When people experience Truth, Dare, Bare for the first time, they usually notice the obvious things as the game unfolds.
The dildo spinner, the player card picker, the Pornstar cards, the All-In cards, the filth points or the four escalating levels. They're all the obvious parts that guys can see pretty quickly.
What people don't usually notice, at least not at first, is why those parts of the game exist.
None of these things were added simply to make the game feel bigger or more complicated. It was because I wanted people to feel. The anticipation, the excitement, the curiosity, and maybe even a little less self-conscious.
When I started designing Truth, Dare, Bare, I wasn't trying to create the biggest collection of truth questions and dares on the internet (there are already plenty of those).
I wanted to create an experience that builds naturally, keeps people guessing and creates the kind of nights that get talked about long after the game has ended.
Here's why the game works the way it does.
The Dildo Spinner and Card Picker
One thing I wanted to remove from the game was the awkwardness of choosing people yourself. Imagine you've just drawn a dare that involves another player.
Who do you pick? The guy you've been flirting with all evening? Your partner? Your best friend? The safest option?
Whatever you decide, people naturally start attaching meaning to your choice.
Did you secretly want him? Were you avoiding somebody else? Would someone feel disappointed? A simple decision suddenly becomes a social puzzle, so I removed that decision.
Sometimes the spinner chooses who steps into the spotlight, and sometimes the card picker randomly selects the other player, or players, who'll be part of the dare.
Nobody controls the outcome. Everyone simply watches to see where it lands.
That's one of my favourite moments in the game.
The room goes quiet. People lean forward.
For a few seconds, nobody knows what's about to happen and that anticipation is part of the thrill. Whether the result is exactly what everyone expected or the most unexpected pairing imaginable, the reaction is genuine because nobody planned it.
The randomness doesn't just keep the game moving. It removes hesitation, favouritism and overthinking, and most importantly, it creates moments that feel spontaneous, surprising and completely unique to the people in the room.
Four Levels
I never wanted the game to rush people, because connection takes time to build in this setting.
Most people don't walk into a room ready to bare their soul or jump into the boldest dare. They spend the first little while figuring each other out. They laugh, test the waters, see how everyone else is responding and slowly become more comfortable.
That's exactly why the game builds in stages.
The first truths create conversation.
People start laughing, and the playful and encouraging teasing begins.
Someone shares something unexpectedly honest and the room relaxes.
That's when it feels natural to become a little more adventurous, and a little bit bolder and a little bit more courageous to level up and see what is next.
Each level earns the next one, and by the time players reach Bare, they've travelled there together, not because the game dragged them there, but because everyone was ready.
Pornstar Cards
These are easily the most talked about part of the game.
Along with the dare description, players are shown an illustrated position and invited to recreate it together.
It sounds simple, but in reality, it's erotic and fun chaos in the best possible way.
People direct and guide along the way.
"No, your arm goes there."
"Turn around."
"That's definitely not what they're doing."
The laughter usually starts long before anyone gets into position.
Yes, there's an obvious erotic element to these cards, and once the position has been mastered, the clock begins and everyone enjoys the moment in a much different way.
That's part of their appeal.
What makes them memorable isn't simply recreating a sexual position, but instead, it's about doing it together, and everyone becomes part of the moment in some way (even if they're just a voyeur during the dare).
Fantasy briefly becomes something playful instead of something private. It's shared, a little mischievous, surprisingly funny and arousing all at once.
All-In Cards
Most cards focus on one player.
Occasionally, though, the game invites everyone to join in and the atmosphere changes immediately.
Nobody is watching anymore and everybody is involved.
There's something incredibly freeing about that.
Nobody feels singled out and nobody has all the attention.
Whatever happens next belongs to the whole group and those moments often become the stories people tell afterwards because everybody experienced them together.
Bonus Cards
Just when players think they've settled into the rhythm of the game, something unexpected appears.
I love that moment.
The energy changes instantly because someone smiles before they've even finished reading the card.
Everyone sits forward and nobody knows what's about to happen.
Predictability is comfortable, but the surprise is memorable, and it is these unexpected moments that create the scenarios that people talk about weeks later.
Filth Points
People occasionally ask why the game keeps score.
The answer has always been fairly simple.
Adults spend most of their lives trying to appear responsible, professional and respectable.
Truth, Dare, Bare gives you permission to forget about all of that for a while, so the more you embrace the experience, the more Filth Points you collect.
Being crowned the Filthiest Player isn't really about being "filthy," it's about throwing yourself into the game and surrendering yourself to new experiences and the thrill of being free, liberated and enjoying the pleasure in every moment.
For one evening, "filthy" becomes a compliment, and it is absolutely something worth celebrating.
It Was Never About the Features
Looking at the finished game now, it's easy to see a dildo spinner, some cards, four levels and a scoreboard, but I truly see something else. Truth, Dare, Bare is about much more than sex. It's about creating the conditions where curiosity, laughter, vulnerability and shared experiences can naturally unfold in a beautifully sexual and safe way.
I see the anticipation. I see the laughter. I see the eroticism, and I see guys experiencing things that maybe they never thought they would.
That's what I wanted to build. It wasn't necessarily a game full of features that got everyone's gear off to have sex… but rather, create an experience that removes just enough uncertainty for people to stop worrying about what they should do and simply enjoy what's happening around them in ways that sometimes society stops us from believing we should be allowed to enjoy.
Of course, years from now, nobody will remember how many Filth Points they scored, but I know they'll remember the dildo spinner stopping at exactly the most unexpected guy, or the most perfectly matched trio, or create an all-in moment that has everyone talking about it for years. And hopefully, they'll remember someone saying exactly what I hoped they'd say when I started building this game.
"We have to do that again."