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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

Lets build

something

playable.

Lets build

something

playable.

Lets 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

MAGS STUDIO

MAGS STUDIO

“We do not just ship games. We build worlds players carry with them.”

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