Build Index
BUILD LOG
SYSTEM OVERVIEW
Kill Sin is a mobile discipline app that turns the daily battle against vices into a gamified warfare experience — combining habit tracking, AI mentorship, and ritual systems.
Mission: help users overcome daily struggles through a war-themed, faith-rooted system (Conquer, Comfort, Commandments, Christ).
Core idea: every sin is an “opponent,” every day is a battle you log, and Shepard mentors you with scripture + urgency.
MY ROLE
Vision & product strategy (4-feature framework)
AI system design (Shepard training datasets + backend integration)
Full-stack dev (React Native + Expo + Node/Express on Render + AsyncStorage persistence)
Design/theming (neon yellow/black war-room UI, emblems/cutscenes placeholders)
CORE SYSTEMS
Conquer— battle flow
War Log— calendar, records, stats, achievements
Shepard AI— battle mentor + general mode
Check-In System— daily ritual & accountability
Infrastructure— persistence, dev sandbox, iteration tools
Product Kill Sin Role Founder / PM / Engineer Status Active Development
Focus Systems, AI, UX, Discipline Updated Jan 21, 2026
1. Core Navigation & Foundation
4. Shepard AI System
7. Check-In System
2. Conquer System
5. Infrastructure & Dev Systems
3. War Log System
6. Visual Systems & Progression
SECTION 1 — CORE NAVIGATION & FOUNDATION
Purpose: establish the foundation: navigation, feature structure, and theme.
Aug–Sept 2025 — Initial Conquer Flow Built
Home screen with four core features (Conquer, Comfort, Commandments, Christ)
Sin selection across 7 sins
Daily battle screen with streak tracking
Survey questions tied to temptation, preparation, difficulty
AI chat integrated directly into the battle screen
Daily outcome logging connected to streak logic
Nov 2025 — UI Redesign
Home Screen redesigned with color
Consistent neon yellow/black branding removed
Added holographic designs and grid backgrounds
Going for a futuristic War theme
SECTION 2 — CONQUER SYSTEM
The battle dashboard and sin-targeting flow — the core daily 'fight' loop. Users choose a sin, prepare, fight, and reflect.
Aug–Sept 2025 — Initial Conquer Flow Built
Sin Selection screen: Lust, Greed, Gluttony, Laziness, Wrath, Envy, Pride
Per-sin “Today’s Battle” screen with streak tracking + survey prompt + “Talk it out with Jesus AI”
Survey questions capture temptation + difficulty + preparedness, etc.
Chat integration wired to backend + OpenAI; UI includes typing placeholder
Win/Loss tracker hooked into streak count + War Log foundation
Sept 30, 2025 — Conquer Dashboard + Sin Select Wheel Overhaul
Dashboard layout restructured using absolute positioning
Sin Select Wheel upgraded to a functional 7-node heptagon with colored outlines/connectors
Future-proofed for emblem swaps without breaking layout
Oct 25, 2025 — Conquer Flow Redesign (metrics + ritual)
New dashboard metrics added
Current Streak, Longest Streak, All-Time Conquered/Unconquered, Kill Meter (XP)
“Are You Ready for Battle?” check-in (pre-fight ritual)
Yes → “Go forth and conquer this sin.”
No → “There’s more training to be done, soldier.”
Designed to emphasize preparation/consistency over shame
24-Hour Check-In Survey added (post-fight reflection system)
Reflection survey after battle (“24-hour check-in”)
Stores results as CONQUERED / UNCONQUERED
Feeds directly into War Log → Records tab
Win/Loss terminology fully replaced with Conquered/Unconquered
Oct 26, 2025 — 24-Hour Survey System Polished (full flow restored)
Holographic design stabilized (balanced borders, fixed animations)
Randomized outcome messages for Conquered / Unconquered / No Encounter
Survey flow steps (end-to-end): status selection → tactical debrief → heart reflection → mission prep → “Word from Command”
Future add-ons (you can add later)
“Battle Buttons” final design pass (you noted they’re not final yet)
More battle screens: weapons inventory UI, scripture toolbelt, battle prep modules
Notifications / scheduling: trigger the 24-hour check-in exactly 24h later + reminders
SECTION 3 — WAR LOG
Purpose: command center to track battles, history, performance, and progression.
Sept 30, 2025 — War Log Hub Introduced (Major Update)
New War Log hub with 4 tabs: Calendar, Records, Stats, Achievements
Calendar = daily wins/losses visual tracker (placeholder until fully connected)
Records = logs daily battle entries + option to review Shepard conversations
Stats = framework for performance metrics (to be connected)
Achievements organized into war tiers (Basic Training, Active Duty, Elite Commander) + glowing unlock effect
Scrollable achievements layout (harder unlock as you scroll deeper)
Oct 26, 2025 — Records Tab Completed
Records tab completed so users can revisit every past check-in
Each record shows: sin battled, weapons used, reflection, plan for the next fight
Explicit goal: visible progress + reread your own words + tangible day-by-day growth
Future add-ons
Calendar ↔ streaks ↔ achievements full connection (you called this out as a next step)
Stats pages: month-over-month graphs, streak distributions, relapse triggers, “most dangerous time” insights
SECTION 4 — Shepard AI
Purpose: AI mentor who confronts, guides, and encourages users through battles.
