Finger Roulette

ONE TAP DECIDES.

A native iOS party game by SlickFive. Everyone puts a finger on one screen, the circles light up in a suspenseful roulette sweep — and fate picks a player. Who goes first, who takes the dare, who buys the next round.

iOS 26 · SwiftUI Liquid Glass 6 game modes 100% offline Zero tracking
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The pitch

Every group decision,
settled in five seconds

No accounts, no setup, no arguments. Hand the phone to the middle of the table, everyone touches the screen, and the roulette does the rest — with neon circles, a chase-orb comet, a haptic drumroll and a confetti burst that make losing almost as fun as winning.

  • True multi-touch. A UIKit-backed arena tracks every finger with a stable identity — up to the hardware limit, or 20 players in tap-to-register modes.
  • Provably fair. The winner is drawn with a cryptographically secure RNG before the sweep even starts. The animation is pure theatre.
  • Instant party. Hold ~2 seconds to arm, countdown, sweep, reveal. Lift your fingers and go again.
Home menu with six game mode cards
Anatomy of a round

Touch · Sweep · Reveal

1
Four pulsing neon circles during registration

Fingers in

Each finger gets a pulsing neon circle that follows it. Two-plus fingers steady for ~2s arms the game.

2
The chase orb landing on a circle mid-sweep

The sweep

A comet hops circle to circle — accelerating, cruising, then decelerating into the pick as ticks and haptics ramp.

3
Winner revealed with red spotlight and confetti

The reveal

The pick turns hot red under a spotlight, everyone else dims, and colour-matched confetti rains down.

Live capture

Watch a full round

Recorded straight from the iPhone 17 Pro simulator: registration, the accelerate–cruise–decelerate sweep with its chase orb, and the reveal with spotlight, result card and confetti.

  • What you can't see: the tick volume ramping from 0.5 to 0.95, and a Core Haptics drumroll swelling from 12% to 100% intensity into the landing.
  • The tension trick: the penultimate hop never lands on the winner — the final jump is always a surprise.
Gameplay

Six ways to let fate decide

Every group ritual has a mode — from a single quick pick to a full tournament-style survival.

👉

Pick One

One sweep, one player picked. Quick and decisive — the classic.

≤ 5 fingers · iPhone
✋

Hands Off

Tap to drop a persistent circle, then let go. Circles outlive fingers, so the whole party fits.

up to 20 players
❌

Elimination

One player knocked out per round at your pace — or auto-flowing — until one remains.

rounds tighten ×0.88
👥

Pick Multiple

Pick 1–5 players in successive, ever-shorter sweeps. All picks stay lit.

n sweeps
🎨

Teams

A secure shuffle deals everyone into 2–4 colour-coded teams, the comet tapping each player in turn.

up to 20 players
🏆

Last Finger Standing

Automatic back-to-back eliminations until one finger survives — crowned with a fanfare.

champion mode
Mode spotlight

Teams: dealt by fate

After a short suspense sweep, the comet visits every player in a secure-shuffled order and their circle takes a team colour — Blue, Pink, Green or Gold — while the haptic drumroll runs uninterrupted through the whole deal.

  • Round-robin fairness — team sizes never differ by more than one.
  • Tap-to-register — like Hands Off, so up to 20 players can join beyond the hardware touch limit.
  • Result card lists every team with its members; Play Again reshuffles the same group.
Comet hopping between circles during the team deal
Teams are set result card with Team Blue and Team Pink
Two eliminated circles while the sweep continues between survivors
Champion result card: Player 4, last finger standing
Mode spotlight

Survive the sweep

In Elimination and Last Finger Standing, losing your circle means a grayscale strikethrough and a low synthesized thud. Rounds get 12% shorter with every knockout, so the endgame accelerates into a frenzy.

  • Your pace or auto-flow — a Next Round button, or an inter-round countdown that chains rounds hands-free.
  • The crowning — the survivor's circle grows to champion size in their own colour, with a six-note fanfare into a held C-major chord.
Under the hood

Engineered suspense

The pick is drawn from SystemRandomNumberGenerator — a cryptographically secure source — before a single circle lights up. Then the sweep performs the drama on a three-act timing curve:

Accelerate
Cruise
Decelerate
~25% · 160ms → 55ms ~30% · 50–70ms jitter ~45% · ×1.22–1.38 per hop, into the landing
  • No repeats — the lit circle never repeats back-to-back, and the penultimate hop dodges the winner.
  • Layered feedback — per-hop ticks ramp in volume, rigid haptics mark the slow hops, and a continuous Core Haptics rumble swells 12% → 100% under it all.
  • Never the same twice — jittered cruise timing and randomized deceleration make every sweep unique.
Sound & feel

An audio engine with zero audio files

Every sound is synthesized at runtime into AVAudioEngine buffers — the app ships no audio assets at all. Audio politely ducks whatever the party is playing, and un-ducks when the arena closes.

SoundRecipeMoment
tick22ms click · 1850Hz sine, exponential decayevery sweep hop, volume 0.5 → 0.95
beep120ms pip · 880Hzcountdown seconds
boom280ms thud · pitch falls 180 → 70Hza player is eliminated
winarpeggio · C5 E5 G5 C6the pick is revealed
fanfare6-note run into a held C-major chorda champion is crowned

On top: 90-particle Canvas confetti colour-matched to your palette, spring physics on every interaction, and a celebration haptic — each individually toggleable.

Make it yours

Tuned for every table

  • Pacing — roulette length 2–8s with Quick / Normal / Long presets; Auto Start with a 1–5s countdown, or a manual Start button that appears on the emptier half of the screen.
  • Three circle palettes — Neon, Pastel, Classic (10 colours each).
  • Four party backgrounds — Midnight, Sunset, Ocean, Candy: drifting mesh gradients, each with dark and light variants.
  • Feedback switches — sound, haptics and celebrations each have their own toggle; Dark / Light / System theme.
Settings: roulette length, auto start, feedback toggles, palettes
About screen: version, description and features
For everyone

Accessible by design,
private by default

  • Numbers & Shapes — every circle carries a player number and one of ten distinct shapes, so nobody is identified by colour alone.
  • High Contrast thickens rims and text; VoiceOver labels cover circles, menus and controls; Reduce Motion is respected everywhere.
  • Party-proof — the screen never sleeps mid-game, and portrait, landscape, iPhone and iPad all work.
  • Nothing leaves the device — no account, no network calls, no analytics, no tracking. Siri opens it with “Play Finger Roulette.”
Built with

SwiftUI for iOS 26 · Liquid Glass · Swift 6

A single @Observable game engine drives a UIKit multi-touch surface under a SwiftUI arena. XcodeGen generates the project; a script generates the icon; the build emits the localization catalogue.

6
game modes
20
max players
0
audio assets shipped
100%
offline · zero tracking

One tap decides.