Stringers
Mobile App · iOS · written 11-6
ミルポ - ポイ活で習慣化サポート · TT INC.

"Paying you even without a phone": ミルポ gained 350 ratings on iPhone in a week, but it's the second brand of a listed company

What it is A Japanese points-earning app: pick an app and set a goal of "not opening it for 30 minutes" or "using it for 30 minutes"; hit the goal and earn points, which you can trade for Amazon gift cards once you've saved enough.

Why it took off It's a rebranded copy of ポイム from the same company. Android first hit 145k installs, then the iPhone version launched, and longtime users and bloggers said "install both, get points twice". The listed parent company's backing also dispelled doubts.

CHow you could follow it Don't copy it head-on in Japan. If you do want to try, pick a market with an audience for "watch ads, earn money" but no such app yet. Get Android working first to prove single-user ad revenue, then move to iPhone, and acquire users through local bloggers who review ways to earn spare change.

Grade C: Its launch traction came from TT's network of a dozen-plus in-house apps cross-promoting each other, plus existing users and a built-in launch base, none of which followers can get; the mechanics and the "reskin and relaunch" playbook are worth learning, but copying it directly isn't worth it, and you'd also risk Apple's 4.3 reskinning rules. Whispered around small circles
Data (updated daily) · first listed 2026-10-25 · Japan rating 479 · charted in 11-08 of 1 stores
iOS · best category chart rank · by store
5010015010-3111-0211-0411-0611-0884
Data 2026-10-31 → 2026-11-08 (9 days, 9 observations). Lower rank is higher; gaps mean it wasn't charted that day
iOS · rating count · Japan
020040010-3111-0211-0411-0611-08479
Data 2026-10-31 → 2026-11-08 (9 days, 9 observations). Apple doesn't publish download counts; rating growth is a proxy for downloads.

A Japanese app where you set a goal of "not opening a given app for a few hours" and earn points for hitting it. It reached the iPhone in Oct 25, and by Nov 6 it was gaining 120 new ratings a day. It looks like a clever new idea, but it's really a Tokyo listed company's already-working app given a new name and relaunched. The mechanics are worth learning, but you probably can't take this path. Here's why, and which part is worth taking.

A tweet that said "it's just a different name"

In 2026 Jul 23, the official X account of Japanese points site "ポイントゲット" posted: "Introducing 'ミルポ', which earns points both for the time you use your phone and the time you don't. It's ポイム's sister app. 名前が違うだけで仕様はほぼ同じ (just a different name, nearly identical specs)." The tweet got about 9,000 views at the time.

At that point ミルポ was only on Android. More than three months later, in Oct 25, the iPhone version launched. In Nov 3, someone left a five-star review on the Japan App Store:

"I was using ポイム first, and recently started using this one too. It's easier to understand than ポイム, and you can complete this one's tasks just by opening ポイム, which is convenient."

Another five-star review was blunter: "I figured it was about the same as ポイム, and there are already too many points apps, so I ignored it. But my first time, I got 100 points, and after setting it to 'not using a certain app for 3 hours,' I got points just by leaving it alone."

These two reviews pretty much explain everything about why the app is growing: the same people, on the same phone, installing one more place to earn passively.

What it actually is

ミルポ has only two goal types:

  • "Not using" goal: pick an app and set "not opening it for 30 minutes / 1 hours / 3 hours"; hit it and earn points.
  • "Using" goal: pick a learning app or similar and set "use it for 30 minutes"; hit that and earn points too.

The store page packages it as "quit short videos and build study habits," but people doing ポイ活 (Japanese for earning spare change through points) see right through it to how it's really used. One user wrote in an Oct 26 review: "Set an app I never use, like the calculator, and you get points without doing anything."

100pt = 1 yen. Once you save 10k pt (100 yen), you can trade it for an Amazon gift card, valid for 60 days. Japanese review site noblogpoint's October test: using it casually for a day earned 200–500 pt, diligently about 8,700 pt a day, and roughly 150–2,600 yen a month.

