For players
Wurder
The social game itself: receive a private objective, work it naturally into conversation and let the game unfold around the people in the room.
Download WurderBuilt in Bristol
A social game that turns real conversation into gameplay — giving people a reason to approach, interact and meet someone they might otherwise never speak to.
See how the game worksWhy Wurder exists
Most technology is designed to hold your attention on the device. Wurder uses the device to give you a reason to look up.
Wurder started with a simple idea: if conversation itself becomes part of the game, meeting somebody new stops feeling like a separate social task.
The tension, strategy and curiosity come from the game. The value comes from what happens around it — movement through the room, unexpected introductions and conversations that would not otherwise begin.
The product principle
The phone manages the game.The game happens in the room.
Contracts, claims, missions and session structure belong on the device. Attention, conversation and the social experience should not.
How we think about the product
01
Wurder turns the awkward first move into part of the game, so starting a conversation has a purpose before it needs a perfect opening line.
02
The device handles the private information, structure and live state. The interesting part still happens face to face.
03
The product is built around movement, curiosity and interaction between people who are physically sharing the same space.
One idea. Two products.
For players
The social game itself: receive a private objective, work it naturally into conversation and let the game unfold around the people in the room.
Download WurderFor organisers
The organiser workspace for designing, running and understanding structured social experiences across universities, workplaces and events.
Explore DiscoveryBristol, United Kingdom
Wurder is an independent Bristol-built product that began as a consumer social game and is growing into a broader platform for real-world interaction.
The focus remains the same: use technology lightly, make face-to-face interaction easier to start and build a product that becomes more interesting when people stop looking at it.
Where next?