RUNLAND is a running game I planned, designed and shipped to beta on my own: every km you run becomes land on a city map, and friends battle for it each week.
Running apps are built around personal records, so motivation fades between runs.
Other running territory games that use real GPS routes add play, but they are unfair by design: city runners win, friends in different cities can't compete, and treadmill runs don't count.
How might we keep the fun of a run going all week, with friends, for runners of any pace, wherever they live?
1 km claims one empty tile on a shared city map, and a room of 2 to maximum 10 friends competes for the most land each week.
I mapped three flows in FigJam before drawing screens, then designed about 40 screens across them, including empty, error and edge states.
I wanted RUNLAND to look like a game you play with friends, not another running tracker in black and neon.
I built a small system with one rule behind it.
The same rules live in a design system doc and a theme file in the codebase, so screens built in code match Figma.
I'm a designer, not an engineer, so I used AI as my build partner and kept every product and design decision myself.
What changed between v1 and v2
Testers on iOS and Android are playing real weeks with their own runs. I recruited them through running and indie dev communities on Threads and TikTok.
What I'm measuring, and what each answer would change
What I've changed from feedback so far
I'm launching invite-first: rooms are made for friends, so each new player brings a few more. I also design the launch content myself, from the intro animation to TikTok and Instagram posts that show a run turning into land.
What I learned
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