QuitForecast / The manual / The SOS toolkit

The SOS toolkit

A craving crests and breaks in a few minutes. The toolkit exists to get you through exactly those minutes, with a shared five minute wave clock across every tool.

Breathe

The box breath: four in, four hold, four out, four hold, with the screen kept awake for the whole session.

It waits for your Start tap rather than launching into a countdown, because a breath you have to catch mid-cycle reads as an alarm. From Start, the circle grows and settles on a four-count box, each phase spoken aloud for VoiceOver and marked with a soft haptic.

The five-minute wave clock keeps running in the corner. The breath times the exercise, the clock times the craving, and finishing one does not end the other. The screen stays awake for the whole session so a craving ridden with the phone in hand never goes dark mid-breath.

Why this tool: slow, even breathing switches on the calming branch of your nervous system. That branch is the body's own off-switch for the stress a craving rides in on. The evidence is cited on the screen itself.

Body scan

Tap where the craving lives, describe it, and watch it for thirty seconds. Watching a craving instead of obeying it is the whole technique, and it is cited on the screen that teaches it.

This is urge surfing, the technique with the strongest evidence in the toolkit. Turn toward the sensation, name where it lives and what it feels like, and watch it instead of arguing with it. Watched sensations pass faster than fought ones.

The screen's own line says the whole stance: you're the one watching, it's the one passing. Thirty seconds of honest observation is usually enough to feel the crest.

The games

Snake and a maze chase, because occupying the mind's visual workshop measurably blunts a craving. Best scores persist, and the wave clock runs through them.

The science is the Tetris effect. A visual task absorbing enough to fill working memory leaves less room for the craving to render itself. The drop in intensity is measurable in studies. The games are deliberately old-school because simple and demanding is exactly the recipe.

Your best score persists per game, giving the tenth hard evening something to beat. The wave clock runs through play: switching from breathing to Snake does not restart your five minutes.

The Big questions

One honest question at a time, for the cravings that are really about something else.

A rotating set of questions with no bottom, one per visit, in the register of a good late-night conversation. They ask about the appetite under the appetite. What the reaching is actually hungry for, what happened to the quiet, what the ritual was standing in for.

The set claims nothing and cites nothing on purpose: it is the one tool in SOS whose job is not evidence but honesty. Repeat visits get different questions, and the set is deep enough that a hard week does not wear it smooth.

The why

Seven short cards on why humans reach for these substances at all: the wanting machinery, the after-work reach, the cue, the evolutionary story. Every card is cited, and each visit opens on a different one.

The chapter answers the question every quit eventually asks: why does this pull exist at all? Seven cards cover the honest science. A craving is a learning system working as built, wanting and liking are separate machinery, and relief teaches as hard as pleasure. Cues bind by repetition, and the evolutionary argument is presented as the live debate it is.

Each card ends on something you can do or watch in the moment. It cites its sources at the foot like every claim in the app. One card per visit, rotating, and the cue card can quote your own log's reading when it has earned one. This is science, so it is never gated behind a faith pack.

The last card is the app's whole thesis applied to itself: what you understand can't own you. Watching the machinery fire, naming the cue, riding the wave: that is the machinery being retrained.