u/Impossible_Fun8155

We removed signups entirely from our product. Here's what that forced us to rethink
▲ 4 r/SaaS

We removed signups entirely from our product. Here's what that forced us to rethink

Most SaaS advice says: get the email first, everything else later. We went the opposite way with our side project and I'm curious what you think.

What we built: a browser game site (pp2hub.site) – 9 games so far, multiplayer included. Zero signups, zero downloads. You open a game and you're playing.

What "no account" forced us to solve:

  1. Multiplayer without users. No friend lists, no profiles. Instead: one person creates a game, gets a 5-letter code, friends type it in. The server only handles the code, the game itself runs between browsers. Turned out to be simpler than accounts ever were.

  2. Progress without a database. Scores and unlocks live in the browser's local storage. Downside: switch devices and it's gone. So far nobody has complained.

  3. No email list = no retention channel. This is the real cost. We can't ping anyone when a new game drops. Our bet is that people come back through the games themselves and short videos, not through newsletters.

  4. Every extra click hurts more. Without a signup wall there's no "sunk cost" keeping people around, so the first 10 seconds have to deliver. We cut menus down to one button.

What I'm unsure about:

- At what point would you add an optional account (sync progress, friends)?

- How do you build retention without collecting emails at all?

Would love to hear from anyone who's run a no-signup product – did you regret it later?

pp2hub.site
u/Impossible_Fun8155 — 4 days ago