Summary
Flizz is a party app that brings six social games into one subscription: a forehead guessing game, party challenges, a bluffing game, a friends-and-couples quiz, daily couple challenges and a slot for new games.
Ailoitte designed and built the app from the ground up as one platform rather than six separate games. The first game is free, one subscription unlocks the rest, and every game works without internet. The app reached both app stores in 12 weeks and passed 10,000 downloads at launch.
Figures from the client at launch.
About Flizz
Flizz was created for game nights: a group of friends, a couple on a road trip, a party where nobody wants to sit quietly in the corner. The idea was simple to say and hard to build: six different games that each feel like their own product, sold as one subscription, on one phone that gets passed around the room.
The client, a software company based in Reykjavik, Iceland, came to Ailoitte with the concept and the game designs. Ailoitte built the product: the game engine, the six games, the subscription system and the iOS and Android apps, using its AI Velocity Pod delivery method.
Why a Six-Game App Is Harder Than Six Apps
Most social apps assume one player per phone and a good internet connection. Flizz assumes neither. The product had to run several players on a single shared device, keep working in a basement with no signal, and let the client add new games without shipping an app update.
Six Games, One Product
Each game needed its own look and rules, yet the app had to feel like one product with one subscription.
No Internet at the Party
Basements, road trips and venues with bad WiFi are exactly where party games are played.
Many Players, One Phone
Turn passing, hidden roles and secret words all happen on a device everyone can see.
Free Game, Paid Bundle
One game had to stay free as the hook, with a single subscription unlocking everything and payments that cannot be faked.
The Solution: Six Games on One Shared Game Engine
Before writing a single game screen, we built a shared engine that handles rooms, real-time state, scoring and subscriptions. Each game plugs into that engine as a module, so it has its own identity without its own codebase.
Guess Words (Free)
The classic phone-on-the-forehead game, reimagined with team scoring, curated word packs and timed rounds. Free for every player, no account needed, and a first round starts within 20 seconds of opening the app.
Party Game
Challenges, drinking cards, dance-offs, Never Have I Ever and more: a rotating deck of party starters so nobody sits out.
Bluffer
Some players know the secret word, others only get a hint. Honest players stay vague, bluffers fake their way through. A test of poker faces.

I Know You
Both players answer personal questions, then guess how the other answered. Most correct guesses wins, and everyone learns something new about a friend or partner.
Couples
A daily relationship challenge, from sharing memories to planning surprise dates, with streaks that keep couples coming back.
More Coming
The engine was built for new games. They are added on the server side and reach every subscriber automatically, with no app update.
One Engine Behind Every Game
The engine is what made six games possible in 12 weeks. It owns everything the games have in common, so each new game is a plugin rather than a new project.
- Offline-first state: all six games run without internet and sync when the connection returns
- Single-device multiplayer: turn passing, screen hiding and role reveals on one shared phone
- Subscription engine on RevenueCat: Guess Words free, one subscription unlocks everything, receipts checked on the server
- Shared design system with a distinct visual identity per game
How the App Is Built
One React Native app talks to a Node.js API over REST and WebSocket. The game engine sits behind the API, and each game is a module on top of it.
React Native App
One codebase for iOS and Android, built offline-first.
Node.js API
Authentication, game logic and session management.
Game Engine Core
Rooms, real-time state, scoring and subscription checks, shared by every game.
Game Modules
Party Game deck engine, Bluffer role assignment, Guess Words timer and scoring, Couples daily scheduler.
Firebase
Authentication, real-time database and push notifications.
RevenueCat and AWS
Subscriptions and in-app purchases with server-side receipt validation; Lambda, S3, CloudFront and EC2 for hosting.
What the Client Says
We had the concept: six social games, one subscription, offline-first. Ailoitte turned that into a real, shippable platform in 12 weeks.
Founder, Hera Software, Reykjavik, Iceland
Key Outcomes
Flizz shipped as one platform with one shared codebase, on both app stores.
Downloads at Launch
Driven by word of mouth and the free Guess Words game.
Concept to Both App Stores
Delivered with the AI Velocity Pod method, one team, weekly releases.
Games Playable Offline
Every game works without internet and syncs when back online.
To the First Round
Open Guess Words and play, with no account or setup.
Figures from the client at launch.


