PLAY

How we got here

WE'RE TWO FRIENDS WHO WANTED BETTER PARTY GAMES.

We just wanted something fun to play with our group.

The problem

A lot of the apps we found were not made for us.

01

Too many ads

Constant interruptions kill the mood.

02

Games get boring

If nobody wants another round after ten minutes, it is not enough.

03

Weak modes

Every mode should actually deliver what it promises.

Editorial method

Our guides start from games we actually build and play-test.

We write guides from the rules, modes and flows that are present in our games. We verify what we describe against the product, add examples that are useful for real groups, and update content when a relevant feature changes. The goal is not to fill the site with articles; it is to explain clearly how to choose, set up and play.

01

Play first, add later

A feature must make the game clearer, faster or more fun. If it only creates menus and friction, it does not belong.

02

The phone is not the main character

The screen assigns roles, serves content and keeps pace; attention should return to the people in the room.

03

Rules before the first turn

Player count, length, modes and sensitive content should be understandable before anyone presses Play.

04

Web first

Whenever possible you can open a game in the browser without forcing the entire group to install something.

What we check

Play-testing is for finding friction, not manufacturing marketing numbers.

When we test a flow, we focus on moments where the group stops, does not know what to do or has to fight the phone. The notes published in the catalog describe concrete product decisions and do not present statistics we have not measured.

Time to first turn

We check how many steps happen before something playable starts and remove configuration that is not needed.

Handoff and privacy

For secret roles we check that the phone can change hands without accidentally exposing the previous player's information.

Dead time

Timers, turns and reveals should support the group's pace. Options stay configurable when different groups need different rhythms.

Consent and sensitive content

Adults-only modes, physical contact and more intense challenges should be recognizable before play, and skipping unsuitable content should be normal.

Read the games' playtest notes →

At some point

We stopped searching and built them ourselves.

Every game starts from something we would actually use.

We test it with friends and fix what does not work.

We would rather have a few good games than a hundred copies of the same idea.