Get in touch
hello@magsstudio.com
Studio
Manila · Remote
Steam
itch.io
Discord
Bluesky
Get in touch
hello@magsstudio.com
Studio
Manila · Remote
Steam
itch.io
Discord
Bluesky
Get in touch
hello@magsstudio.com
Studio
Manila · Remote
Steam
itch.io
Discord
Bluesky

Open World
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Null Horizon
Null Horizon
Null Horizon
Self-published open-world walk beyond the city limits — one courier, one dying signal, and four hundred kilometres of cold coast with no map.
Self-published open-world walk beyond the city limits — one courier, one dying signal, and four hundred kilometres of cold coast with no map.
Self-published open-world walk beyond the city limits — one courier, one dying signal, and four hundred kilometres of cold coast with no map.
Publisher
Self-published
Self-published
Year
2024
2024
Build time
11 months
11 months
Role
Direction · Art · Systems
Direction · Art · Systems
Deliverables
PC & Switch release · Two free content drops
PC & Switch release · Two free content drops
Recognition
Vector Awards · Honorable Mention (Visual Art)
Vector Awards · Honorable Mention (Visual Art)
/ 01 — The pitch
A self-funded game, on our own terms.
A self-funded game, on our own terms.
A self-funded game, on our own terms.
We started Null Horizon with a single question and no publisher: could an open world work with no map, no quest log and no waypoint markers, and still leave players confident about where they were going? The answer had to come from the landscape itself — the shape of the coast, the direction of the relay towers, the colour of the sky over the dead zone.
We started Null Horizon with a single question and no publisher: could an open world work with no map, no quest log and no waypoint markers, and still leave players confident about where they were going? The answer had to come from the landscape itself — the shape of the coast, the direction of the relay towers, the colour of the sky over the dead zone.
We agreed on three constraints up front. Navigation had to be readable from the horizon alone. The courier had to feel heavy and tired, never floaty. And every ruin had to be placed by hand — no procedural filler dressed up as a world.
We agreed on three constraints up front. Navigation had to be readable from the horizon alone. The courier had to feel heavy and tired, never floaty. And every ruin had to be placed by hand — no procedural filler dressed up as a world.

02 / Production
An 11-month passion project.
An 11-month passion project.
An 11-month passion project.
Self-funded games are where the studio voice lives — selected shots from the first prototype through to the launch build.
Self-funded games are where the studio voice lives — selected shots from the first prototype through to the launch build.

/ 01 · Concept sketches

/ 02 · Sky and haze lookdev

/ 03 · Courier movement

/ 04 · Coastline painting

/ 05 · Launch build
This is what the studio makes when nobody is paying us.
This is what the studio makes when nobody is paying us.
This is what the studio makes when nobody is paying us.
Mira Okafor
Creative Director · Mags Studio
03 / Launch
By the numbers.
By the numbers.
By the numbers.
48k
48k
48k
Wishlists before launch
11mo
11mo
11mo
Build time, first commit to ship
9.2h
9.2h
9.2h
Median time to credits
2
2
2
Festival selections

/ Next project →
Ironwyrm
Ironwyrm
Ironwyrm
Metroidvania

05 / Get in touch
Let’s build
something
playable.
Let’s build
something
playable.
Let’s build
something
playable.
A game, a world, a system that needs to feel right — we’d love to hear about it. One reply away.
A game, a world, a system that needs to feel right — we’d love to hear about it. One reply away.
Replying within 24 hours · Manila · Remote