An interactive story made for phones

Ferro & Vance

Two people, one bad night, and every line you pick. Read it, steer it, live with what you said.

  • Branching dialogue
  • Episodic chapters
  • One-handed

What you actually do in it

Dialogue that costs something

Lines are timed. Say nothing and the silence is your answer. There is no rewind button, and the story does not pretend you didn't.

Two leads, one night

Chapters alternate between Ferro and Vance. You know things one of them doesn't — and you choose whether to let it slip.

Make them yours

Face, hair, scars, wardrobe, and the register they speak in: blunt, careful or funny. It carries through every chapter after.

Arcs you have to earn

Side routes stay locked until the story has a reason to open them. Keep a secret in chapter three and a door appears in chapter five.

A chapter is one sitting

Portrait, one thumb, no tutorial. Pick it up on the train and put it down at your stop without losing the thread.

The premise, straight

Ferro keeps receipts. Vance burns them. They have worked the same city for years without ever having to be in the same room. Then a job goes wrong in a way that puts both their names on the same piece of paper, and the night starts running out.

That's the setup. What the story is actually about is the thing the two of them keep not saying to each other — and you're the one holding that back, line by line, for as long as you can stand it.

Choices you can't unsay

Most interactive stories let you feel clever. This one lets you be wrong. When a choice appears, the clock is already moving; picking nothing is picking something. Characters remember the version of you they met in chapter two, and they are not generous about it later. There is no good ending and bad ending — there is the ending that follows from the person you decided to be at four in the morning.

What that means in practice: two players finish the same season holding different stories. One of them never learned what was in the envelope. One of them did, and wishes they hadn't. Neither playthrough is the incomplete one.

Written first, built second

Every chapter is drafted as prose before a single screen exists. Branches are written out to their ends, not generated and patched — which is why the routes stay short, sharp and worth the second read. If a line doesn't change something downstream, it doesn't get a choice attached to it.

The cast is yours to shape. Ferro's face, Vance's coat, the way either of them talks when cornered: you set it up front, and the writing bends around it rather than ignoring it. Come back after a season and the arc map shows you the roads you never took, greyed out and still open.

Who this is for

People who read on their phone anyway. People who finish a chapter and immediately text someone about it. If you want a puzzle, there are better apps. If you want to be complicit, start at the dock.

What's playable

Ask us about any of these — early builds, press access, or a heads-up when the next one lands.

Start here

Season One: The Long Night

The core run, from the dock to whatever you leave standing by morning.

  • Six chapters, both points of view
  • Opening chapter free to read
  • Choices carried across the whole season

Episode drops

Standalone episodes released between seasons, slotted into the same timeline.

  • Keeps your save and your history
  • Appears on the arc map when unlocked
  • Readable in one sitting

The Vance Arc

A locked side route that only opens if you kept her secret when it was expensive to.

  • Four chapters from her side
  • One ending you cannot walk back
  • Changes how Season Two greets you

Character kit

Extra looks and speech registers for both leads.

  • Faces, hair, scars, wardrobe
  • Blunt, careful or funny delivery
  • Applies retroactively to chapters you've read

Extra episodes are in-app purchases. What's available depends on your platform and region, so we don't quote figures here.

Talk to the people writing it

Early access, playtesting, press, or a question about what happens in chapter three — send it here.

  • Someone on the writing team reads every message.
  • You get a reply by email, not an autoresponder chain.
  • First thing back: what's playable now and what's next.