An offline-first AI quest machine designed to become a physical device that prints real-world adventures.
This is a submission for the Hacktoberfest Open-Source AI Challenge Week 1: Touch Grass
What I Built
I'm a software developer, so most of my day happens in front of a screen. And after work? More screens — learning new technologies, building side projects, or scrolling through social media.
Here's the funny part: throughout the summer, I was hiking in the Tatras almost every weekend, climbing mountains over 2,000 meters high. But as autumn arrived, I got so caught up in work and tech projects that some days I struggled to convince myself to even go for a short walk.
And most solutions to excessive screen time involve... another app.
So I started wondering: What if AI could help us disconnect instead of giving us another reason to stay online?
That's how SIDEQUEST was born.
Not another app. A future physical device.
SIDEQUEST is a software prototype for a physical, offline-first AI quest machine.
Imagine a small device on your desk with a tiny display, directional buttons, a big PRINT button, and a thermal receipt printer.
You choose your preferences, press PRINT, and a locally running AI model generates a personalized real-world adventure. A paper receipt comes out with three objectives.
Take the receipt. Leave the screen. Touch grass.
No phone needed during the quest. No notifications. No endless feed.
The current version is a browser-based simulation of this future device, built to test the AI quest engine and gameplay before developing the hardware.
How SIDEQUEST works
Choose a duration (15, 30, or 60 minutes), an environment (City, Park, Nature, or Anywhere), and a mode (Calm, Move, Explore, or Surprise).
Gemma 3 4B, running locally through Ollama, generates a quest with exactly three real-world objectives, displayed as a retro-style receipt.
After completing a quest, you can return to earn XP, unlock badges, and build a daily streak.
There's also Doomscroll Escape — a shortcut that generates a 15-minute surprise quest when you catch yourself scrolling without a purpose.
The gamification is deliberately lightweight: it should motivate you to go outside, not keep you interacting with the machine.
The best SIDEQUEST session is the one where you spend almost no time using SIDEQUEST.
Demo
Here's the working web prototype:
The demo shows the current browser-based prototype, including local AI quest generation and the receipt-printing animation. The long-term vision is to bring this experience to a standalone physical device.
Code
SIDEQUEST is open source:
🌿 SIDEQUEST
Print a quest. Leave the screen. Touch grass.
A screenless-first AI quest machine, designed for the physical world.
SIDEQUEST is the software prototype of a future physical AI-powered quest dispenser — a small desk device that generates personalized real-world adventures and prints them on thermal paper.
The vision is simple: press a button, receive a quest, and walk away from your screen. No endless feeds, no notifications, no app demanding your attention.
The current implementation is a browser-based simulation of that device, powered by a locally running open-weight AI model. It brings together the quest generation engine, receipt-style interface, and gamification system — with the long-term goal of moving the experience into dedicated hardware.
AI that gets you offline, not AI that keeps you online.
Built for the Hacktoberfest 2026 — Touch Grass Challenge.
Demo
sd-hq.mp4
Preview
Your next adventure, printed
The idea
We have apps for…
The repository includes the backend, AI integration, frontend, persistent storage, automated tests, and local setup instructions.
You can run the current prototype on your own computer using Ollama and Gemma 3 4B, without a cloud AI API key.
How I Built It
SIDEQUEST uses FastAPI, Gemma 3 4B, Ollama, Pydantic, SQLite, and vanilla JavaScript.
The user selects their quest preferences, which are sent to a locally running Gemma 3 model through Ollama. The generated response is validated with Pydantic before being displayed as a printable-style receipt.
SQLite stores quests and player progress, while the frontend handles the receipt animation, XP, badges, and streaks.
The architecture is designed to evolve into a physical device with a small display, directional buttons, and a thermal printer. The long-term goal is to move AI inference onto the device itself.
Challenges and Lessons Learned
| Challenge | What happened | Solution |
|---|---|---|
| LLM output validation | Gemma generated a 12-minute quest instead of the requested 15 minutes. The response passed Pydantic validation but violated a business rule. | Introduced QuestService to validate request-dependent constraints separately from schema validation. |
| Local inference latency | Running Gemma 3 4B locally caused an httpx.ReadTimeout during testing. |
Added a configurable timeout to OllamaClient to accommodate slower local inference. |
Why Does Open Innovation Matter?
Open innovation is central to SIDEQUEST because local AI is a requirement of the product vision, not just a choice of technology.
A device designed to help people disconnect shouldn't need to contact a cloud AI service every time someone wants to go for a walk.
With an open-weight model like Gemma, I can run inference on my own hardware, experiment with the generation pipeline, and explore what it would take to move that intelligence into a dedicated physical machine.
That changes what's possible for a small independent project.
| Benefit | Why it matters for SIDEQUEST |
|---|---|
| Cloud independence | Gemma 3 runs locally through Ollama, without a hosted LLM API. The future device aims to work entirely offline. |
| Privacy | Quest preferences and progress stay on local hardware, without being sent to an external AI provider. |
| Freedom to experiment | Open-weight models allow me to explore quantization, smaller models, and edge AI hardware without depending on a cloud provider. |
There are still challenges — especially hardware limitations, inference speed, and model optimization — but that's what makes building SIDEQUEST exciting.
We're surrounded by technology designed to capture our attention.
What if we built more technology designed to give it back?
My Agent Session
I used Codex as a coding assistant while building SIDEQUEST, focusing my own work on architecture, AI behavior, product decisions, and reviewing the implementation.
Here's a curated session showing part of the development process:
Prize Categories
- Best Use of Gemma — SIDEQUEST uses Gemma 3 4B for local AI-powered quest generation.



Top comments (0)