Aug–Sept 2025 — Shepard Backend + Chat UI Integrated
Backend: Node.js + Express deployed on Render; API keys secured as env vars
End-to-end message flow verified: app ↔ backend ↔ OpenAI; chat bubbles + typing indicator experience
Sept 30, 2025 — Shepard Training + Personality Overhaul
Shepard training document uploaded/finalized with multi-sin examples
System prompt updated to be: brotherly + scripture-centered + firm/urgent (not soft), with balanced practical steps
First-time intro script created: tap-through mentor dialogue (not skippable)
Cutscene planned later with continue/exit buttons + tap-to-advance + dramatic pauses
(Oct 28, 2025 — 2:19 AM) — Dual Shepard Personas Documented (Battle vs General)
Battle Shepard for Conquer chat (tactical mentor) + General Shepard for Ask AI (Bible/faith/Q&A)
Fine-tuning pipeline + maintenance notes recorded (update jsonl → fine-tune → update constants in server.js)
Future add-ons
Shepard voice + audio cues (you listed this as next steps later in the doc)
“Interactive cutscene” production: buttons overlayed on video + tap-to-advance moments
SECTION 5 — Infrastructure & Dev Systems
Purpose: fast iteration + safe testing + persistent state that doesn’t wipe progress.
Oct 25, 2025 — DEV/PROD Environment Separation (Major Infra Update)
DEV_SANDBOX flag added in config/flags.js
Dev Mode saves to _DEV AsyncStorage keys; Prod saves to normal keys
Dynamic keys for battles/sins/stats implemented (e.g., @killsin/battles[_DEV])
Automatic production wipe guard added for clean “new-user testing”
Oct 25, 2025 — DevTools Suite + Persistence Fix
Utilities: wipeDevSandbox, wipeProdData, wipeAllKillSinData, hardResetSandbox/Production
Visible “RESET SANDBOX” dev-only button on home screen
Persistence fix: hydrated flag prevents streak/XP resets; resetStateToDefaults centralized
Per-sin + global stat tracking added (totalConquered, totalUnconquered, current/longest streak, killXP, level)
SECTION 6 — Visual Systems and Progression
Purpose: make growth visible and motivating through ranks + emblems
(Oct 26, 2025 — 9:17 PM) — Ranking Emblem System Progress
Emblems tied to performance + streaks as a visual reward system
10-tier ladder defined: Recruit → Sin Slayer
(Oct 28, 2025 — 2:19 AM) — Conquer Dashboard Visual + Functional Upgrade Summary
Dashboard redesigned into a “Spiritual Warfare Dashboard” with tactical grid vibe
Emblem ring centerpiece made larger/sharper/symmetrical
Bible verse strip across screen (clean centered gold bar)
Mid-section: ranking card + Kill Meter XP bar; all-time stats + win% data blocks
Current streak glow box + large BATTLE “launch button” with crossed-sword icons
War Log + Return to Home Base buttons aligned for symmetry
Future add-ons
Connect emblem progression math to XP (“sin meter fill” logic)
Achievements ranking visuals not made yet (explicitly noted)
SECTION 7 — Check-In System
Purpose: the daily discipline ritual (“spine of the app”)—morning/night voice check-ins, dashboards, and insights.
(Nov 19, 2025 — 1:53 AM) — Created the Check-In System (Major Milestone)
What exists now (core components)
Voice-powered morning & night check-in survey
Personalized Check-In Dashboard
Dynamic survey generation engine
Dedicated Check-In Flow Navigator
First-time onboarding survey
Record/store/review daily discipline data
A. Voice-Powered Check-In Survey (details)
Voice input (app listens), transcription to text, editable responses
Dynamic question sets for morning vs night
Stored with timestamps in context + AsyncStorage
Auto-generated summaries recorded per check-in
Streak tracking updates via morning/night completion
B. Check-In Dashboard (what it contains)
Shepard status panel, streak indicator, morning/night mission, objective of week
Survey editing/customization + consistency meter (14-day visualization)
Yesterday’s summary/logs + “Your WHY” panel
Dynamic insights placeholder (future behavioral AI)
C. Dynamic Survey Builder
Generates questions based on chosen survey style (minimal/balanced/elite)
Optional modules (faith, lust, health, productivity, etc.)
Splits into morning vs night; saved to context; loaded by engine
D. First-Time Onboarding Flow
Welcome screen → Your WHY → style selection → modules → confirmation → transition to dashboard
Dev-mode override forces onboarding each time for testing
E. Navigation Architecture
New CheckInFlowNavigator keeps onboarding isolated, prevents hijacking rest of app, ensures clean transitions
Why it matters
Check-in is the daily discipline ritual; dashboard is the command center
Voice interaction increases immersion/engagement and reduces friction
Your WHY reinforces motivation; surveys users help design increase stickiness
Progress becomes visible data (streaks/meters/summaries/logs)