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The Hidewild app icon.

Hidewild

Real-life hide and seek on iPhone: draw a zone over a park, friends join with a code, and the game plays out on real streets.

Status
Pre-launch. In iPhone beta, as its own site says.
Built
September 2026
Kind
iPhone game and live-match backend
See it
hidewild.app

What it is

Hidewild turns a park, a campus or a few blocks into an arena. One person draws the zone on a map, everyone joins with a code or a QR, and then the match runs on real streets: hiders get three minutes, seekers stare at a blacked-out screen, and in some modes the zone keeps closing in until standing still stops working.

It's a phone game where the hard parts aren't on the phone. A park full of players, each on a different network and a different phone, all have to agree on one clock — and none of them can be allowed to see where the others are.

Hidewild is in pre-launch beta and has no App Store listing yet, so there are no players, downloads or reviews to report.

The product itself

Captured from a build of the app, not mocked up for this page.

  • The Hidewild title screen: the wordmark with “Hide” in white and “wild” in bright green, the tagline “Real streets. Real sprints. Nowhere to hide.”, and Wilder the chameleon standing inside a dashed ring.
    The title screen, and the closest thing the game has to a lockup: the wordmark is set, not drawn.
  • The mode picker listing Hide & Seek, Collapse, Infection, Radar and Fox Hunt, each with its own art and colour.
    Five modes, each with its own colour and player range. Every one is free to host and join.
  • Zone setup: a bright green ring drawn over a park on the map, a zone size of 700 metres, and size options of small, medium and large.
    Drawing the zone. It suggests a size for the number of players, and tells the host to check for roads, water and private land first.
  • The hide phase: a ten second countdown, a HIDER badge, the player's chameleon avatar at the centre of the zone with the next zone dashed inside it, 286 metres to the edge, and a proximity meter reading CLOSE at 45 metres.
    The hide phase. The next zone is already drawn inside the current one, so you can see where you'll have to be.
  • The seek phase: a SEEKER badge, the match clock at 1:05, countdowns to the next ping and the next shrink, the distance to the zone edge, and a panel reading “no one in range, nearest hider 69 metres”.
    Seeking. The clock, the next ping and the next shrink all come from the server, so every phone in the park agrees on them.
  • The same match with a ping live: the panel reads “now, ping live”, four hiders are left, and a feed message reads “You tagged Mia”.
    A ping goes live: for that moment, every hider is on the map. The feed behind it shows a tag that has already landed — settled in a transaction, so it counts exactly once.
  • The replay screen for a won Collapse match: the player's footstep trail drawn inside the dashed zone, 1.2 kilometres, zero tags, 15 minutes 40, and Ghost and Marathon awards.
    The replay, kept on the device: your own trail through the match, and the result you can share.

Hidewild's character art — the mascot, the avatars and the mode tiles — was generated with an AI image model. The interface around it is SwiftUI, drawn from the tokens above, and the screens on this page are captures of it.

What shipped

The design language

Dark first, because the game is played at dusk and the screen has to stay readable outdoors at a run. One high-visibility green carries every action, and the rest of the palette is rationed: a colour is spent only where it means something. These are the app's own tokens, taken from its theme file, not sampled from a screenshot.

  • Ink 900

    #0E0B1F

    The background everything sits on.

  • Ink 800

    #17132E

    Raised surfaces.

  • Ink 700

    #221C40

    Cards and control fills.

  • Line

    #3C3470

    Borders, at one weight.

  • Paper

    #F7F4FF

    Primary text on ink.

  • Mist

    #B9B3D9

    Secondary text, and common items.

  • Volt

    #C6FF3D

    Act now: host, join, tag.

  • Blaze

    #FF5A3C

    Seekers.

  • Tide

    #33D1FF

    Hiders.

  • Prism

    #A57CFF

    Anything paid for.

  • Gold

    #FFC53D

    Anything earned.

  • Danger

    #FF3D6E

    Out of the zone, caught, destructive.

Depth
A hard 4px offset in the fill's own darker variant. No blur, no glass. Buttons and tappable tiles carry it; panels and read-only cards sit flat.
Outlines
1px at 60% opacity, one weight everywhere, so a screen of cards doesn't become a screen of frames.
Radii
12, 20 and 28px, with chips and pills fully rounded.
Spacing
A 4px scale up to 48, on an 18px gutter.
Motion
Springs, tuned per job: snappy for controls, softer for panels, a heavy one for a slam. Reduce Motion stops every repeating animation.

