There is a question that sits quietly at the centre of almost every family in America right now. Nobody says it out loud. It is too uncomfortable, and too true, and too easy to dismiss as the kind of thing people say when they want to sound thoughtful without actually doing anything about it. Here it is: when was the last time everyone in your family was in the same room, looking at the same thing, and no one wanted to be anywhere else?
Take a moment with that. Really think about it. Not a holiday dinner where everyone was obligated to be there. Not a car journey where everyone was trapped. An ordinary evening. A Tuesday. When did it last happen?
For most families, the honest answer is unsettling. Not because families do not love each other — they do, deeply, obviously — but because the technology we have surrounded ourselves with has become extraordinarily good at pulling people in opposite directions. Everyone gets their own screen. Their own feed. Their own perfectly curated version of the world that has nothing to do with the person sitting three feet away.
We noticed this. A lot of people have noticed this. What almost nobody has done is build something that actually solves it.
We tried.
The instinct, when a problem involves screens, is to remove the screens. Digital detox. Screen-free Sunday. A basket by the front door where phones go to die at 7pm. These things work, in the way that anything works when you apply enough willpower to it. But willpower is finite, and the pull of the screen is not. What you actually need is not the removal of the screen. You need a better reason to share one.
Hometown is that reason.
It is a city-building game — but that description does it roughly the same justice as calling a conversation a collection of words. What Hometown actually is, underneath the mechanics and the beautiful art and the carefully designed world, is a structure that makes it impossible for two people to play it without paying attention to each other. One person plans. One person explores. Neither can finish anything alone. The game does not work without both of you. Not as a technical limitation. As a philosophy.
No ads interrupt you. No timer rushes you. No leaderboard tells you that you have lost or that someone else is better. You simply build, together, at whatever pace the two of you find comfortable. A grandparent and a grandchild. A parent and a child. Two people who love each other and have not quite found the right way to spend time together since the world handed everyone a personal screen and told them to get on with it.
When we started making Hometown, we thought we were building a city builder. You plan districts. You unlock landmarks. You watch a world grow from a handful of streets into something that feels alive — a harbour, a hillside, a glass dome catching the last of the evening sun. The game world is beautiful. We are genuinely proud of it. But somewhere in the development process, we realised we were not really building a city at all.
We were building a conversation.
The Chinese cultural monuments that unlock as your city grows — the gateways, the pavilions, the architecture drawn from real places and real history — they are not decorations. They are prompts. A grandfather points at one and says something he has never said before. A grandchild asks a question they would never have thought to ask at the dinner table. The city is the excuse. The conversation is the point.
We did not plan this. It emerged from testing, from watching real families sit down with the game for the first time, from noticing what happened in the room after fifteen minutes. What happened, more often than we expected, was that people started talking. Not about the game. About real things. About where the family came from, and what certain places looked like, and why a particular tradition matters even if you have never quite understood it.
A game made them talk. We found this remarkable. We still do.
The honest answer is: anyone who has ever sat in a room with someone they love and felt, despite everything, slightly far away from them.
But if we are being specific — and we should be, because Hometown was built with specific people in mind — it is for the Chinese-American family navigating the particular difficulty of being two things at once. Fully American. Fully Chinese. And sometimes not entirely sure how to be both in the same living room, with a child who was born here and a grandparent who was not, and forty years of history that never quite found the right moment to be said out loud.
Hometown gives that history somewhere to live. Not in a lecture. Not in a curriculum. In a game. In the act of building a place together, one evening at a time, with someone who matters to you.
That is a small thing and an enormous one, depending on how long you have been waiting for it.
We released a brand launch video this month. It is twenty-two seconds long. We are not going to describe it here, because describing it would miss the point of it entirely. What we will say is this: it starts with something you will recognise immediately, and it ends with something you will want.
Watch it. Then come back and read the rest of this.
Done? Good. Because now the rest of this makes more sense.
You saw a family. A real one, not a stock-photo version of one. And you saw what happens when a game gives them a reason to stop looking at separate things and start building one thing together.
What you saw in those twenty-two seconds is not a feature. It is not a selling point. It is a feeling. The specific feeling of being in a room with people you love and having something to do with your hands and nowhere else you need to be.
Hometown is built to create that feeling. Not once, as a novelty, but regularly — on a Wednesday night, on a rainy Sunday, on the kind of quiet evening that has a habit of becoming memorable precisely because nothing dramatic happened.
The game is free. It needs Bluetooth and two devices and two people who want to be in the same room. The recommended first session is thirty minutes. We have never once had a family report that they stopped at thirty minutes.
We have, however, had a grandfather tell us that he spent an hour and a half one Saturday afternoon explaining to his eight-year-old granddaughter exactly what a particular gateway in the game reminded him of, where it was, what the street smelled like in winter, and why the family left. His granddaughter asked him if they could go back someday. He said he did not know. But he told her everything he remembered.
That is not a feature we built. That is a conversation the game made room for.
That is Hometown.
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