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About Unravel

Four games. One home. Built for couples who want more than small talk — and built to respect every word they say.

Unravel started as a Truth or Dare game for two people who already share a bed — prompts that skip the surface, dares calibrated for a couch instead of a crowd. The response told us something: couples have a lot of evenings where a regular conversation isn't quite the right shape, but phone-on-the-couch isn't either.

So we built three more.

Today, Unravel is four separate experiences — all built on the same foundation: your words stay yours. Nothing you type, say, or write is ever sent to our servers. No ads. No accounts. No tracking. Just the game, and the two of you.

The Unravel promise

Before we talk about what the games do, here's what we don't:

When two people are being honest with each other, the last thing that should be sitting between them is a company listening in. We built Unravel so there isn't one.

See our Privacy Policy for the full technical breakdown.

Pick the kind of evening you actually want

🎲 Truth or Dare (18+)

Strictly 18+ — contains intimate and adult content.

A Truth or Dare deck rewritten for people who already know each other. Four progressive levels, from warm conversation-starters to unreserved intimacy:

Every level has its own palette and music cue, so each tier feels like a different world — not just a different set of questions. LGBTQ+ friendly: the deck adapts to MM, FF, and MF couples.

💗 Heart to Heart (all ages)

No dares. No buzzer. Just words.

Heart to Heart is for the evenings when you don't want a game — you want a conversation. The core deck has 195 questions across vulnerability, memory, the future, gratitude, and the parts of ourselves we normally protect.

💌 Sealed

A message that waits for them.

Write something. Lock it for 1 to 72 hours. Share the link. Your partner sees the envelope arrive, but they can't open it until the countdown ends.

❓ Guess Me

A two-player guessing game for couples who think they know each other.

You each answer a set of questions about yourself — privately, on the same device — then take turns guessing what your partner picked. At the end, you reveal together and see where you matched and where one of you was quietly wrong for longer than you realized.

Why the experience feels different

We chose the hard path technically — local-first, no database, no backend for your content — because the alternative would have cost the thing we actually care about. A game built on private conversations can't survive being watched. If a server somewhere was quietly logging which level a couple plays on a Tuesday night, the game itself would mean less. So we simply didn't build that server.

Which is also why Unravel feels different to use:

Good design, to us, starts with not getting in the way. Especially when two people are trying to say something true to each other.

What all four games share

Why we built all four

Every long-term couple runs into the same problem: you know each other so well that the easy questions have been asked, and the hard questions feel too intentional to bring up over dinner.

Some nights you want to flirt. Some nights you want to slow down and actually talk. Some nights one of you is far away and text doesn't quite carry it. Some nights you just want to play a game on a weeknight that wasn't supposed to be anything.

Unravel is the excuse for all of them. The game picks the questions. You just have to show up.

Who we are

Unravel was built by a small independent team. We don't have investors, we're not chasing scale, and we're not trying to become a big "dating app." We just wanted the games we wished existed — and we wanted to build them in a way that we'd be comfortable using ourselves.

That meant private play, minimal analytics, no "growth hacks" that trade trust for metrics. It meant a polished, un-cluttered interface instead of one built to maximize engagement. It meant treating every couple who opens the site as adults who chose to be here — not eyeballs to be monetized.

If you ever feel we've fallen short of that, tell us. Reach out, suggest a feature, or report a bug: [email protected]. We read every email.


Four games. One home. Nothing between the two of you and the conversation you came here for.