Why it's climbing now

It was already validated on Android. The Android version launched in July, reached about 145k installs by Nov 5, and was still gaining 4,000 over the last 7 days (Google Play, 11-05). During this stretch, almost every Japanese review article said "not supported on iPhone", which effectively built a waiting pool of iPhone users in advance.

The iPhone version is already on a growth curve. New daily App Store ratings in Japan:

Date11-0111-0211-0311-0411-0511-06
New ratings that day4137245975120

By Nov 6, about 393 ratings at 4.3 stars. Best rank on the Japan Lifestyle free chart is #53, not on the overall chart or the Top Grossing chart. In the same week, the sister app ポイム, launched earlier, was adding only 7–37 iPhone ratings a day. The new clone is already growing faster than the original.

The blogger treats "install both" as the standard answer. The noblogpoint review has a section on "Which to choose, Point Me or Milpo?" The conclusion: "Install both, that's the right answer." In the same stretch of time without using your phone, the two apps each give you points. Milpo's own store page also says "double points are possible" (you can get points twice). On YouTube, someone titled a video "Point Me + Milpo for 2x points?"

"Listed company" settles the doubts. The developer, 株式会社 TT, is a subsidiary of Tokyo Tsushin Group, listed on the TSE Growth market. The store page closes with a paragraph about this, and every review uses it to answer "is this a scam?" For the ポイ活 crowd, that's the line that converts.

Whether they spent money on paid acquisition is not visible from outside. There are no TikTok videos about it in Japan, and it doesn't show up in the Meta ad records we can search (those cover only some products, so absence proves nothing). Also, several of the five-star reviews from the first few days (10-26 to 10-29) read like the same template ("I can't keep up my morning habit, looking forward to setting goals with a study app"), while real users mostly complain about bugs and ads. We infer that early positive reviews were seeded.

Where the money comes from

Rewarded video ads. The rules are clear: not using the app for 30 minutes earns 10pt, and watching one ad earns 60pt. The extra 50pt is the cut the ad pays the user, which is ¥0.5. A rewarded video in Japan usually earns the developer several times that (est., roughly ¥1–3 per ad), and the gap is profit. The threshold is set at 10k pt with an expiry of 60 days, and points that expire unclaimed are also profit.

Users know they're trading time for small change. A two-star review from Nov 4: "Every time I press 'Challenge' a long, cheap-looking ad pops up, and the points come in slowly, it's annoying." Another two-star review points at the core contradiction: "To stop looking at my phone, I first have to watch an ad video." Review sites also note that to be efficient you have to come back every 30 minutes. An app built around "not using your phone" makes you touch your phone every half hour.

But the complaints don't slow growth. ポイ活 users already assume "watch ads, earn points" and they compare how much they earn per minute and whether they'll get scammed, not how good the experience is.

Who it's competing with

In Japan, "limit app usage time to earn points" is basically only TT, and it competes with itself:

NameOwnerScaleDifference from ミルポ
ポイムTT in-houseiPhone 3,852 ratings; about 197k Android installsMechanics, redemption rates, and expiry are nearly identical
ポイムのはちうえTT in-houseAndroid 75k installs, +6,930 in the last 7 daysSame points system, wrapped in a "watering flowers" mini-game
ンポポExternal small companyAbout 980 iPhone ratingsPays points for touching your phone; rewards "use," not "don't use"
tontonExternalAbout 9,400 iPhone ratingsEarn points by memorizing English words
トリマ and othersbig techTop playersEarn points by walking and moving; you actually have to move
Opal, ScreenZen, and othersOverseasBigOnly blocks and reminds; pays nothing

TT has more than a dozen ポイ活 apps (merge games, treasure hunts, ...) that cross-promote each other. ミルポ has a "かんたんミッション" (easy missions) section: download a named app and keep it open for a while to earn points, and the apps featured there are often in-house ones like ポイム. When a new app launches, the referral network catches it.

