A New Page… and Written Promises
Sometimes the problem isn't the product itself, but the way we present it.
When we launched LettersWay, we knew what we wanted the game to do: bring people together. But the landing page was still talking mostly about the game itself, and less than it should about the reason we built it.
So we rebuilt the page around a single question:
When was the last time you actually played together?
Not everyone in their own corner, each holding a phone in silence. One gathering, one question, one burst of laughter — and plenty of objections to the answers, naturally.
LettersWay wasn't made to add another game to your phones. The whole idea is to make those phones gather around one board.
So we changed the page almost from the top.
There's now one clear way in: Start a free game — and next to it, Try the game, for anyone who wants to understand it first before gathering people. Right below, everything a visitor needs to know from the start: 2 to 6 players or teams, a round usually takes 20 to 45 minutes, and the TV is optional.
We also replaced words any website could say with numbers we couldn't invent even if we wanted to.
The "Tested around real tables" section shows the game's own counters: how many sessions were created, how many players took a seat, how many rounds were completed. Numbers that start small — which is natural. But they're real, and they grow every time someone sits down to play.
And we added something we'd needed from the very beginning: instead of explaining the letter rule in a long paragraph, you can just try it. Six live cells in the middle of the page — pick one, answer, and you'll understand the game faster than we could ever explain it. Including the "Al-" rule, which you'll quickly discover why we needed to clarify.
But there's another change most people probably won't notice, and we think it matters.
We wrote down what we promise our visitors.
The privacy policy and terms of use are now published in language closer to humans than to contracts: no account needed, no ads, no player profiling, and temporary session data is deleted when the session ends. And if we ever need to collect a new piece of data to power a feature, we want to write that down first, then ship the feature — not the other way around.
We also rewrote the FAQ the way people actually ask before their first session:
Does the question master play?
Do we need a TV?
How long does a round take?
And what if someone's phone dies at the most critical moment of the match?
These details look small, but to us they're part of the game itself.
A good product doesn't begin when the user presses "Start". It begins long before that — from the moment someone tries to understand: what is this? Is it for me? What will happen? And can I trust it?
The new version is fully live now, in Arabic and English, at:
And we're still learning from every round.