DuelSync

Two phones. One referee. Sixty ways to lose gracefully.

  • Beta
  • Game
  • Works offline

An offline challenge game that turns two phones — or one shared phone — into a competitive game controller and impartial referee.

DuelSync main menu greeting Ready, Alex, with options to play on one phone or play nearby between two Android phones, tonight's pick Clap Rhythm, and buttons for challenges, stats and settings
The main menu: play face to face on one phone, or link two phones nearby.

Worth knowing

Camera, motion, microphone and two-phone gameplay exist at the infrastructure level and are excluded from verified ranked play until physical-device testing completes.

Screenshots

Captured from the debug build running on an Android 14 emulator.

Showing screenshot 1 of 3

  • The main menu: play face to face on one phone, or link two phones nearby.
  • The challenge library: quick reaction and focus games of about twenty seconds.
  • Profiles are local: no account, just a name on this phone.

What DuelSync is

DuelSync is a party game with an engineering heart: a reusable challenge engine, a versioned match protocol and a catalogue of 60 data-driven challenges spanning reaction, tapping, memory, logic, word play, drawing and hidden-timer duels. Play pass-and-play on one phone today; the Nearby point-to-point transport for true two-phone matches is built and being verified on physical devices. On-device ML Kit face analysis, sensors and audio are wired at the infrastructure level — and stay out of ranked play until they earn their way in through testing.

What it does

  • 60 data-driven challenges across seven duel types
  • Pass-and-play on one phone or point-to-point on two
  • Versioned match protocol with an impartial referee
  • On-device ML Kit face challenges — nothing uploaded
  • Capability-aware challenge library
  • Fully offline with no accounts

The referee is incorruptible

Every DuelSync challenge runs on a deterministic engine with a versioned protocol, so neither phone — and neither sibling — can argue with the result.

Getting DuelSync

DuelSync is still in development and is not distributed yet. It is roughly 80% of the way to a first public release.

At a glance

Status
Beta
Runs on
Android
Offline use
Works offline
Package
com.duelsync
Last updated

Privacy

DuelSync plays offline. Matches travel phone-to-phone over Nearby connections; camera and microphone challenges are processed on-device and nothing is uploaded.

Full privacy information for DuelSync →

Permissions

Bluetooth and Nearby devices
Links two phones directly for head-to-head matches. No internet involved.
Location
Required by Android for Bluetooth scanning on older versions. DuelSync does not track where you are.
Camera
Powers face-analysis party challenges. Processing is on-device via ML Kit.
Microphone
Powers sound-based challenges. Audio is analysed on the device.
Vibration
Haptic feedback during duels.

Support

Questions, bugs or ideas for DuelSync?

DuelSync support →

Technical details

Technical details

Built with

  • Kotlin
  • Jetpack Compose
  • Hilt
  • Room
  • DataStore
  • CameraX
  • ML Kit
  • Nearby
  • kotlinx.serialization

How it is put together

  • Two phones pair directly over Nearby — point to point, with no server between them.
  • Face analysis runs on-device through ML Kit; 60 challenges are data, not hard-coded screens.

Development workflow

Built through Claude Code.

Accessibility in the app

  • Capability-aware library hides challenges a device cannot run fairly
  • Challenge rules readable before every round
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