OdysseyOS
App Store.
People need apps. In today's fast-paced world, staying connected and equipped with the right tools is essential for success.
Our curated app store focuses exclusively on communication and utility apps, ensuring you have access to your favorite tools for productivity and connectivity. While we may not have every app just yet, we're continually expanding our library based on your feedback and requests.
Please note that this feature is experimental and under development. We do our best to ensure proper functioning of each app, but some third party apps may not function or only partially function.
SLEKE Store
Available Apps.
Search below to find apps on the SLEKE Store. Supported apps appear in a card — if nothing shows, the app isn't available.
Experimental — under active development
No matches — that app isn't on the SLEKE Store yet.
Request itPopular apps we don't support: Libby (eReading is a blocked category), Strava (contains a social feed), Cash App (does not function on custom operating systems).
Popular categories we don't support: eReading (e.g. Kindle) and eLearning (e.g. Duolingo).
Note: these categories are not inherently harmful (quite the opposite). We aim to help you spend less time on your device, and these categories are primarily for non time-bound, high screentime activities.
Don't see the app you need? Tell us what it is and what it does — we review every request.
Criteria
How we evaluate apps.
Our goal is to help you spend less time on your phone, not to restrict what you can do. Every app in SLEKE's store is reviewed against a core question: does this app primarily help you communicate with others and/or support a real-world activity?
Apps that pass that test may still be excluded if they include disqualifying features (e.g., built-in social feeds, web browsers, or multimedia content) that introduce significant potential for open-ended, time-intensive use.
Our methodology is still in development. We are building a research-backed framework grounded in the literature on mobile phone use. When complete, we will publish our full criteria and methods here. In the meantime, the principles below guide our decisions.
Allowed categories
- Communications
- Mapping
- Personal finance
- Music & audio
- Life management
- Mobility
- Health & fitness
- Productivity
- IoT devices
- Reference
Disallowed categories
- Social media
- eReading
- eLearning
- Games
- Retail & eCommerce
- Creative tools
- Stock trading
- Crypto trading
- IoT medical devices
How we handle edge cases.
Categories are a starting point. Most decisions require a closer look. A few principles that guide us:
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Secondary features don't automatically disqualify an app
If a disallowed feature type (e.g., a small "tips" section or a brand-specific shop) is clearly peripheral to the app's core function, we assess the app holistically — weighing how prominent and trafficked that feature is likely to be.
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Health apps get more flexibility
Gamification, video-guided workouts, and routine-building tools are generally allowed in the context of health. However, in-app courses or educational content unrelated to guided activity are not.
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Finance apps are assessed carefully
Banking and budgeting tools are supported. Apps oriented around speculative or high-frequency trading are not.
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eReading and eLearning are not inherently harmful
We simply recognize they are high-screentime, non-time-bounded activities that fall outside our scope.