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Their money. Their way.
The child’s side of EarnIt isn’t a read-only copy of yours. It’s where the work gets claimed, the money gets watched, and the asking and saving happen. And it grows up with them.
Four apps in one
Different at five than at fifteen. Really different.
You choose a level for each child, and you can change it any time. It changes more than button size: how many jobs are on screen, whether money shows as coins or a balance, whether the week is shown at all, and how loudly a finished job is celebrated. EarnIt never asks a child’s age. Once a year it just checks whether the level still fits.
Younger
One job at a time, a huge button, very few words. Money shows as coins to count. Big celebrations.
Standard
The quest board: today’s list, the week’s money on a ring, a streak and a companion that grows.
Older
Denser, with stats on show. They can move money between their own pots without asking.
Teen
Led by earnings and goals. The game layer steps back and the numbers come first.
What’s on their side
Everything a first wage comes with.
The board
TodayWhat’s due today, in order, with anytime jobs in their own section. They tick a job off and it goes to a grown-up. Some jobs can ask for a photo, or for the guide to be finished, first. When the list is empty the day is finished. They can actually get there, because the list doesn’t keep refilling.
Guides that teach the job
Step by step“Tidy your room” isn’t something a six-year-old knows how to do. Guides break it into steps with timings, and while one is running the Lock Screen keeps pace.
A wallet that’s really theirs
Spend · Save · GiveBalance, three pots, the payday countdown and their history. From the older level up there’s a full monthly statement too. They can record their own spending, and every amount can also be shown in their own work: “about five weeks’ pocket money”.
Goals and wishes
Priced in effortA goal has a target, an optional date and an honest weekly pace. A wish is lighter: something they’d like, which a grown-up can turn into a goal, or offer to go halves on.
Name their price
Offer a jobThey can think of something that needs doing, decide what it’s worth, and see what you say. You might say yes, or you might come back with a different number. That’s negotiating, learned at the kitchen table.
Reasons to keep going
ProgressA daily streak with one rest day a week, so one ill day doesn’t wipe out three weeks. XP scaled by the same weight that moves the money, levels, 26 badges, and a companion they name and dress. It grows as they do.
What people noticed
Never moneyEvery value with its glow, and the moments written about them, in date order. They can nominate a brother or sister for something kind, which a grown-up agrees to. Nothing on this page is money, and nothing on it can go down.
Thirty worlds
Pick a world. It changes the words, not just the colours.
Each theme changes the colours, the artwork, and what the app calls a job, a streak and a finished day. Eight are open from the start. The rest unlock as the moments people noticed add up, so a child who unlocks Stardust got there by being kind, not by paying.
Plus Bakery, Blossom, Detective, Hero, Mermaid, Pixel, Polar, Ponies, Popstar, Safari, Skate and Woodland.
For the grown-ups reading this
Safe by design, not by settings.
Give them their first wage.
Coming soon · launch price £6.99 £19.99 for a limited time · one-off, whole family · iPhone & iPad