Ninety days to take your life back.
A 90-day recovery program in a book you run yourself: one short lesson and one real action a day, one line in your log, one person from your own life watching your back, and a streak that never resets to zero. It ends in a decision, not an exit.
Built on the mechanics of 12 proven recovery programs, none of their shame, and written by an executive coach who builds lasting change for a living and climbed out of the exact loop it describes.
$47 one-time, PDF and EPUB, yours forever. Or start free: Pre-Game and Days 1-14 by email.

The Tutorial
Before Day 1, you gear up. Learn the Loop so you know exactly what you're up against. Take the Player Scan for your honest baseline. Lock down every device with the Lockdown Loadout (a device-by-device blocking checklist), build your Panic Button for urge spikes, and recruit your Player Two: one real person from your own life, told with a script, handed one job.
It ends with a Player Agreement and your own why, written down. Then you press begin. Day 1 is the morning after.
You'll write one line: "I'm quitting because ___." The book hands it back to you at every gate: Day 14, Day 30, Day 61.

Survive
The clean break. The science says the discomfort peaks around two weeks in, so the heaviest support is front-loaded: one short lesson and one action under thirty minutes every day, one Checkpoint line in your log with a streak that counts showing up, and one person watching for the one day that matters.
You ride urges instead of obeying them, run your lifetime hours and dollars honestly, sample what fills the gap, and on Day 22 you pick your Main: the one habit you keep.
Day 3 teaches urge surfing: cravings are waves that break in minutes. You ride one and log how long it actually took.

Discover
The pull has eased. Now the question changes from "how do I stop" to "what was the game standing in for." Thirty zero-prep challenge cards across four stat weeks: STR for the body, WIS for the mind, DEX for making things, CHA for people.
It opens with the Overconfidence Patch, because the most dangerous thought in this entire program is "I've got this now." From Day 37 the Boss Radar runs once a week: five questions, the riskiest window in the next seven days, and a plan before it hits.
Day 52: message one old friend, no agenda. There's no matchmaking out here; you queue manually.

