your social circle. It's proof that it has a life out there. Sometimes that's a photo at dusk, sometimes a busker's recording, sometimes just a bad mood in text form.

It replies to your comments later — the delay is the point. It makes “it's busy doing its own thing” believable.

  • Built from the combination of companion and city
  • Photos, video, music and landmark posts
  • Likes and comments, saved and synced
  • Mix of fixed city content and one-off personality
05

The town

A separate corner of the world where the side characters live, each with their own history and personality. No steps required — you can visit on a day when you're not going anywhere.

Travel is movement; the town is staying put. It gives the world a way in that doesn't depend on your step count.

  • Its own tab, running alongside the trip
  • Every resident has a backstory, profile and tags
  • Shares the same world as your companion
  • Coming later: tarot, music, light workouts, NPC storylines
KovarWolf, guardian of the ruins
RubyAntelope, the town's tarot reader
DoraHippo, longtime resident
06

Travel as two

A co-op trip: one person sends an invite, the other accepts, and you both land in the same city on the same day. Your combined steps move one journey.

It turns “I should keep this up” into “I can't bail on them.” When the trip ends you both return to rest — but the city stays in each of your footprints.

  • Pick a city, then invite someone; they can accept or pass
  • Both of you enter the same trip state
  • Non-members can be invited once, free
  • Unlinking is possible, with a cool-off period

Six features, one goal:
getting you out the door tomorrow.

Pick a companion first. Then decide where to go.