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A town that only grows when you do the work.

One of us finds building tools easy, but admin and sales hard. When left alone, more tools get released. So we built a game where the reward for necessary work is the opportunity to build.

Who it was for
Us: founders who'd rather build than sell
Built
Three days, inside our own sales tool
Where it is now
Live since 15 September 2026. Our to-do lists have stopped stagnating.

Try it

Each plot is a company you'd like to work with. Do the real work to progress an engagement and something goes up on that plot. Every action earns the team points. Points buy permits, and each permit is a new feature for the tool (shown here as a new floor on the HQ in the middle.)

The data here is made up. The real version runs on its owner's data, which stays private.

What was getting in the way

Every founder has jobs they put off. For one of us it's the non-delivery aspects: the insurance quote, the follow-up, the note to someone who went quiet, the post. Building a tool is the fun part, and it's easy to call that work.Sales software doesn't help. It's built for a manager watching a team, and it rewards logging the work, not doing it.

Why we went this way

Plot draws our sales pipeline as a small town, and every company is a plot of land. Real actions (a conversation, something useful sent, a proposal) earn points and puts up a mast on that plot. Replies and wins light things up, but only actions build.Points buy permits, and a permit is a new feature for the tool itself.We nearly started with a paper version to test the rules. It would have missed the point: the game is the reason to open it.And every button registers a real task done.

How well it worked

The evidence is our To-Do lists. Some items on there were stagnating, too hard to start...too dull to finish. Now there's nowhere to hide in Hppntown! And growing the visual elements on the map are an incentive in themselves.

What we'd do differently

Ask us in 6 months. We'll update this page with what Hppntown looks like then, built up or gone quiet.The trick is to remember what you're trying to incentivise, and build the rules and game elements around that. That's pure human-centered design, and AI struggles in that department.
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