Become
Identity work. You assemble a Character Sheet: what you believe, the daily habits that carry it, who you are in private and in public, a calling, and one anchor habit per stat. Not a vision board. A build you can actually run, stress-tested and reviewed by your person before you sign it.
By Day 90 the final decision isn't agonizing. It falls out of what you've already built.
Day 62: write your perfect ordinary Tuesday, three to five years out. You can't build toward a montage.
Day 90: the reset ends in a decision, not an exit.
From ninety days of real self-knowledge, you declare your ending. Two prestige playthroughs of the same victory. Neither one glows brighter than the other, here or anywhere.
Ironman Mode
The run without reloads.
Gaming isn't part of your build, and that's the flex, not the fallback. You write a Boundary Charter: what stays out, what you do instead, and who holds you to it.
New Game+
The game returns. You keep your endgame stats.
Games come back under written Rules of Play: which titles are green, yellow, and red for you, the session rules, and the tripwires that trigger an automatic rollback if the old pattern stirs.
Then Day 91+. The last chapter isn't an ending. It's the maintenance protocol: a quarterly re-spec of your Character Sheet, an annual Player Scan, the launch-week protocol for every big release, how to re-fork if your weekly sweep says to, and a real guide to finding your people. A gym, not a course.
Built so one bad day can't end the run.
Every mechanic exists to pull one of two levers: cut the shame fuel, or replace the counterfeit with the real thing.
The Respawn Rule, live
A slip drops you to your last checkpoint, never to zero. Try it. Log a few days, then miss one.
Day 0 · streak 0
Every lit cell is a day you showed up.
The Checkpoint
One line a day in your log: the day number and one sentence. Thirty seconds. The streak counts the days you showed up, not the days you were perfect, and you keep the tally where you can see it.
Your Person
Nothing to join. One real person from your own life, told with a script the book hands you, given one job: if you go quiet two days in a row, they call. If you can't name anyone, Pre-Game has an honest answer for that too.
The Player Scan
The same nine-criteria self-assessment before Day 1, on Day 30, and on Day 90, then once a year. Your score delta is your headline stat, in your own numbers.
Boss Kills
Private ceremonies at Days 7, 14, 21, 30, 60, and 90: a page in your log, the win written down, and said out loud to your person. Days 30 and 60 are re-enlistment gates, not exits.
What you walk out with on Day 90
- A 90-day streak that survived your worst day
- Your Player Scan delta: the score you started with, and the one you earned
- One keystone habit that actually stuck
- A Character Sheet you live, not a vision board
- A written verdict on gaming, made by you, with a clear head
One book. The whole run. Pay once.
The Respec Program is the complete program in a form you run yourself: no platform, no login, nothing to join. Read today's day, do today's thing, write the line, stop.
- The whole 90 days. Pre-Game Tutorial (12 lessons), Act I (30 days), Act II (30 challenge cards), Act III (30 days), the Fork, and the Day 91+ chapter. One chapter per day, each with its lesson, its action, its Checkpoint line, and its log prompt.
- PDF and EPUB. A 6×9 PDF for printing or any screen, and an EPUB for your phone or e-reader. Both delivered the minute you pay, both yours to keep.
- The Adventurer's Log. The companion workbook: a page for every lesson and every day with that day's prompt, every worksheet already drawn, the sealed pages, and the four Act III documents as one-page templates. PDF to print, plus a Google Docs edition to copy.
- The Resources appendix. Every tool indexed by the day it's built, the free rooms (r/StopGaming, OLG-Anon, CGAA), the helplines, and the nine clinical criteria described from the inside.
- The free tools, forever. The Class Quiz, the Player Scan, the Lockdown Loadout, and Cooldown live on this site and stay free. The book names each one on the day you need it.
The Log is included, and any notebook or notes app works exactly as well; the book tells you what goes in it every day.
$47one-time
About the price of one new game. Nothing renews, nothing to cancel. PDF and EPUB, delivered the minute you pay.
Not on sale yet · $47 one-timeCheckout opens shortly. Grab the free first 14 days now and you'll get the link the day it does.
Not sure yet? Run the first 14 days free.
Pre-Game and Days 1 through 14, the same pages as the book, as a PDF in your inbox. Take the free 3-minute test and it follows by email. Buy later and you open the full book at Day 15 with your streak intact.
Straight answers
What does it cost?
The Respec Program is a one-time $47: the full 90-day book as PDF and EPUB, yours to keep. Nothing renews, nothing to cancel, no tiers. The first 14 days (Pre-Game plus Days 1-14) are free by email, and every tool on this site is free and stays free.
What happens right after I buy?
Checkout runs on Payhip. Your download links land in your inbox within a minute, and the files work on any device. Then you open the front section, read Session 1 of Pre-Game in one sitting (five short lessons), and run Session 2 the next day: the Player Scan, the Lockdown Loadout, your Panic Button, and the text to your person. Day 1 starts the morning after. Most people reach Day 1 inside their first week.
Do I need to join anything?
No. Respec used to run a community; it doesn't anymore, and the book was written for a reader running it alone. The only other human the program needs is one person from your own life with one job, and Pre-Game hands you the script to recruit them. If you can't name anyone, the book has an honest fallback: one free room (r/StopGaming, OLG-Anon, or CGAA) and, if it comes to it, a therapist.
What happens when I slip?
You respawn. A slip drops you to your last checkpoint, never to zero. No wiped streaks, no starting over, no confession. You write what happened in your log, you end it with a plan, and the run moves on with you. Shame is the fuel the Loop runs on, so the program makes shame structurally impossible.
What if I've already run the free sample?
The sample is the first fourteen days of the same book, so nothing repeats. Open the full book at Day 15 and keep counting. Your streak, your log, and your person all carry over.
Do I have to quit games forever?
No. Respec is balance, not lifelong abstinence. The deal is a full 90-day reset first, because moderation is earned, never offered on Day 3. At Day 90 you make a guided choice: Ironman Mode (games stay out, and that's the flex, not the fallback) or New Game+ (games return under written Rules of Play with tripwires you set yourself). Both endings are wins. The honest caveat we won't hide: many people can eventually build a healthy relationship with games, and some discover certain titles are like alcohol to an alcoholic and keep them out for good. That's self-knowledge, not failure.
Why 90 days and not 30?
Thirty days gets you through the worst of the reset, and it's where most attempts stop and relapse. Habit research (Lally, UCL) puts new-habit formation at a 66-day average with a huge range, which is explicitly not the 21-day myth. So Respec runs three acts: survive the break, discover what fills the gap, become the person who doesn't need the counterfeit.
Is this therapy?
No. Respec is a structured program, and it's honest about its limits. If you're seeing red flags like thoughts of self-harm, an inability to function, or withdrawal that frightens you, that's a fight for a professional alongside the program, never instead of it. The book opens with a safety page, and we keep a permanent one here too, including free 24/7 numbers.
What happens after Day 90?
Day 91 is Day 91. The streak keeps counting, and the last chapter isn't an ending: it's the maintenance protocol. A quarterly re-spec of your Character Sheet, an annual Player Scan, the launch-week protocol for every big release, how to re-fork if your weekly sweep says to, and a real guide to finding your people. A gym, not a course.
Struggling in a way a program shouldn't carry alone?When to call in a pro.