Five games, one idea. Each of them runs on a map of how English words relate to one another — which words sit near each other in meaning and which are far apart. Proximity asks you to navigate that map to a hidden word. Traverse asks you to walk across it. Quartet and Outlier use it to build puzzles that are checked to have exactly one answer. Huddle uses it to write party-game cards that are harder than the ones people write by hand. All five are free, work offline, and never ask you to create an account.
Every game here treats a word as a point in space rather than a string of letters. That single decision does a surprising amount of work. It means Proximity can tell you that tea is the third-closest word to the answer without caring that it shares no letters with it. It means Traverse can accept snow after winter and reject bicycle with a reason. It means a Huddle card can find the five words you would most want to use and forbid exactly those. And it means a Quartet grid can be tested, before anyone plays it, for any word that secretly belongs to two groups.
The map itself is a word-embedding model — the same family of technique that powers autocomplete and search — shipped inside each app so that nothing you type ever leaves your phone. Three articles on the blog go into how it works and what it can and cannot do: how one word map became five different games, what “close in meaning” actually measures, and why every Quartet and Outlier puzzle has exactly one answer.
No accounts, no sign-up, no sync. Your statistics live on your device and nowhere else. No timer in the games that are about thinking, and no streak that punishes you for having a busy Tuesday. Advertising keeps them free, and it stays out of the way: never on a board while a clock is running, never on a screen that is being passed around a table, never in the middle of a puzzle. Where an ad unlocks something, the unlock is permanent and the choice is yours.