Before the trip, you draft small adventures for your friends. During the trip, you complete the ones they wrote for you. At the end, a single ceremony reveals who scored what — and who saw who coming.
Sealed Orders runs on whatever group trip you've already planned — a long weekend, a road trip, a family week away. Works best with 4 to 10 friends over 3 to 12 days. No accounts, no app store; the host shares one link in your group chat and everyone's in. Your friends become the level designers; you become the protagonist of theirs.
To play: a host creates a group and shares one link in your group chat. Hosting? Tap Open and make one — your friends join from the link.
Scroll right through a typical player's journey — from the moment the host's link lands in your DMs to the night the trip's verdict gets handed down.
The host pastes one group link in the chat. Anyone who taps it lands here — a roster with claim status. Already-claimed are taken; tap to claim the one that's yours.

Pick a four-digit PIN. You'll see it on cold-open so a friend can't peek at your tasks. No email, no password, no app-store wait — you're playing inside thirty seconds.

Before the trip fires, the Feed is a lobby. X of N players ready on the readiness card; the roster shows who's drafting. Host fires when satisfied — two-player minimum.

Each player drafts 2-pointers (small, daily-scale) and one 5-pointer (trip-spanning). The pool shuffles and the host assigns on Day 1 — never your own task.

A chronological log of what the group has announced — daily 1-pointer drops at sunrise, completion cards with photos, ambient reactions. Stealth sealed until morning.

Scroll a card and the reaction row plus comments sit under the photo. Whitelisted emoji, free-form comments, no upvotes or notifications. Vouches and challenges land here too.

Every active card shows the tier and a sender chip — From Jonas, From the deck, or a red Returned. Tap Compose to log evidence; ⋯ has text-claim and return.

A photo or short video, plus an optional caption. Submit and the group won't see it until the next morning's announcement. Text-claim if you missed the shot.

Up to 15 guesses per trip. Lock in what you think Tom is up to today; right earns +1 at the reveal, wrong costs −1. Friends are guessable by reputation and gone-time.

Visible points only — announced completions. Stealth bonuses, correct guesses, and incorrect guesses stay sealed until the reveal. The eyebrow says MUCH IS PENDING.

Hosts get a longer Settings page: roster with per-player Reset PIN, the share-able link, trip shape, per-day cutoffs, and the big red Start reveal.

Host triggers it; every phone flips modes — palette near-black, nav gone, input locked. Tasks unseal person-by-person, completer's photo and quote on every card.

At the close of each block, unmatched guesses about that player commit as misses — each a −1. The host sees the list, then advances; the seal tightens.

When every block unseals, the ceremony lands on one page: every player a peak, height matched to final points, trip awards called out underneath.

The best moments in friend trips are usually the ones nobody planned. Sealed Orders' job is to make a few more of them happen — and to give you something to argue about over breakfast for years.
The game deliberately favours generative mechanics over guardrails. There's no submission review, no host overrides, no veto tokens, no confidence-weighted guessing. The interesting moments come from the friction; we don't try to design that out.
You don't need to be tech-y. You don't need accounts, installs, or anyone signing up to anything. You need a group chat, a trip on the calendar, and someone who'll click the host button.
Open the app on the device you'll bring on the trip. The host creates a group and shares one link — everyone else joins from it.
Open the app →