The closest precedent overseas is Norway's Hold: "swap phone time for rewards." In 2018, the Guardian reported that about 40% of Norwegian students used it. But it never entered Japan, and it lacks Japan's cash-out points system.

Where it falls short

The iPhone version is at 1.0.1, with plenty of problems, all in the review section:

  • Screen Time authorization can't be completed: "It loops in the Screen Time settings and won't work" (11-03, one star); "Pressing allow does nothing" (10-29, one star);
  • Set goals get wiped: "I tick the apps, press 'Next,' and the ticks disappear" "After finishing, when I press Challenge again, the whole setting is gone; ポイム from the same company doesn't do this" (11-03, three stars);
  • SMS verification codes don't arrive, so points earned can't be cashed out (11-03, one star);
  • Ads are long and the content is tacky (11-04, two stars).

On the other side, one four-star review says it's "much more stable than the Android version, and starts faster" (10-30).

These flaws aren't fatal for an app built by copying, but they show that the iPhone Screen Time API is genuinely hard to work with, and that is its barrier to entry.

If it were you

Verdict (C): You can learn a distribution playbook from this, but following it isn't worth it. ミルポ didn't take off on one idea. It took off because a listed company's dozen-plus similar apps cross-promote each other, a batch of existing users "installed it too," and a ready-made circle of blogger reviewers picked it up. You can't get any of those three.

Good fit for: teams already monetizing with rewarded video and holding a base of "watch ads, earn rewards" users; or developers who know the iOS Screen Time APIs (Screen Time / FamilyControls) well enough to make the authorization flow smooth, and want to test "swap phone time for rewards" outside Japan.

Bad fit for: solo developers who want to build a head-on competitor in Japan. You'd be fighting TT's three in-house clones for the same users, without its referral network or the "listed company" badge. And anyone without rewarded-ad monetization experience who can't work out "ad revenue per ad vs. points paid per redemption": every point you give out is a loss.

How to do it: if you test it, don't copy Japan. Pick a market with mature "watch ads / do tasks for money" users but no "don't use your phone to earn money" product yet (whether US rewards-app users or Southeast Asian cashback users fit is unverified). Start on Android (no special Apple authorization needed), prove retention and per-user ad revenue, then go to iPhone. Copy the mechanic directly: "don't use an app for 30 minutes → watch an ad for a multiplied reward." The reward always stays below the ad revenue, with a redemption threshold and an expiry.

How to acquire users: follow TT's approach. Find local bloggers and YouTube channels that write about "earn spare change" apps. They live on affiliate commissions and will cover any new app. Put "earn while you do nothing" and "what you can cash out to" on the first screen of the store page, not "quit your phone."

When to move: no rush. There's no window closing here. The risk is the opposite: Apple has been strict about "clone apps" (review guideline 4.3) and about "using an app to earn rewards." Watch for 2–3 months to see whether ミルポ survives on iPhone.

What would prove this read wrong: ① ミルポ's daily iPhone ratings stay at 100 or more after November, without relying on migration from existing users. That would mean "not using your phone for money" has real new demand on iPhone and is worth copying in other markets. ② An external team outside Japan builds a similar app and reaches the top 100 of the local Lifestyle chart. That would mean this doesn't need TT's referral network to take off. ③ The reverse: Apple removes ミルポ or ポイム. That would mean this path is closed on iPhone, and only Android remains.

One last point for product builders: what's worth noting about ミルポ isn't "pay you even when you don't use your phone." It's that a proven incentive mechanic, relaunched under a new name in a new shell, gets the same users to install it again. If you already have a working app, that's far cheaper than finding a new idea.

