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Ask HN: Is building a calm, non-gamified learning app a mistake?

Ask HN: Is building a calm, non-gamified learning app a mistake?

45 comments

·December 15, 2025

I’ve been working on a small language learning app as a solo developer.

I intentionally avoided gamification, streaks, subscriptions, and engagement tricks. The goal was calm learning — fewer distractions, more focus.

I’m starting to wonder if this approach is fundamentally at odds with today’s market.

For those who’ve built or used learning tools: – Does “calm” resonate, or is it too niche? – What trade-offs have you seen when avoiding gamification?

Not here to promote — genuinely looking for perspective.

Uehreka

Not doing subscriptions for an app that has ongoing server costs is going to bite you, you may want to reconsider that.

Your biggest issue is going to be that language learning for adults is largely an unsolved problem. I know people with 1000+ day streaks on Duolingo who are nonetheless not fluent, and from everything I’ve read, it seems clear that spaced-repetition techniques are not sufficient (and possibly not necessary) to achieve fluency. Most people say you need immersion, which is difficult for an app to provide (research other people who have tried, you probably wouldn’t be the first and can save a lot of time, effort and heartbreak by learning from other people’s failures).

carabiner

It's solved, look up comprehensible input: https://www.dreaming.com/blog-posts/what-is-comprehensible-i...

The problem is duolingo is particularly horrible and intended to get people addicted in typical tech fashion, not educate.

fragmede

while I'm wary of sprinkling AI magic fairy dust on top of everything, the fact that ChatGPT voice mode and the app is fluent in many languages, an interesting conversational partner for the immersion aspect.

bisonbear

I've been exploring the "AI as conversation partner for immersion" use case for a project I'm building and find it pretty helpful for a few reasons

1. Effectively infinite engaging comprehensible input at your level 2. Fantastic way to practice new vocabulary and grammar patterns (AI can provide correction for mistakes) 3. Somewhat fun - if you view chat as a choose your own adventure, the experience becomes more interesting

bisonbear

I've been using these fundamentals (calm, non-gamified, emphasis on focus & flow) for building a Mandarin language learning via chat with AI. My goal was to give the user a focused tool (i.e. chat with an AI at your level) and let them experiment & play at their own pace.

However, due to the more user-driven approach to this learning method (output-focused, user has to put in effort to chat with the AI and get feedback), there is more friction with using the tool. This isn't necessarily a bad thing - in fact, more friction can lead to more meaningful experiences. That being said, I believe the market will push tools to be low friction and low effort (i.e. gamified apps) that are focused on consumption rather than tools that require more user effort.

just my 2c from a fellow builder. if curious, check it out here! would love any feedback

https://koucai.chat

fbelzile

Not a mistake. Making an app that fits this niche might be how you differentiate yourself in the market and succeed as a solo developer. It'll let you grow at a slower pace, making it easier to iterate the app over time as you see fit. You could always offer an add-on service in the form of a subscription in the future.

I run a productivity desktop app by myself and have been doing it full time since 2017. The app is a one time payment, free support, no gimmicks, no marketing. Support is becoming time consuming, but profit is high enough that I may hire a few people to help soon.

Good luck! High growth rates with investors is one way to do things, but not the only way.

AlanYx

I think there is room for non-gamified learning apps depending on the field and how it's intended to be used. A good example is the field of early reading instruction. The best two apps right now IMHO are Reading.com and Mentava, and they take radically different approaches. Mentava is pretty gamified and kids can use it on its own, whereas Reading.com is basically a computer implementation of Siegfried Engelmann's instructional approach. Has to be used with a parent accompaniment, and most of the onscreen widgets are just there to facilitate co-teaching. Both apps are good and seem to be landing with their target markets, obviously the simpler one is aiming at a lower price point.

Poor gamification is a bigger risk than non-gamification done well IMHO. That's where a lot of children's learning apps have failed in the past.

nhoven

Hi - Mentava founder here (we make gamified early literacy software). Obviously I believe in the value of gamification, though I think it's difficult to do correctly.

There's certainly a market for "calm" learning, though you've already identified the main challenge: there's a smaller larger market for people who want to be educated than entertained, and the market for "calm education" is going to be an even smaller subset of that education market.

Essentially you're looking for the people who are saying "I want to be educated, but I'm not looking for the most efficient way to do it. I would prefer to move at a slower pace being driven purely by intrinsic motivation, rather than using extrinsic motivators in order to encourage me to move more quickly"

That market certainly exists, but it's a small enough niche that you'll likely have to be compete at a high price point to be viable. As point of comparison, Mentava costs $500/month, so if I were building a calm learning app (for an even smaller market), I would try to figure out a way justify an even higher price point than Mentava's.

jstummbillig

Yes, according to Duolingo's (obviously biased) CEO.

https://www.youtube.com/watch?v=st6uE-dlunY

Found this episode fairly interesting (without being particularly interested or personally invested in the space)

jrowen

This is interesting and a nice conversation, thank you.

He talks about how they wanted to let people know that they would stop sending them notifications after five days of inactivity, but that the "passive-aggressive" nature of that notification actually got people to come back. To me it illustrates that it's such a fine line to walk if you want to respect the user but also maybe push through their own lack of motivation.

rlupi

I actively avoid anything that is gamified or uses engagement tricks.

I don't mind paying a subscription, if the app provides ongoing updates or new content that I value, or I understand why it has running costs. I would prefer if the app had extension packs, like games' DLCs over a subscription. If an app has a subscription, I will immediately cancel the subscription after subscribing to avoid the recurring cost (if I forget to cancel after year or so). If I find the app valuable, I will re-subscribe as needed.

kunley

Please, de-gamify the universe of digital education, by all means.

There's no evidence that gamification is strengthening performance in any activity, other that creating a cheap dopamine effect.

Please, do it your own way.

Tobani

I used https://learn.mangolanguages.com/ to get to something like ~b1/b2 in French after a year. I did a lesson or two every day, and did all of the review, pretty much much every day.

I spent 8 years in jr high - college studying German without having any real competency in German, it did however teach me something about learning another language.

Mango isn't gamified. Its basically a curated set of flashcards, and the lessons are essentially flashcards themed together. There are some extra explainers throw in that are helpful. I really enjoyed it.

On top of Mango as the primary lessons, I've been listening to podcasts, watching series in french, reading books, etc.

I didn't pay anything for mango, it was entirely funded by my local library so that was great.

jrowen

Gamify it like Super Mario Brothers is a game. Concepts like "fun" and "progress" are good. Nagging, begging, and creating false urgency are bad. Gamification is fine if it doesn't "take over," which it will when business people are running the show.

I feel like there was a time when those coding problem websites with points and leaderboards and such struck a good balance between learning and a game. Then they seemingly all got co-opted by the interview prep industry.

pchristensen

Gamification helps with growth and engagement but not necessarily learning. I have a feeling that a "calm" app would grow more slowly but if the experience and results are good, you could have more durable and satisfied customers, less churn, etc.

vignesh-prasad

I tried building a learning app (iraproject.com) for students and eventually the market just pushed me towards gamification and traditional school methods. I held out for a year but at some point I needed to pay the bills. If you're able to I'd encourage you to stay true to your values but know that it takes a lot of time and patience to make it work.