Over the past months, things have been unusually quiet on our end.

That hasn’t been by accident.

Behind the scenes, we’ve been working on something that grew far beyond what we originally intended. What started as an idea to extend the atmosphere around *Magic Hour* slowly turned into a much larger project.

We’ve been involved in developing a video game. .

Playstation Box of 85 Rewind Magic Hour Game

*Magic Hour* is a narrative-driven action adventure with RPG elements, set in a coastal city inspired by the late 1980s.

You play as part of a small circle moving through the nightlife of the city—musicians, drivers, outsiders—people who are always around when something is about to happen.

After a seemingly minor encounter, you find yourself pulled into a network of deals, rivalries, and situations that don’t stay under control for long.

What starts as just another night gradually turns into something else.

The setting takes cues from the kind of stories that defined the era.

Late-night drives along the coast.

Unspoken agreements in dimly lit bars.

Conversations that matter more than they seem at the time.

There’s a constant contrast between surface and reality—sunlit calm during the day, tension underneath at night.

If you grew up with that tone, you’ll recognize it immediately.

The game doesn’t push you from mission to mission.

Instead, you move through the city and let things unfold:

* driving between locations across different parts of the city

* entering clubs, private events, and places not everyone gets into

* meeting characters who remember how you act and what you choose

There are moments where things escalate into action, but just as often it’s about knowing when not to push further.

You don’t play a predefined character.

You create someone who fits into this world:

* appearance and 80s-inspired style

* how you present yourself in different environments

* how you respond in conversations and situations

These choices shape access, relationships, and how the story evolves.

Nothing is explicitly labeled, but the consequences are there.

Built for an adult audience:

From the beginning, this project was designed without the usual restrictions.

The game deals with nightlife, relationships, and the kind of situations that come with them in a more direct way.

A seamless, in-world age verification system makes this possible without breaking immersion. It allows the experience to go further than what is typically seen, while still feeling natural within the world.

The full story can be experienced alone or together.

Playing with someone else changes the dynamic.

Decisions become less predictable.

Control becomes shared.

And sometimes that changes everything.

The game is currently in development for PlayStation and Xbox.

We’re not ready to show everything yet, but enough is in place to start opening the door.

More details will follow soon.

That’s what we’ve been working on.