ABOUT SONARCHY

It started around a table.

Sonarchy began as a family game. Drinks, food, a Bluetooth speaker outside, everyone on their phones digging through Spotify. Someone would call a category — love songs, songs to cry to, songs that should never have been hits — and we'd take turns playing our picks.

The fun came from the gaps between us. Mum and Dad's love songs were never going to be the same as the grandkids' picks. The cheesy ones from each generation hit differently depending on who was at the table. That cross-generational collision is the whole game.

Then AI happened.

Last year I did an AI course in TU Dublin and started messing around with building apps. The family game seemed like the obvious thing to try and turn into something real — so I did.

Sonarchy is designed and built by me, working alongside AI every step of the way. The design decisions, the product calls, the irreverent copy, the SMPTE-yellow obsession — all mine. The code, the architecture, a lot of the heavy lifting — built in partnership with AI tools. I'm not hiding that. It's a big part of why a solo designer could ship a multiplayer game at all.

One speaker, many controllers.

The core idea hasn't changed since the kitchen table. One device plays the music. Everyone else uses their phone to pick, vote, and rank. It's the same shape as the original family game — just with timers, scores, and a CRT aesthetic bolted on.

Say hello.

Sonarchy is a 333 Games product.

Questions, feedback, bug reports, song-pick disputes: hello@sonarchy.com

See also our Terms of Service and Privacy Policy.

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