inaff.sign up
manifesto

we are trying to
become unnecessary.

Six things we believe, and the design decisions each one forced. If we ever break one of these, this page is the receipt.

01

loneliness is not a matching problem

Every app built for this assumes the hard part is finding someone. It is not. Most lonely people already know four or five people they could plausibly be friends with, and have known them for years.

The hard part is the ask. Nobody wants to be the one who suggests something, because suggesting something is admitting you wanted it. So everyone waits, politely, forever.

inaff does the asking. Neither of you suggested it, so neither of you is exposed. That is the entire mechanism.

02

why you only ever see one person

A grid of faces teaches you something in about twenty minutes: that people are interchangeable, and that a better one is one scroll away. Once you have learned it you cannot unlearn it, and you will carry it into every conversation you have on that app.

So we never show you a second option. Not as a limitation — there is no "upgrade to see more" — but because the belief that there is always someone better is the thing that stops friendships forming at all.

03

why twenty

Friendship is not a spark, it is repetition. Roughly forty to sixty hours of shared time turns an acquaintance into a friend, and most of that has to happen inside a few months or it does not take.

Twenty quests, at two a week, is about three months and somewhere north of forty hours. That is not a coincidence and it is not a growth number. It is the smallest amount of structure that reliably produces the outcome.

Then it stops. There is no quest twenty-one.

04

why there are cooldowns

Because the alternative is a chat window, and a chat window with a stranger becomes a text friendship: pleasant, low stakes, and permanently not a real one.

The cooldown is the app refusing to be the place the friendship happens. Four hours early on, twelve hours near the end, and after graduation none at all — because by then you do not need us standing between you.

05

why we delete ourselves

Every engagement metric we could optimise is a metric for keeping you lonely slightly longer. Daily active users, session length, retention — if inaff is working, all three should fall.

So the product ends. You graduate, the cooldowns come off, the quests stop, and you are left with a person whose number you have. We do not get a cut of that. That is the point of it.

06

what we make money from

Premium, which buys speed and volume and never buys a person. Sponsored quests, where a venue pays for the slot and never for the order. Rewarded ads in exactly three places, all of them optional, none of them interruptions.

What we will never sell: your data, your attention to a third party without your consent, placement in someone’s match list, or a "boost". If we ever do, this page is the receipt.

i need a fucking friend.

we got u.

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