In
Dare
Truth or dare for two. You set the limits, the app deals the night.




Inside the app
Consent is the first screen, not a setting buried in a menu. Couples choose their intensity and their props, and every card after that is drawn from what they said yes to.




Quests
The part that turned a card deck into a game. A quest is a short branching story: each scene ends in a choice, the choice decides the next scene and the task that comes with it. Seven of them ship in every language, authored as data so a new story needs no release.


Eleven
languages
Eight hundred cards is a content problem before it is a code problem. The library lives outside the app: I write and tag cards in an admin panel I built, a translation pipeline carries them into every store language, and the app pulls the result. Adding a mode or fixing a line does not cost a release.

What I did
- Built and shipped the app solo — App Store listing, releases and support included.
- Designed the content model: modes, props and player names feed a filter that builds each deck at runtime.
- Wrote the quest engine — branching stories where a choice decides the next scene and its task.
- Built an internal admin panel so the card library is edited without an app release.
- Set up a translation pipeline that carries the whole library into 11 App Store languages.
- Wired RevenueCat for one-time unlocks, plus Sentry and analytics for crash-free releases.