Our story
Screen time
50.4%
of U.S. teens reported at least four hours of screen time on a typical weekday, excluding schoolwork.[1]
Ages 12 to 17. Survey data from July 2021 to December 2023.
Physical activity
81%
of school-going adolescents worldwide were estimated to be insufficiently physically active in 2016.[2]
Ages 11 to 17. Analysis of 1.6 million students in 146 countries, territories, and areas.
In verdicts filed on March 25, 2026, a Los Angeles jury found Meta and YouTube negligent in the design or operation of their platforms. It found that each company's negligence was a substantial factor in causing harm to the plaintiff, K.G.M.[3] For us, the decision reinforced a simple belief: people should have more say in where their attention goes.
We're a team of engineers based in Montreal, in the Canadian province of Quebec. We built Paxt and tested it on our own phones first.
The idea was simple: choose the apps that take too much of your time, then make physical effort or meditation the condition for opening them.
Using it ourselves convinced us the idea was worth sharing. That first experience shaped the product we wanted to build: a commitment that holds, with a clear way to earn your apps back.
We wanted to align the incentives: connect the urge to open an app with a goal you chose for yourself. The temptation could become a reason to move or meditate.
Free includes up to three individual apps, with steps, distance and mindfulness. Plus adds whole categories and websites, schedules, allowed budgets, workouts, active calories and time in daylight. Premium includes everything in Plus and adds Guardian mode. Compare plans.