SpacerrX, or Making X a Game
I needed a handful of tools to grow on X without becoming a bot. None existed together, so I built them into one extension and made it fun.
Irakli2 min read
A month into posting every day I had a list. Not a product idea, just a list of the small things that made showing up on X annoying: I never knew what to post, I forgot to reply, I could not tell who had quietly unfollowed, and the whole thing felt like homework.
Every item on that list had a tool somewhere. A scheduler here, an unfollower tracker there, a "viral hooks" spreadsheet someone was selling for forty dollars. None of them talked to each other, all of them lived in another tab, and most of them wanted to write posts for me in a voice that was not mine.
The rule: no bot
I was not going to let a model tweet on my behalf. The entire reason I joined was to talk to people. Outsourcing the talking defeats it.
So the constraint became the design. SpacerrX asks me one question I can answer in thirty seconds, in my own words, and sharpens that answer into a post. The words stay mine. It just removes the blank page.
Then I made it fun
The second insight was that consistency is a game problem, not a discipline problem. I am reliable at things that give me a small win every day and unreliable at things that give me a lecture.
So the extension deals four quests a day. Reply to three people you admire. Post one thing you learned. Clean up ten dead follows. Finish them and the counter goes up, and the counter is stupid, and the counter works. I have not missed a day since I built it, and I built it because I kept missing days.
Inside x.com, not next to it
The last decision was where it lives. Every growth tool I tried was a separate dashboard, which meant I had to remember to open it, which meant I did not. SpacerrX is a Chrome extension that draws directly inside x.com: the quests sit in the sidebar, the reply accelerator sits under the compose box, the non-follower tracker sits on the profile page. There is no other tab.
It is the first thing I built for an audience I actually had, and the audience shaped it more than I did.