---

Data and sources: App Store Japan ratings, charts, and reviews (10-26 to 11-06); Google Play installs (11-05); noblogpoint.com/mirupo-review (2026-10 hands-on test), tokuria.jp/about-mirupo; X @POINTGET_com (2026-07-23); YouTube "ポイム+ミルポでポイント2倍?"; Tokyo Tsushin Group website; the Guardian's 2018-01 report on Hold. Places marked "est.", "infer," or "unverified" are estimates and inferences.

iOS store page ↗

Research notes: competitor table, acquisition evidence, full research report
Competitors
NameWhereLaunchedScaleHow it differs from this one
ポイム (TT in-house)iOS2026-04-23(iOS)iOS 3,852 ratings; about 197k Android installsMechanics and redemption rates are nearly identical; only the name differs
ポイムのはちうえ (TT in-house)Android2026 autumn75k installs, +6,930 in the last 7 daysSame points system, wrapped in a watering-flowers mini-game
ンポポiOS2026-07-05About 980 ratingsPays points for touching your phone, rewards usage time, doesn't push "quit your phone"
tontoniOS2025-02-25iOS 9,444 ratingsEarn points by studying English
トリマ and other movement / step-count ポイ活 appsiOSYearsMajor playersYou have to walk and move; it doesn't work passively
HoldiOSAbout 2016About 40% of Norwegian students use it (Guardian 2018)The overseas precedent of rewarding not using your phone never made it to Japan
Opal / ScreenZen / iOS Screen TimeBig-company featuresYearsBigOnly blocks, never pays out
Where users come from
  • Confirmed Cross-promotion inside its own apps + "double-dipping" pitch: The App Store description says "ポイントの二重取りも可能" (double points are possible). かんたんミッション pushes ポイム and other in-house apps (noblogpoint, tokuria).
  • Confirmed Point-hunting blogs, YouTube, X: Reviews on tokuria, noblogpoint, okanet; YouTube "ポイム+ミルポでポイント2倍"; an X post from @POINTGET_com with 9,170 views; X posts with referral codes announcing "iOS版登場".
  • Confirmed Launched on Android first, then iOS, catching iPhone users who were waiting: Android launched in July with 145k installs; several articles say "iPhone 未対応" until the iOS release in 10-25.
  • Confirmed Backed by a listed parent group: Reviews commonly cite Tokyo Tsushin Group's TSE Growth listing to dispel scam concerns.
  • Inferred Paid acquisition: Our Meta Ad Library (which only tracks a named list of products) returned nothing; no related TikTok videos; TT has a reputation for "often seen in ads".
  • Inferred Prompting for ratings: Rating is 4.31, and new ratings are accelerating daily, which suggests a rating prompt after points are earned. Review text was not retrieved.

ミルポ - ポイ活で習慣化サポート (iOS id6763436499) research report

Date: 2026-11-06 | Channel: iOS (Japan) | Developer: TT INC. (Tokyo Tsushin Group subsidiary, TSE Growth-listed "東京通信グループ" 7359)

Bottom line

It's not a new product or a breakout from an indie developer. It's an iOS port of the "screen-time point app" (set how long you go without using an app, earn points) that TT already proved out on Android, and the Android version itself is nearly a rebrand of the same company's ポイム. Ratings are climbing fast on iOS because Japan's existing point-hunting crowd (longtime ポイム users, point-hunting bloggers and YouTube readers) is actively looking for "one more place to earn points." The money comes from rewarded video ads.

1. Basic data

MetricValueSource
iOS release2026-10-25, current v1.0.1 (2026-11-05)iTunes lookup
iOS ratings366 (11-06 in library) / 393 (11-06 live on iTunes), average score 4.31App Store database app_day; iTunes lookup
Daily new ratings11-01 41 → 11-02 37 → 11-03 24 → 11-04 59 → 11-05 75 → 11-06 120appstore library app_day
Japan chartsBest rank on the Lifestyle Top Free chart: #53; did not chart on overall or Top GrossingApp Store database app_profile
Android version (jp.ttapp.pointviewer)Launched July 2026; 145,217 installs (11-05); +7 in the last 4,132 days; Japan LIFESTYLE Top Free #87googleplay library
Android rating★4.2 (3,916 reviews, as of 2026-10)noblogpoint.com/mirupo-review
Sister app ポイムiOS launched 2026-04-23, rating 3,852, +7 in the last 162 days; Android (com.poi.detox) 196,862 installsApp Store / Google Play databases

Comparison: in the same week, ミルポ on iOS gained 24–120 ratings per day, while ポイム on iOS gained 7–37. The newly launched ミルポ is already climbing faster than ポイム, which suggests ポイム users are "adding" this app.

