Block apps · Level up · Set out

Back to your hobbies.
Go far.

Set out for reading, music, gaming, making art. Farstep keeps your distracting apps locked while you're away, and every quest levels you up, on and off the screen.

Farstep's first screen: an open door onto a path at dusk, under the words The Door Is Yours
Rook's sheet: the portrait, level and experience, the next land, this week and hours per hobby

Why Farstep

Most blockers just lock the door.
Farstep opens one.

To the book with the folded corner. To the guitar in the corner of the room, the model kit half-built on the shelf, the board game nobody has opened since spring. They are all still there. Go get them.

ReadingWritingDrawingMusicCraftsGamingExerciseAll your own

How a quest works

Four steps out the door.

Setting out: the hobby chips, the apps to leave behind and how long the quest will last

Set out for what you love

Pick the hobby. Pick how far.

A book, a guitar, a game night, or something all your own, kept for next time. Then choose how long you'll be out: 25 minutes, 45, an hour or two.

9:41
Lock Screen
Live Activity on the Lock Screen: The quest is underway, with the time remaining
The quest is not yet over.
Stay the course

What a blocked app shows during a quest

Locked until you're back

Leave the feed at the door.

Choose the apps that pull at you. Until the quest ends, opening one finds the door shut instead of the feed. It runs on Apple's Screen Time, so it holds even if you close Farstep.

The quest waits on your Lock Screen and in the Dynamic Island. Need out early? Turn back at any time and the apps open at once.

The walk during a quest: a quiet first-person path through The Long Heath, by day, toward reading

Lay the phone down

The walk goes on.

While you're out living, your hero is out walking: a quiet trek through the lands you've reached, by day or by night, to an original soundtrack. No need to watch. It keeps going without you.

Tamsin's return after a quest: a new level gained, with the time spent on the hobby, the experience won and the land reached

Come back

Come home a little stronger.

Forty-five minutes of reading comes home as 45 XP. Some days that is a new level, and a new land waiting on the next walk.

Every quest levels you up

On and off the screen.

Choosing a hero: Jory among seven avatars to swipe through, with a name to make your own

Every minute counts

One minute out, one XP. The levels keep coming, and there is no ceiling.

Twelve lands to reach

Start in Hearthwood. Go far enough and The Pale Reach opens at level 20. Every walk crosses a land you've earned.

A hero who grows with you

Seven heroes, all free. Pick one, give them your name, swap whenever you like. They grow at levels 5, 12 and 20.

Your hero walks while you're out

Twelve lands, day or night.

Autumn woods, drowned marshes, snowfields, far deserts. Each walk brings its own light and its own sounds, and a score of cello, low choir, harp and horn, calm enough to read, draw or practise to.

An original score

Written for the walk, not borrowed from a playlist.

The land around you

Footsteps, wind, birdsong, crickets after dark.

Yours to quiet

Music and sounds turn off from the walk. Both keep playing with the screen locked.

See a quest

Out the door and back again.

Hours that went somewhere good

Watch them pile up where they belong.

Time Off the Phone: the hours spent on every hobby
Greer's sheet: this week, the Flame and hours per hobby

Every hobby you showed up for

Reading, music, the pottery wheel. Your sheet keeps the hours, and Show all lists every hobby you set out for.

This week

The days you went out and what they added up to. Nobody to compare with, nothing to rank.

The Flame

Days in a row with a quest done. Miss one and it falls to embers; set out the next day and it burns on.

A nudge at dawn, if you want one

One quiet line in the morning while the day's quest is still ahead. Off unless you turn it on.

Made to be put down

A quiet place to leave running.

No feed, no ads, no score to chase.

Farstep never competes for the attention it exists to give back. The walk is calm on purpose.

Progress is never for sale.

Levels, lands and your hero come only from time spent out there. A subscription buys room, never progress.

What happens on your iPhone stays there.

No account and no sign-in. Your hero, your hours and the Flame live on your iPhone. The apps you block are handled by Apple's Screen Time and never leave it. Analytics are anonymous, with no tracking. Privacy policy

Locked until you're back

Start free. Go further when you want.

Apple's Screen Time keeps the door shut until the quest ends. One quest a day is on the house; the Hero's Oath lifts every limit.

Free

Free, for good. No account needed.

  • One quest a day, up to an hour
  • Block up to three apps
  • The soundtrack and the sounds of every land
  • Your hero, every level and land, and the Flame

The Hero's Oath

US$29.99 a year, with a 7-day free trial · or US$4.99 a month

  • As many quests a day as you like
  • The two-hour quest
  • More than three apps
  • Whole app categories

Prices in your local currency are shown in the app before purchase. Cancel anytime in Settings.

The world is out there.

Adventure waits off your phone. Farstep is on the App Store for iPhone.

iOS 16 or later. Live Activities need iOS 16.2.