| # | Name | Category | Status | Access | Difficulty | Frequency | Source | Added |
|---|
Names players typed into a game. Nothing here is in the word list or reachable
in a game — moving one across is what puts it there.
Live
| # | Name | Submitted |
|---|
Add a new celeb
Only name is required. Leave status as Pending if you want to finish it later before it goes live.
Add a category
New categories show up immediately in the category dropdowns everywhere else.
| Category | Color | Audience | Access | # of entries | In the app |
|---|
The real screens, with the wording you’re typing. Tap the phone to jump to the field behind a line.
Loading the copy…
Email signups from the marketing site — newest first.
| Joined |
|---|
Errors players' phones hit, and errors in this dashboard (marked Dashboard),
grouped so the same fault counts once. Players see plain wording (App Copy →
“When something goes wrong”); the technical detail lands here.
Get a notification on this device when a new error comes in. On iPhone, add this
page to your Home Screen first and open it from there — iOS only allows
notifications for installed web apps.
All-time totals from the permanent game log, which nothing deletes — games
themselves expire after four hours. Counts start from when the log went live.
"Distinct players" counts phones that joined, not names the host typed in.
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Every pack you've made, including ones that have ended or been deleted. A
new entry is saved whenever a pack's names, price or dates change. Tap a
pack to see its names and what changed when. How packs are doing with
players (opens, picks, names played) is in Mixpanel.
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Behavioral settings the app reads on load — a save here reaches phones without a deploy.
Feature flags
Global kill switches for features still in development. Off means the app doesn't even look for the
data behind them yet — flipping one on before its screens ship has no effect.
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