繁中EN日本ESไทย

About Unravel

Five 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 four more.

Today, Unravel is five 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 up to 30 days. 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.

🎲 Couple Dice

The argument-ender for two-person households.

Two modes, one die. Wishlist scatters six shared wishes across the week — date night, lazy Sunday, a long walk — and the roll decides which day each one lands on. Chores takes six recurring tasks and splits them three-and-three between the two of you, with the dice deciding who gets what. No bargaining, no resentment, no one accusing the other of always dodging the dishes.

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 five games share

Why we built all five

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

We're a couple. That's the short version. Unravel isn't a startup, isn't a team of strangers building "engagement features" — it's the two of us, building games for the kind of evenings we wished we'd had earlier in our own relationship.

We met when we were living in different cities and spent the first part of our relationship long-distance — counting time zones, missing context, learning how to say important things across a screen. When we finally closed the gap and moved in together, the distance didn't disappear on its own. Living together brought its own version of it: the silence when one of us was tired, the small resentments around chores, the questions you'd have asked easily on a video call but somehow stop asking when the person is in the next room. There were stretches where we realised we didn't actually know our partner as well as we thought — and didn't have a graceful way to ask.

That's where these games came from. We wanted Truth or Dare prompts that didn't feel like a college party. We wanted a quiet deck for the nights we wanted to talk but didn't know where to start. We wanted to leave a message that arrived later, when it would land better. We wanted a way to find out what our partner was actually thinking, without it feeling like an interview. We wanted a planning tool for chores that didn't end in an argument about whose turn it was. Every module in Unravel is something we wish we'd had during a specific chapter of our own relationship — and something we still use ourselves.

Because we built this for ourselves first, we built it the way we'd want it built: private play, minimal analytics, no "growth hacks" that trade trust for metrics, no dark patterns, no eyeballs being monetised. If anything in here helps you avoid a fight, start a conversation, or just feel a little closer to the person across the room — that's the whole point. If we've fallen short, tell us. Suggest a feature, report a bug, or just say hi: contact@unravelcouplegames.com. The two of us read every email.


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