Underlight

An Anthem Original · Video Game · In Development

Underlight

An open-world action RPG set in a New York City where magic never went away. You are a Lux Agent at LUMYS, working magical law enforcement on cases mundanes will never know happened.

Working title · Project Underlight

Game snapshot

Genre

Open-World Action RPG

Platforms

PC, PS5, Xbox Series

Budget

$45M USD

Target window

2029 – 2030

Why this game

A magic game that finally believes in its city.

Most magic worlds invent the city. Underlight inherits one. New York is already a stack of hidden floors, after-hours economies, and tunnels under tunnels. Underlight assumes all of it is true, and then asks who keeps it that way.

The seam between two cities
A LUMYS threshold, in a wall most people walk past

The premise

One city. Two layers. A seam that should not be slipping.

New York has always had two layers. The streets everyone walks, and the magic running through them. Sorcerers ride the same Subway. They share apartments with mundanes. They grab their coffee at the same bodega. The difference is that they can see the door behind the door, and they know which neighbor is not what they look like. For most of history, the line held. Lately it has started to slip.

LUMYS, Law Under MYStic, is the sorcerer government. You are a Lux Agent in its Magical Law Enforcement department. A federal-tier badge, a key to the elevator that goes ten stories below Lower Manhattan to LUMYS HQ, and an apartment in the Bronx that pays itself. The work is half investigation, half spellcraft, all city. You chase rogue casters through bodegas, negotiate with entities older than the boroughs, and try to keep the mundanes from filming any of it.

Then the magic starts spilling out in places it should not. A city bus drifts six feet above Broadway during the morning commute. A newspaper box in Midtown bites a tourist on the way to work. A pigeon coop in the Bronx wakes up speaking. LUMYS calls it the Anomaly: magical mishaps cracking through the seam, each one big enough to put the whole secret on the front page if anyone catches it on film. The pattern is too clean to be accident. Someone is doing this on purpose.

Manhattan at dusk
The job comes with a view
Lux Agent
A Lux Agent on a case
Hidden subway
After-hours, off the map

Design pillars

Four things the game has to feel like.

01 · The city is the magic

A real New York.

Manhattan rebuilt 1:1 at launch. Boroughs in DLC. Real streets, real bodegas, real Q train. The fantasy lives because the city is real.

02 · Magic as a workflow

Spellcraft, not loadouts.

You learn glyphs the way real sorcerers would. Combine them, draft them, mess them up. No skill tree pretending to be magic.

03 · Backed by LUMYS

A federal-tier magical badge.

The badge opens doors no civilian can touch. Take the case, drop the case, build a reputation, or burn one. LUMYS is the world you operate in, not a leash on how you play.

04 · The hidden side sees you back

NPCs with memory.

Reputation systems with covens, gangs, building supers, and the entities under the city. People remember what you did and what you broke.

Concept art

Visual direction.

Placeholders below. Final art replaces each slot as production proceeds.

Times Square at noon
The city, mid-shift
Brooklyn rooftops
Above ground, between cases
Environment · LUMYS field office
Magical Law Enforcement workspace, federal-bureaucratic feel
+
Character · The Player Lux Agent
Customizable hero, several outfit options
+
Character · Antagonist coven
A faction making the Anomaly happen, on purpose
+
Creature · Subway entity
Something old that lives between platforms
+

Adjacent universes

Games that live in this neighborhood.

Not what we copy. What we share rooms with.

Tonally

Control

A federal agency with a building that should not exist, a protagonist who has authority but does not have all the answers, and a story told through case files. Underlight shares its straight-faced approach to weird.

Scope

Spider-Man (Insomniac)

A scoped-down open Manhattan, traversal that respects the geometry of the city, and a hero whose authority comes from outside the gameplay. Underlight uses the same density-over-size playbook.

Vibe

Hellblade II

A 25 to 35 hour campaign that prioritizes craft, audio, and performance capture over checklist content. Smaller scope, deeper feel.

Who it’s for

Built for the action-RPG audience that wants something modern.

Primary

Adults 18-34, action-RPG fans

The Cyberpunk, Witcher 3, Spider-Man, Control crowd. Players who want a single-player story with real combat depth and a world they can spend 30+ hours in.

