Product case study iOS apps 2026
Pe Lângă
Everyone is talking. One has no idea.
A Romanian deduction game for 3–9 friends sharing one iPhone or iPad. Everyone receives the same word except one person. Clues, hesitation and conversation help the group work out who is improvising.
Visit the app websiteBranding
Three cards. One question mark.
The visual identity starts with three cards and a question mark in front. The image condenses the game into a group with one missing piece of information. The name uses a familiar Romanian expression for being off the mark, while the main headline explains the premise in two short sentences.
Red and cream appear in the icon and guide artwork, while red highlights the game’s cards and primary actions. Rounded system headings and simple surfaces make the player name, secret word and next action easy to distinguish. The App Store artwork uses the red-and-cream palette and follows actual app screens from the private handoff to the confirmed result.

App Store artwork colors
- Red
- #B42C24
- Warm cream
- #FFF8F1
Red and cream
The icon’s palette continues into the presentation artwork, while red highlights actions in the game.
Natural Romanian
The name, diacritics and short instructions keep the tone close to a conversation among friends.
Quiet hierarchy
The word and primary action take priority over decorative elements.
App views
A closer look.
Explore key moments in the game. These App Store images show the Romanian app interface.
Images 1 / 5
Select an image to view the full-size artwork.
The brief
A reason to start talking.
Pe Lângă is a Dorobanti Media product built around a small difference in knowledge: almost everyone knows the word, while one person has to get by through listening. The people who know it try to recognise each other through their clues without giving the answer away to the person improvising.
It is designed for friends in the same room. One device prepares the round and keeps each card private; attention then returns to the people around it. Only the shared device needs the app installed; there is no online room to configure. Clues, discussion and a shared decision set the pace.
- Players
- 3–9 people
- Devices
- One shared iPhone or iPad
- Content
- 720 words · 12 categories
- App language
- Romanian
How it works
How to play, from the first card to the truth.
Bring 3–9 people, one device and a little attention to what everyone else is saying.
Add your group and choose a category.
Enter distinct names of up to 10 characters. Choose one category or the entire collection. The timer can be off or set to 1, 2 or 3 minutes; the initial setting is 3 minutes.
Read each card in private.
The app chooses one word, exactly one person who will not receive it, and the player order. Pass the device to the person named on screen. They deliberately reveal their card and hide it before passing it on. Completed cards cannot be revisited.
Give clues without saying the word.
Hiding the final card starts discussion and the optional timer. The first person in the displayed order begins. Give one clue each, then discuss. The person without the word listens and improvises. The app shows the order; the group manages the spoken conversation.
Agree on one suspect.
Discuss your choice aloud, open suspect selection and choose the name. Entering that screen stops discussion and the timer, with no return to discussion. Reaching zero on the timer never selects someone or reveals the result automatically.
Confirm and see who won.
Only confirmation reveals the result. If the selected suspect is the person without the word, the word-holders win. Otherwise, the person without the word wins. The screen shows the word, that person’s identity and the group’s chosen suspect.
Play another round.
Replay keeps the names and options. The previous word is excluded when the selected pool has alternatives. Roles and player order can repeat. There are no eliminations, individual ballots, leaderboard or final attempt to guess the word.
In detail
A collection for different kinds of clues.
12 categories, 60 entries each
Food, Animals, Objects, Places, Nature, Sport, Jobs, Transport, Clothes and accessories, Music, Stories and Leisure. The actual category names, words and short phrases are in Romanian.
Choose a topic without seeing the answers
The category browser shows each topic and its entry count without exposing the word list before play. During setup, you can return to the combined collection.
The timer helps; the group decides
Time gives the discussion a structure. Reaching zero does not produce a winner or replace the group’s explicit confirmation of its suspect.
The challenge
A shared screen holding private information.
The same device moves through everyone’s hands. It has to identify the next player without showing their card, remove the word completely before a handoff and then provide a shared view for discussion. An attractive transition or accidental return to a previous screen must not expose the answer.
We also kept the final decision with the group. A timer can frame the conversation, but it should not choose a suspect or winner. The interface gives private reading, public discussion and collective confirmation distinct stages.
We built Pe Lângă as our own product: a Romanian game for 3–9 people sharing one iPhone or iPad. The work connects visual identity, native interface, a word library and complete round rules. Passing the device is the central interaction: straightforward for the group and deliberate whenever the screen holds a secret.
A handoff before every reveal
An intermediate screen names the next player and requires a tap to show the card. Hiding it removes private content immediately. Completed cards do not remain in a navigation history that someone can revisit.
One order throughout the round
The order established during preparation drives both card distribution and spoken clues. Names and numbers make it visible to everyone while leaving conversation and turn-taking with the people playing.
An identity carried into the content
Three cards define the icon, while red carries through to the game’s cards and primary actions. The local library keeps 60 entries in each category, while the App Store artwork shows concrete moments from the round.
The build
A secret has to stay private at every step.
We separated the game rules from the SwiftUI interface. One stable order drives both private handoffs and public discussion. Public screens receive only public information, while the private card receives only the current player’s content. This keeps presentation changes separate from the rules that make the round work.
Hiding a card removes private content immediately, without an outgoing animation. If the app becomes inactive, it conceals the card and pauses the timer; returning requires an explicit action to reveal or resume. Public screens can use subtle motion that respects Reduce Motion. Text can scale up, and longer content remains reachable through scrolling on both iPhone and iPad.
The result
A complete game, from setup to another round.
The implemented product combines group setup, 720 words, private cards, discussion with an optional timer and an explained result after confirmation. Replay retains players and options. The SwiftUI app works locally, and its identity and screenshot set use the same sequence of actions to explain the product.
Good to know
What to know before playing.
One device, no connection required
Requires iOS 26.6 or iPadOS 26.6 or later. Gameplay and the full word collection are local. The app interface and game content are Romanian.
No accounts or purchases
The app has no advertising, accounts, subscriptions or in-app purchases. There is no need to connect the participants’ phones to each other.
The round stays in memory
Names, words and roles are not saved across launches. Only the timer duration persists. Concealing the screen during interruptions cannot prevent deliberate screenshots or photographs.
A few useful answers.
Does every player need the app?
No. All 3–9 participants share one iPhone or iPad, passing it around for their private cards. Discussion then takes place face to face.
What happens when the timer runs out?
It stops at zero. The word and role remain hidden. The group still needs to open suspect selection, choose a name and confirm before the result appears.
Does the person without the word get a final guess?
There is no final word guess. That person wins if the group confirms a different suspect. If correctly identified, the players who received the word win.




