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
An interactive story made for phones
Two people, one bad night, and every line you pick. Read it, steer it, live with what you said.
Screens from the opening season.
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.
Chapters alternate between Ferro and Vance. You know things one of them doesn't — and you choose whether to let it slip.
Face, hair, scars, wardrobe, and the register they speak in: blunt, careful or funny. It carries through every chapter after.
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.
Portrait, one thumb, no tutorial. Pick it up on the train and put it down at your stop without losing the thread.
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.
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.
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.
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.
Ask us about any of these — early builds, press access, or a heads-up when the next one lands.
The core run, from the dock to whatever you leave standing by morning.
Standalone episodes released between seasons, slotted into the same timeline.
A locked side route that only opens if you kept her secret when it was expensive to.
Extra looks and speech registers for both leads.
Extra episodes are in-app purchases. What's available depends on your platform and region, so we don't quote figures here.
Early access, playtesting, press, or a question about what happens in chapter three — send it here.
Thanks — someone from the team will get back to you shortly.
This page uses cookies for analytics and advertising measurement only after you give your consent. Learn more