For kids
The side your child actually holds
Built for small hands first. Big targets, one screen per idea, and the same jars and history however old they get.
Three jars, drawn as jars
Spend, Save and Give fill up as money comes in. Tap a jar and it says everything that happened to it, in plain words.
Chores with a price
Each chore has an icon and an amount. Done → a grown-up approves it → it lands on payday. Sent back comes with a note, not a lecture.
A goal they can watch
Pick a thing, set the amount, and the Save jar shows how close it is.
Scooter$34 of $60
What a payday looks like
On payday the app shows what was earned, puts the floors into Save and Give, and then stops and asks the kid where the rest goes. What the kid places is theirs to decide — the floors are the parent's, the remainder is not.
- What you earned $8.40
- Save $4.20Give $0.84
- You place $3.36
What a kid learns
Money comes from doing
Every dollar in the jar has a chore or a payday attached to it in the history. Nothing appears from nowhere.
Waiting is a choice with a price
Money that stays in Spend isn't money in the goal. The Save jar shows how close the goal is, and spending elsewhere doesn't move it.
Giving is a decision, not a leftover
The Give jar has a name on it. Handing it over is a moment in the app — a grown-up settles it and writes down where it went.
What kid mode does not have
No chat, no sharing, no ads, no prices, no upgrade prompts, no payment method, and no way to see the household's money. The wall is in the data model, not a parental setting.
Free while we're in beta.
One kid and one chore is enough to see whether it sticks; payday is whichever day you pick.