, 2026
Casual is a cozy, easy-to-access online space for playing multiplayer games with friends.
It is built around a simple idea: as people get older, the friends they used to spend evenings playing games with become scattered across different cities, countries, schedules, and lives. You might still want to spend half an hour together and have a laugh, but organizing a full gaming session—or convincing everyone to download, buy, learn, and set up the same game—creates too much friction.
Casual is intended to remove that friction.
Open the site, enter a lobby, pick something, and play.
The project came partly from evenings at home with my partner and younger sister. We naturally gravitate toward small games and minigames, and I liked the idea of having one place containing lots of different experiences we could jump between.
The project itself began taking shape during a solo drive from Dublin to the west of Ireland. I didn't feel like listening to music, so I opened Voice Mode and started designing game concepts instead.
I've always loved mobile games and minigames, and Casual gave me an excuse to experiment with actually making games, rather than simply playing them.
The initial ideas were deliberately small: a competitive multiplayer take on Minesweeper and a quick-fire multiplayer word game. From there, the idea expanded into a collection of different games built around the same lightweight social infrastructure.
Casual isn't trying to replace a proper game night.
It's for the moments where there isn't a game night.
It's the evening where nobody knows what to do. The half hour you have before going somewhere. Friends living in different parts of the country. Someone sending a lobby code into a group chat. A quiet evening with your partner. A few colleagues killing some time.
The barrier to playing should therefore be extremely low.
That thinking drove the decision to make Casual a web-based/PWA experience rather than something dependent on an app-store download or traditional gaming account.
There is no mandatory account or authentication system. A player's name and chosen avatar can simply persist locally. Multiplayer revolves around temporary lobbies that friends can join quickly.
The benchmark is closer to the accessibility of something like Wordle than a conventional multiplayer game.
The games can come from very different genres—word games, puzzles, geography, cards, strategy, risk, or entirely new ideas—but they should share a philosophy.
Short. Sweet. Good fun for the friends you used to play with, but far more available now that you're all busy with life.
A player shouldn't need to study the game before joining.
The rules should be understandable quickly enough that somebody can effectively learn by playing their first round.
Most experiences should work within roughly five-minute rounds, with a natural ceiling around 10–15 minutes before players can either stop or immediately choose to play again.
Games should generally support roughly four to six players, while being designed where practical so that they remain enjoyable with fewer players or even as a single-player experience.
And importantly, Casual doesn't need every game to be wholly original.
Some can reinterpret familiar mechanics. Others can combine recognizable ideas in unusual ways. Others can be genuinely novel. Familiarity can actually be useful because it reduces the amount a player needs to learn.
One of the discoveries from actually playing the prototypes was that the mechanics themselves are only part of what makes Casual work.
The reaction between players matters enormously.
Competitive Minesweeper creates shared frustration and risk.
The word game gives someone the opportunity to suddenly "glow" when they spot an answer before everyone else.
A geography game—being given a country and having to locate it on a world map—became immediately accessible when played with colleagues. People understood what they were doing almost instantly and wanted another round.
But one of the strongest early experiences was the collaborative crossword-style puzzle game.
Each player receives different information about where tiles belong within an interconnected arrangement. Nobody has the complete answer, so solving the board requires everyone.
That creates an unusual combination:
collaboration + individual responsibility + time pressure + shared frustration.
When something goes wrong, you're annoyed at yourself, annoyed at your friends, and collectively trying to fix the same problem while the timer disappears.
That friction turned out to be fun.
It also demonstrated something important about Casual: the best games create stories between the people playing them.
One experiment helped define Casual almost as much as the successful games.
I attempted a much larger strategy game inspired partly by Catan and traditional mobile village builders.
Players operated on a tile grid, rotating pieces to establish water and trade routes to their village. Successful infrastructure allowed the village to progress through different stages, eventually culminating in the construction of a monument.
Players could also interfere with each other's infrastructure.
Mechanically, there were interesting ideas there.
But it wasn't particularly Casual.
Players had to understand systems, recognize patterns, learn strategies, accumulate resources and think several moves ahead. Sessions could easily run for 30–60 minutes. In a 1v1 game especially, having another player dismantle something you'd spent several turns constructing could become genuinely frustrating rather than playfully frustrating.
It could perhaps work as a deliberate four-person game-night experience, particularly with everyone on a voice call.
But it established an important boundary for the wider platform:
Casual games shouldn't require homework.
Depth is welcome. Complexity is not necessarily bad. But the complexity should emerge from interacting with other players and making decisions—not from having to understand a large ruleset before the fun begins.
Building something functional was satisfying.
Watching other people genuinely want to keep playing it was considerably more important.
The prototypes have been played with friends, family and colleagues. Different games naturally appealed to different groups: some people gravitated toward words, others toward geography, puzzles or competitive mechanics.
The collaborative puzzle became a particular favorite between my sister and me, resulting in several evenings of repeated rounds.
That validated another part of the original concept.
Casual doesn't need one perfect game.
The collection is the product.
Someone might hate word games but love geography. Another group might want cards. Someone else wants puzzles. Different evenings can call for completely different experiences.
The shared lobby and interface give those games a home.
At its heart, Casual is less about building a catalogue of mobile games and more about recreating a very ordinary social experience that becomes harder to maintain as life gets busier:
"Do you want to play something?"
No download.
No account.
No commitment to an hour-long session.
No requirement that everyone considers themselves a gamer.
Just send your friends a lobby, pick something that suits the group, and play.
Casual is a cozy launchpad for quick social play.
The approach
Research led. Concept driven. Every decision is intentional.
Interested in working together
I take on a small number of engagements. Reach out and I'll set up a call.