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

Conquerbattle flow

War Logcalendar, records, stats, achievements

Shepard AIbattle mentor + general mode

Check-In Systemdaily ritual & accountability

Infrastructurepersistence, 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)