Introducing Fourth Act

Nov 21, 2025

Like you, we love games. In particular, there's something absolutely magical about experiencing a compelling story playing a game. From the environmental storytelling of Gone Home to the cerebral role-playing of Disco Elysium to the sass of Dispatch, we love narrative games.

This passion is what compelled us to start Fourth Act. We make games that connect with players through storytelling. We believe in creating experiences where the narrative defines the parameters of gameplay, establishing a symbiotic relationship between mechanics and story. We strive to make gameplay accessible, but choosing what to do hard.

For the past year, we've been building our team and the studio's operational capabilities in anticipation of entering full production on our first game. It's been quite the road getting to this point. The idea for this studio came out of a game jam, which produced a short demo of a first-person adventure game for web browsers. A month after the game jam, Kitchen Sync was established and plans set to build the demo into a full game for PC, web, and mobile.

However, in the months that followed the composition of the team shifted and our ideas for the game evolved. The vision for our first game, which increasingly took inspiration from cinema and AAA gaming, no longer made sense for web and mobile. By summer's end, a new strategy needed to be forged.

And so the curtain rises on Fourth Act. Honoring the rich legacy of theater and cinema, we craft stories that can only be told through gameplay. We go beyond the three-act structure to give you unconventional perspectives and interactions. Our debut title, Brackish Waters, is in full production for PC and consoles. More to share soon.

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