One question. Everyone votes in secret.
A question goes up on every phone in the room. Everybody answers at once, nobody sees anybody else’s answer, and then the light falls on whoever the room picked. It is a game about the people actually sitting with you, which is why it never leaves the room they are sitting in.
Everyone answers at once, and nobody leans
A question appears on all the phones at the same time and everybody votes at once. You can see who has locked in — that is half the tension — but never what they chose. The host’s phone is the only one that holds the ballots, and it strips them out of everything it sends to the room until the round is closed, so no other device is ever holding a vote it should not be able to read.
Most Likely, Would You Rather, Red or Green, Hot Take
Most of the game points at a person in the room — who would get us all lost, who could talk their way out of a ticket. The other three point at the world instead: two sides to pick between, a described behaviour to call red flag or green, or a take to agree with, disagree with, or refuse to commit on. The third option is there on purpose, because forcing a side out of somebody who has not got one is how a room stops being honest.
The spotlight, and then the receipts — if the room wants them
One face under the light, the vote count, and ten points a vote to whoever the room named. Who voted for whom is sealed by default and only opens by a deliberate act, because unsealing changes the game for everybody for the rest of the night. A host who would rather it never came up can seal the ballots when they make the room, and then nothing reopens them — not a video, not a purchase.
Six digits, thirty seconds, up to twelve people
One phone hosts and reads out a six-digit code — digits rather than letters, because a code gets shouted across a noisy room and letters do not survive that. Everyone else types it in. The phones find each other over your local Wi-Fi or a hotspot and talk directly to one another. There is no account, no server, and no internet connection involved in the game itself.
A photo that never leaves the party
You can take a photo so the spotlight has a face to land on. It is squared and shrunk on your phone, sent only to the phones in your room, and dropped the moment the room closes. It is never uploaded, never stored on a server, and never attached to a name we hold — because there is no server and there is no name we hold. Skip it and you get a colour and your initial instead, which works just as well.
One person drives, everybody follows
The host starts the game, moves the room between rounds, calls the scoreboard, ends the session and decides whether there is another one — and every other phone follows automatically. Nobody is left tapping a button that does nothing, and nobody gets stranded on a screen the room has moved past.
Somebody has to win
Six rounds, a scoreboard every third, and a final standing. Then the awards, read out of what actually happened rather than off the top of the leaderboard: Main Character for the most called out, The Menace for the biggest single-round landslide, Jury Foreman for whoever read the room best, and Under the Radar for whoever got away with it. Same room, same code, run it back.
Readable at 2am on one phone
Every player has a colour and an initial, because twelve people share eight colours and a room lit by one screen is not a colour-matching test. High contrast and reduced motion are switches in Settings, sound and haptics can each be turned off, and nothing in the game is signalled by colour on its own.
Free, with one purchase that buys quiet
Call Out is free and supported by advertising. Nine packs are free forever. A rewarded video is optional and only ever sits in front of something the room asked for — another pack for the night, five more rounds, or unsealing the receipts — and it is never in front of a result. The banner stays on the screens where you are choosing something, never on a vote or a reveal, and the one full-screen ad in the game appears after a session has ended.
Remove Ads Forever is a single purchase. It removes every advertisement and unlocks every pack permanently. There is no subscription, no currency and nothing else to buy.
Call Out is available on iOS for three to twelve players. It has no account and the game itself needs no internet connection — the phones in the room reach each other over your local network. A connection is used for advertising only.