Crossover

Urban fantasy readers

Fans of The Magicians, John Wick, Sandman, Harry Potter, and Pacific Rim. People who read urban fantasy on the subway and have been waiting for a game that takes the genre seriously.

Core

Open-world completionists

Players who buy these games for the city, not the campaign. The audience that explored every rooftop in Insomniac’s Manhattan and wants more reasons to come back.

Vertical slice plan

What we build first to prove the game.

Before full production, we deliver a playable two-hour slice covering Lower Manhattan, the core magic system, one full mission, and a combat encounter. It is what every publisher meeting needs to see.

Slice runtime

~2 hours

Playable area

Lower Manhattan

Vertical slice budget

$4.5M USD

Ready

Q2 2027

How the money is spent

Development budget

Core development team
~75-person studio (engineering, design, art, narrative, audio, QA) over 3.5 years.
$28,000,000
Outsourced art & cinematics
Character & environment outsourcing, mocap capture, pre-rendered cinematics.
$5,000,000
Engine, tools & middleware
UE5 royalty model, Wwise audio, Houdini, scanning rigs, Perforce, internal tooling.
$2,500,000
Voice, music & performance
Composer, full SAG voice cast, motion capture sessions, location audio scouting.
$3,000,000
QA, localization & cert
External QA, full localization to 8 languages, platform certification (Sony / MS / Steam).
$2,500,000
Pre-launch marketing & PR
Trailer cuts, demo builds, press tour, gamescom / Summer Game Fest presence. (Launch marketing handled separately by publisher.)
$1,500,000
Contingency
Standard ~6% reserve for scope shifts, hardware delays, talent recasting.
$2,500,000
Total development budget
$45,000,000 USD

Comparable scope: A Plague Tale: Requiem (~$45M), Hellblade II (~$50M). Underlight uses the same density-over-size production model: a tight 75-person core, strategic outsourcing, and a scoped open world that grows after launch.

From green light to launch

Production timeline.

Four phases over roughly four-and-a-half years, sized to match the funded scope.

Phase 1
Pre-production
Q1 2026 – Q4 2026
Concept & narrative bible
Lore, character, faction, and city documentation. World writing locked.
Tech prototype
UE5 magic system R&D, traversal prototype, NYC base map import and instrumentation.
Core team hire
Bring on creative director, tech director, art director, narrative lead, and first 20 senior hires.
Phase 2
Vertical slice
Q1 2027 – Q2 2027
Lower Manhattan slice
Build the proof-of-game: ~2 hours, one full mission, the magic system, and one combat encounter.
Demo build for publishers
Cut a 12-minute internal demo from the slice. Hand to publishers and platform partners.
Phase 3
Full production
Q3 2027 – Q4 2029
Full Manhattan build
Scale up to ~80 devs. Build out the borough at 1:1. Populate factions, missions, side content.
Main campaign
Lock the 25 to 35 hour main story. Mocap, voice, and cinematic capture all year.
Combat & magic depth
Glyph systems, faction-specific tactics, boss encounters, and accessibility passes.
Audio & score
Full original score, ambient city audio capture, mix and master.
Phase 4
Polish & launch
Q1 2030 – Q3 2030
Alpha and beta
Closed network playtests. Performance optimization across PC, PS5, and Xbox Series.
Certification
Platform certification, ratings boards, regional compliance, day-one patch staging.
Launch & post-launch DLC plan
Ship. Begin work on Brooklyn / Queens DLC expansion.

What we’re seeking

A partnership to ship Underlight.

01 · Funding

$45M production budget.

Publisher financing, platform-exclusivity deals, or co-development partnership. Open to milestone-based financing.

02 · Platform partner

Console or storefront.

PS5, Xbox Series, or Steam-first. We are open to a console marketing partnership in exchange for timed feature support.

03 · Studio team

Senior creatives.

Hiring a creative director, lead engineer, narrative lead, and combat designer. Reach out if your last shipped title was in this space.

From the creator

Want to talk about Project Underlight?

Publishers, platform partners, financiers, and senior game developers, the line is open. Request the full pitch deck, the vertical-slice spec, or just have a first conversation.