2. Competitors

NameWhereLaunchedScaleHow it differs from ミルポ
ポイム (TT in-house)iOS / AndroidiOS 2026-04-23; Android came earlier (package com.poi.detox)iOS 3,852 ratings; about 197k Android installsMechanism, exchange rate (100pt = ¥1), and expiry (60 days) are nearly identical; a blogger's words: "名前が違うだけで仕様はほぼ同じ" (only the name differs, the spec is almost the same) (@POINTGET_com, 2026-07-23,9,170 views)
ポイムのはちうえ (TT in-house)Android2026 autumn75k installs, +6,930 in the last 7 daysThe same points system in a "watering flowers" mini-game shell
ンポポ(Npopo, inc.)iOS2026-07-05About 980 ratings, +7 in the last 222 days, best Lifestyle rank #64"Get points for using your phone": rewards usage time, doesn't frame it around habit-building or quitting your phone
tonton(ness, Inc.)iOS / Android2025-02-25iOS 9,444 ratings; about 29k Android installsEarn points by studying English and memorizing words: a learning app with points added
トリマ and other movement / step-count ポイ活 appsiOS / AndroidYearsMajor playersEarn points by moving and walking; you have to actually get up and move, not just leave it running
Hold (Norway)iOS / AndroidAbout 2016Media report that about 40% of Norwegian students use it (The Guardian 2018)An overseas precedent for rewarding not using your phone; it never made it to Japan, and it lacks the ポイ活 exchange system
Opal / one sec / ScreenZen / iOS built-in Screen TimeiOS / big-tech featuresYearsBigOnly blocks or reminds, never pays out

Conclusion: The idea of "earning points by limiting app usage time" in Japan is essentially being done by TT alone (ポイム → ミルポ → ポイムのはちうえ). No direct competitor found outside. The closest rival is its own ポイム.

3. Growth tactics (evidence)

  1. Cross-promotion inside its own user base, plus "double-dipping" pitch: The app description directly says "ポイントの二重取りも可能". ミルポ's かんたんミッション (download a specified app and open it for a set time) pushes ポイム and other in-house apps. Bloggers interpret it as "install both, and earn two sets of points for the same time without using your phone" (noblogpoint.com/mirupo-review, tokuria.jp/about-mirupo). TT runs over a dozen ポイ活 apps (BoxMerge about 10.8k ratings, ねこの宝探し about 9,270 ratings, おじあつめ about 6,082 ratings, ...), forming a cross-referral network. Confirmed (the mechanism is sourced; actual referral volume is unverified).
  2. Point-earning blogs, YouTube and X circle: tokuria, noblogpoint, okanet, doppolife, investapps, kotablo, Ameblo personal blogs, note, plus YouTube videos like 「【何もしないポイ活第2弾】ポイム+ミルポでポイント2倍?」 and 「【放置だけで月2500円以上!?】ミルポを検证」. These bloggers live off affiliate ads and referral codes, and write a review the moment a new point-earning app appears. On X, a post reads 「いつのまにかミルポのiOS版登場してた!やり方はポイムとほぼ同じ」 with a referral code attached (a search snippet from the #ミルポ hashtag page). Confirmed.
  3. Android first, then iOS: The Android version launched in July and built up about 145k installs and 3,900+ ratings in four months. The iOS version only came out in 10-25, and many articles had said "iPhone 未対応", so a waiting group of iPhone users was already there. Confirmed (launch dates and article quotes); the size of the waiting group is unverified.
  4. Backed by a listed parent: Every review cites "東証グロース上場企業のグループ会社なので安全" (a group company of a TSE Growth-listed firm, so it's safe) to dispel "is this a scam?" doubts, which matters a lot for converting ポイ活 users. Confirmed.
  5. Paid acquisition: Our Meta Ad Library found no ads for ミルポ or ポイム (the database only tracks a named list of products, so no result doesn't mean no ads ran). Searching TikTok for "ミルポ" turned up no related videos. Articles like "広告でよく見るTTポイ活ゲームアプリ" show TT has a history of buying traffic, but whether this app was advertised is unverified.
  6. Prompting for ratings: Rating is 4.31, and new ratings are accelerating daily. A common tactic in ポイ活 apps is to prompt for a rating once points are earned. Unverified (no iOS review text was captured in the database).

