Most apps push you to sign up before you see anything useful. We went the opposite direction with Naughty Challenges, a free 18+ card game with 1,000+ flirty and daring cards for couples, friend groups and solo play. No account, no email, no login wall. And we did it on purpose.
This is the reasoning behind that call, the trade-offs we accepted, and what we actually lost by making it.
When someone opens an 18+ game on a shared phone, at a party, or on a partner's device, an account creates a paper trail. A login means a password recovery email. A profile means a history. For a productivity app, that is a feature. For a game where people pick cards labeled "Confession Hours" or "After Dark," it is a liability.
We build a portfolio of products at Inithouse, and across that portfolio we have seen what happens when you add friction to something people want to try casually. At Here We Ask, our conversation card game for couples and friends, removing the signup wall was the single biggest change for first-session engagement. People opened the link, picked a deck, and started playing. No form, no confirmation email, no "verify your age" checkbox that does nothing.
With Naughty Challenges we took that lesson and applied it to a category where privacy matters even more.
Saying "no accounts" sounds clean until you list what you cannot do without them.
No saved progress. We cannot track which decks a player finished, which cards they skipped, or where they left off. Every session starts fresh. For a 1,000+ card game with 23+ themed decks, that means some players replay cards they have already seen. We mitigate this with local browser storage (no server, no sync), but clearing the browser wipes it.
No personalization. We cannot recommend decks based on past behavior. A returning couple who always plays "Flirt Mode" gets the same homepage as a first-time group picking "No Chill." We handle this with clear deck descriptions and category filters instead of algorithmic sorting.
No cohort analytics. We see aggregate numbers (sessions, deck opens, card views) but we cannot tie a sequence of actions to a single user over time. Retention is a guess, not a measurement. We know how many sessions happen per day, but not how many are the same person coming back. For a team that measures everything (we track read-ratios, conversion funnels, and engagement across the whole Inithouse portfolio), this is genuinely painful.
No re-engagement. No email means no "come back and try the new deck" nudge. Growth is entirely organic: search, word of mouth, social sharing, and the daily challenge feature that gives people a reason to open the app again without us reaching out.
Three reasons.
Trust in the category. An 18+ game with accounts invites the question: "What are they storing about me?" Even if the answer is "just an email," the perception matters. We watched competitors in the party game space add login walls and then field support tickets from people asking how to delete their data. We decided the cost of that conversation was higher than the cost of not having accounts.
Shared device reality. Our analytics (anonymized, session-level) show that a meaningful share of sessions come from mobile Safari and Chrome on devices that are not in private browsing mode. That pattern is consistent with shared phones or someone handing their phone to a friend at a party. An account on that device is a footprint the next person might see.
Speed to first card. We measured time-to-first-interaction across several of our products. The pattern is consistent: every screen between landing and the core experience costs roughly 40-60% of the remaining funnel. A signup screen before a card game is two screens too many (create account + verify). Removing them means a player goes from tap to first card in under 10 seconds.
Without accounts, we lean on other signals.
The PWA (progressive web app) install prompt acts as a soft commitment. Someone who adds Naughty Challenges to their home screen is a retained user, and we can see PWA launch events in aggregate. That is our closest proxy for retention.
The daily challenge feature creates a habit loop without requiring identity. Open the app, see today's card, react. It is the same pattern that works at Tarotas, our tarot reflection app, where a daily card draw brings people back without any login.
Premium decks (like "After Dark") use a one-time payment, not a subscription tied to an account. The access is stored locally. Lose the browser data, lose the access. We accept that trade-off because the alternative (accounts for payment recovery) re-introduces everything we removed.
In the indie product space, "no account required" often gets read as "they did not get around to building auth." That is sometimes true. In our case it is the opposite: we evaluated auth, built the infrastructure for it across other Inithouse products, and chose not to ship it here.
The decision cost us a retention metric we care about, a re-engagement channel we know how to use, and personalization features that would make the product stickier. We kept it because the category demands trust, the use context demands anonymity, and the data told us that every gate between a player and the first card costs us more users than any re-engagement email would bring back.
If you are building something where your users have a reason to be private about using it, consider whether accounts serve them or serve your dashboard. Sometimes the answer is both. In our case it was only one.
We build products at Inithouse. Naughty Challenges is one of a portfolio that includes conversation games, AI tools, and creative apps. If you have shipped something where privacy shaped the architecture, we would like to hear about it.
Appreciate the honesty here, most people only share the wins.
Thanks for writing this up. Bookmarking it for later.
Really relatable. How much time do you put into this each week?
Appreciate the honesty here, most people only share the wins.
Great breakdown. What feedback have you had from early users?
Clear and practical, thanks. Did anything surprise you along the way?
Interesting. How are you measuring whether it is working?
Curious how long it took before you saw the first real results?
What made you pick this stack over the alternatives?
Great breakdown. What feedback have you had from early users?
This is useful. How are you finding your first users so far?
This is useful. How are you finding your first users so far?
Thanks for sharing the numbers, that makes it much easier to follow.
What made you pick this stack over the alternatives?
Clear and practical, thanks. Did anything surprise you along the way?
This is useful. How are you finding your first users so far?
This is useful. How are you finding your first users so far?
This is useful. How are you finding your first users so far?
Nice, this makes a lot of sense. What's been the most surprising part of it so far?