The Story behind Word

During one of those typical lunch breaks at work. You know the kind – where the conversation barely scratches the surface, and everyone’s either talking about the weather or scrolling through their phones. Which made us think, is there a way to get past the superficial chatter? That’s when the concept for a card game that sparks conversation started brewing.

As we were designing the game, we realized something important: most conversation games, especially the ones that rely on pre-constructed sentences or prompts, tend to fall into a pattern. You’ve probably played those games where you’re asked, What’s your greatest fear? or If you could have any superpower, what would it be? The first time you play, they can lead to some interesting conversations. But the more you play, the more the responses start to feel repetitive. It’s like the conversation is already written for you. Eventually, you find yourself recycling the same stories, and the game starts losing its magic.

That’s when we had a realization – what if we flipped the approach and focused on the building blocks of conversation rather than full sentences? Words have a kind of limitless potential. A single word like “fear” might prompt someone to share their personal phobias, lead to a discussion on survival instincts, or take a completely unexpected turn towards a story about a childhood experience. One word can spark a completely different reaction every time, depending on the mood, the players, and even how you’re feeling that day.

 

This is where the fun begins.

By deconstructing traditional prompts and focusing on words instead, it left more room for conversations to flow naturally. A single word isn’t limiting, it’s freeing. It allows players to explore different facets of a topic, which leads to deeper, more meaningful conversations. Whether you’re in the mood to share something personal or just have a lighthearted laugh, Word gives you the flexibility to connect in more than one way. You get to decide how the game unfolds, based on who you’re playing with and how you’re feeling.

We wanted to create a game that doesn’t just start a conversation but keeps it going, allowing for organic moments of connection – whether it’s with friends, family, or even complete strangers.

From that moment, Word was born.