Typography

All system faces, so Dynamic Type scales them: SF Pro Rounded Black for anything shouted, SF Pro Heavy for uppercase labels, monospaced digits for the match clock and any number that changes, and SF Pro regular for body text.

Principles

  1. 01A hard shadow means it can be pressed
  2. 02One colour means one thing, in every mode
  3. 03One outline weight: rarity changes its colour, not its thickness

The rule, shown rather than described: the three fills below are pressable, so each one sits on a hard shadow in its own darker shade. The panel beside them is only there to be read, so it sits flat.

How it got here

The changes that shaped the design, in the order they happened. Each one is a decision that left a mark on the product.

  1. The name went first, before a screen was drawn

    The game was going to be called Zonefall. A morning of checks killed it: another real-world location game had already launched under that name, an unrelated app owned the App Store search term for it, the handle was taken on four networks, and the word read as a mash-up of two shooters whose owners defend their marks hard. Hidewild was chosen the same day. Cheaper to lose a name in the morning than a trademark later.

  2. Three animals went up, one came back

    The mascot was explored as three characters in the same streetwear: a chameleon, a raccoon and a fox. The chameleon won on meaning rather than looks — it's the animal that hides in plain sight, which is the whole game — and became Wilder. The raccoon read as mischief and the fox as a hunter, which would have argued with a game where most players are hiding. Wilder guides the player and is never a player's own character.

    • Three mascot options side by side: a chameleon labelled A, a raccoon labelled B and a fox labelled C, all in the same dark streetwear.
      The exploration: A, B and C, drawn in one style so the choice was about character, not rendering.
    • Wilder, the Hidewild chameleon mascot, in a black hoodie and joggers with green and violet flashes.
      Wilder, as shipped: option A, with the palette tightened to the app's own colours.

    Hidewild's character art — the mascot, the avatars and the mode tiles — was generated with an AI image model. The interface around it is SwiftUI, drawn from the tokens above, and the screens on this page are captures of it.

  3. The player system got smaller on purpose

    Players were designed to be assembled from parts — a two-tone body, a visor for the face, gear, a trail, a tag effect — so any combination of cosmetics would render cleanly at any size. What's built is one drawn avatar shown in a ring. The design documents were rewritten to say so rather than describe a system that didn't exist, naming the open choice: commission the parts, or keep whole avatars and drop the slots from the locker. A first version that ships beats a character pipeline that doesn't.

  4. Colour came back out of the furniture

    The first palette put a role colour on almost everything, navigation included. The pass that followed rationed it: role colours only where a role is actually meant — the match, the lobby teams, the results banner — purple reserved for anything paid for, gold for anything earned. Join, tabs, pills and Share went back to plain ink and paper. A screen wearing five accent colours tells you nothing about where to press.

  5. Depth was given a job

    The hard offset shadow started as a look and became a rule: it means the thing can be pressed. Panels and read-only cards lost it. Disabled controls stopped being faded buttons and got a style of their own. Outlines collapsed to one weight, with rarity carried in colour instead of thickness. And coins are drawn as coins — a stamped gold disc, never a lightning bolt, because that mark already means a tag effect.

  6. The design outran its own screenshots

    Rebuilding the match screen for a launch video from the marketing screenshot produced the wrong thing: a stop button the app no longer has, and players drawn as plain dots instead of their avatar portraits. The screenshot was days old. The scene was rebuilt from the app's source instead — which is also why the palette on this page is read out of the theme file rather than picked off a picture of it.

The calls behind it

What it's made of

App
Swift and SwiftUI, iOS 17+, project generated with XcodeGen
On the Lock Screen
WidgetKit Live Activity, background location
Backend
Firebase: Cloud Functions in TypeScript on Node 22, Firestore, Realtime Database, Auth, Cloud Messaging
Payments
StoreKit 2 with server-side verification and App Store Server Notifications
Quality gate
One script: reference scan, string generation, unit and UI tests on two simulators, backend emulator tests

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