4. Why it took off

  • Demand is ready-made: Japan's ポイ活 crowd is huge and especially loves "passive" earning (money comes in while you do nothing). "Set an app you don't normally use to 'don't use for 3 hours'" means points accrue just by leaving it alone. A blogger's real-world test: about 8,700pt for a full day of diligent use (about ¥87), roughly ¥150–2,600 a month.
  • The supply is copy-pasted: ミルポ and ポイム share the same mechanism, so to users it's just one more spot to earn money ("having both is the right answer"). For TT, the same code under a new name is another slice of ad inventory.
  • How the money comes back: Watching ads is the main way to earn points (30 minutes of not watching gets 10pt, watching the full ad gets 60pt, the gap is 50pt, so each rewarded video costs roughly ¥0.5). Japanese rewarded-video payouts per view are higher than that, and the difference is profit. The group's media business already earns from in-app ads (tokyo-tsushin.com/business/media). Redemption threshold is 10k pt (¥100) and points expire after 60 days, so some points go unclaimed and save money too.
  • The technical barrier is a moat: on iOS, reading another app's usage time requires the Screen Time / FamilyControls APIs, with permission requests and App Review hurdles. TT already worked through this on ポイム, which is why it could move the Android version to iOS so quickly. (This is an inference.)

5. Differentiation

The public differentiator is "packaging quitting your phone and building habits as ポイ活", with rivals being step-count, moving and game-based ポイ活, plus screen-time tools that only block without paying. But ミルポ has no differentiation from its own ポイム. It's not succeeding because it's different but because it's the same: ポイ活 users simply want "another app that earns money while you leave it alone". So what actually works is the distribution playbook (a matrix of reskins, a cross-referral network, the blogger ecosystem, listed-parent credibility). The product innovation belongs to the ポイム generation; by ミルポ it's reuse.

6. How many people have seen it

  • Buzz among insiders: Discussed mostly within the ポイ活 blog, YouTube and X point-hunting circles. x-radar found 0 results for "ミルポ" over the last 30 days. No tech media or major accounts have covered it. Revenue is not public (the group's earnings only disclose the media business as a whole).
  • Copycats: Mainly TT itself (ミルポ is already a copy of ポイム, and it also launched ポイムのはちうえ). Outside, ンポポ follows a similar idea (trading phone-usage time for points), but it doesn't directly copy the "use / don't use" mechanic.

7. Takeaways

  • Take a proven incentive mechanism, turn it into multiple names and shells, and harvest the same crowd across different app slots (users already install several ポイ活 apps at once).
  • Prove it on Android, then go to iOS: iOS screen-time permission barriers are high, so the first mover gets a window.
  • "Behavior change + cash rewards + rewarded video": as long as the payout per reward is below the ad revenue per unit, users can earn money even as usage grows. It might be copyable to other markets (e.g., US rewards app users), but it has to pass Apple's FamilyControls review first.

8. Still unclear

  • There's no direct evidence on whether they used paid acquisition or prompted reviews.
  • iOS retention, and the real spread between ad revenue per user and the points cost per user.
  • Whether Apple rules it a "reskinned duplicate app" (4.3 guideline) or "using the app for rewards" as a violation, leading to removal.
  • How much of the current rating growth is a one-time "existing users moving over" versus new users.

Sources

This article was written by AI from public data and the data we collect daily. Numbers are sourced, and inferences are labeled.