A digital conversation card game for deeper connection: 500+ questions across five relationship decks, designed and built solo.
Peelr is a digital conversation card game built for real connection. It offers 500+ conversation prompts across five relationship decks, Friends, Family, Lovers, Coworkers, and Strangers, each with three depth levels that guide players from lighthearted icebreakers to vulnerable, meaningful exchanges.
It’s my own product, and I built all of it: the design and the full stack, front end and back end. The back end (Supabase) lets me push new questions every month, so the deck never goes stale, and it lives on your phone, so it’s never stuck in a drawer when the moment’s right. It’s free, dark by default, and live on iOS and the web.
Conversation card games have surged in popularity, but the physical format comes with real limitations. Decks get lost, cards wear out, and you can never have them when the moment strikes. You're at a dinner party, on a road trip, or lying in bed with your partner, and the cards are sitting in a drawer at home.
Beyond availability, physical decks are static. They can't adapt, grow, or learn from how people play. There's no way to add new content, track which questions resonated, or tailor the experience to different relationship dynamics. The opportunity was clear: bring the intimacy of card-based conversation games into a digital format that's always accessible, endlessly expandable, and beautifully designed.
Peelr is my own product, and I built every layer of it: the design, the iOS and web front ends, and the Supabase back end that powers the content and the monthly question drops. Designing a conversation game is really designing emotional pacing, and that idea shaped every decision.
Two calls defined the experience: