A downloadable long-lost PS1 demo for Windows

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Case Proof for Requiem

Requiem: A Lost Masterpiece from the 90s

Originally developed by the now-defunct Reality Forge Studios in the late 1990s, Requiem was conceived as a groundbreaking survival horror game that blended atmospheric exploration, intricate puzzles, and psychological storytelling. Unfortunately, the game was never completed, and after the studio's untimely closure, it was thought to be lost to time—until now.

Recently, a beta tester who worked closely with the development team in 1998 discovered an old demo build of the game delivered to their doorstep. This demo, spread across 12 separate discs and totaling over 12GB (a mind-blowing size for the time), offers a rare glimpse into the ambitious project that Reality Forge had envisioned. For modern convenience, these discs have been compressed down to 1.3GB, compiled into a single ROM and packaged with a bespoke PS1 emulator, allowing players to experience Requiem as it was meant to be—without the hassle of disc swapping.

Audiophiles and retro gaming enthusiasts are in for a treat! Requiem’s unique soundtrack, SFX, and voiceovers are integral to the game experience, with audio serving as a reward for progression. During gameplay, new sounds and music may mysteriously appear on your desktop, adding to the immersive atmosphere. For those who want to dive deeper, we recommend the Spectrum Analyzer available at Academo.

The late, great "N8" (the mastermind behind Requiem and founder of Reality Forge Studios) left behind developer notes scattered throughout the game, occasionally surfacing with the audio files to reveal fascinating insights into the game’s development process and lore. 

Interestingly, Requiem appears to have been developed using an obscure, unreleased PS1 camera peripheral (similar to the PS2 EyeToy). Though it appears largely unused, we recommend playing the game with a webcam plugged in for the full, immersive experience.

This demo, while incomplete, offers a glimpse into the ambitious project that Reality Forge Studios had envisioned before its untimely closure. The beta tester has uploaded the demo to itch.io to preserve this piece of gaming history and allow others to experience what might have been.

The Story So Far

Set in the fictional town of Gravemire, Requiem follows the story of an unnamed protagonist who arrives in the town after receiving an anonymous tip about strange cult activities. Gravemire, shrouded in fog and decay, holds many secrets, and the protagonist must navigate its eerie streets and unravel the mystery behind the town’s dark past.

The demo begins in the narrow alleys of Gravemire, where players can explore and uncover clues about the cult’s presence. The game’s narrative is rich with environmental storytelling, offering players the chance to piece together the town’s history and the protagonist’s motivations. As the demo progresses, players will find themselves drawn deeper into the town’s secrets, encountering disturbing visions and unsettling environments that hint at a larger, more ominous story.

Key Features

  • Atmospheric Exploration: Requiem emphasizes exploration and environmental storytelling, allowing players to uncover the mysteries of Gravemire at their own pace. The town’s detailed environments are designed to immerse players in a world filled with tension and unease.
  • Classic Survival Horror Mechanics: Inspired by titles like Alone in the DarkResident Evil and Silent Hill, Requiem features fixed camera angles (and an innovative toggleable, time-limited third-person perspective), puzzle-solving, and limited resources, creating a sense of vulnerability and dread.
  • Intricate Puzzles: The demo includes a variety of puzzles that require players to think critically and pay attention to the smallest details in their surroundings. Solving these puzzles is key to progressing through the game and uncovering its secrets.
  • A Glimpse into the Past: As an incomplete demo from 1998, Requiem offers a unique look at late-90s game development, including the era’s visual style, gameplay mechanics, and storytelling techniques.

Controls

  • Move: WSAD / Left Joystick
  • Aim: Right Mouse Button / L2
  • Look (while aiming): Mouse Movement / Right Joystick
  • Melee / Shoot: Left Mouse Button / R2 (must be aiming to fire a gun)
  • Interact / Climb: E key / X Button
  • Pause: Escape / P Key / Pause Button (game options and data including notes and player stats are in this menu)
  • Open Inventory: Tab Key / Circle Button
  • Sprint: Shift Key / Square Button
  • Toggle Flashlight: F Key / R1


About Reality Forge Studios

The Visionary Behind the Game: Nathaniel “N8” Grayson

Reality Forge Studios was founded by Nathaniel “N8” Grayson in 1992. A prodigy in game design, Nate was known for his innovative approach to interactive storytelling and his ability to blend horror with deeply psychological themes. Born in 1972, Nate grew up in the heart of Silicon Valley, where his early exposure to technology fueled his passion for video games. After graduating from Stanford University with a degree in Computer Science, Nate quickly made a name for himself in the gaming industry.

Nate’s previous titles, such as Eternal Quest and NeuralNet, were praised for their complex narratives and advanced AI systems, setting new standards for immersive gameplay. Requiem was intended to be his magnum opus—a project that would push the boundaries of what horror games could achieve, both narratively and technically.


N8 Celebrating the Release of NeuralNet, October 1995

The Development and Untimely Closure

Work on Requiem began in 1996, with Nate pouring all of his creative energy into crafting a game that would stand out in a rapidly evolving industry. However, during the development of Requiem, Nate was diagnosed with a terminal illness—Glioblastoma Multiforme, an aggressive form of brain cancer. Faced with the grim prognosis, Nate’s focus shifted from merely finishing the game to leaving behind a legacy that would outlive him.

As Nate’s condition worsened, Reality Forge Studios struggled to keep the project on track. Despite the team’s best efforts, the studio was unable to secure additional funding, and the project was eventually shelved. Nate passed away in August 1998, and Reality Forge Studios closed its doors shortly thereafter.

The Discovery of the Demo

The demo discs that have now surfaced represent one of the final builds of Requiem before the project was abandoned. The beta tester, who wishes to remain anonymous, was deeply involved in the testing phase and recalls the atmosphere of urgency and creativity that defined the studio’s final days. They have chosen to share the demo with the world, offering a rare glimpse into what could have been a landmark title in survival horror.

Disclaimer

Please note that this is an incomplete demo from 1998. Some features may be unfinished, and certain areas of the game may not be fully accessible. As this is a preservation project, we encourage players to approach Requiem with an understanding of its historical context and the limitations of late-90s game development.

This work is purely fictional. Any similarities to real events, persons, or places are entirely coincidental and unintentional. Requiem is a product of imagination, designed solely for entertainment purposes.


Special Thanks

Requiem is the culmination of a story I’ve wanted to tell for years, finally brought to life during this jam. 

The entirety of the past week has been filled with sleepless nights (and entirely too much coffee) tackling the coding, game design, script writing, and sound design to bring this vision to life. 

Special thanks go to my brother, Jeremy, who acted as the lead composer and truly helped set the tone for Requiem. Special thanks also to Antonio, David, and John for their incredible work in creating a soundtrack that brings the game to life!

A huge commendation goes to Ancient Obelisk Studio for their character models, without which the game would be missing its heart and soul.

Playtest feedback was invaluable, and I’m deeply grateful to Richard King and Saotekin for their insights. 


Assets

https://sodaraptor.itch.io/psx-jewel-case

https://opengameart.org/content/foot-walking-step-sounds-on-stone-water-snow-wood-and-dirt

https://www.dafont.com/unreal-tournament.font

https://freesound.org/people/IENBA/sounds/698697/

https://freesound.org/people/JapanYoshiTheGamer/sounds/648807/

https://freesound.org/people/Rudmer_Rotteveel/sounds/590949/

"Girl game character - Retro style" (https://skfb.ly/pqwZV) by pasticcia is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"PS1 Style / Lowpoly Mausoleum" (https://skfb.ly/p7NHM) by dro is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"[PS1] Electronics Kit" () by Leander3D is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Junkyard Ps2 Asset" (https://skfb.ly/oV6KR) by Wardster is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"PSX Houses" (https://skfb.ly/oXRO8) by IIShazlyII is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Objects Interior(Village) Alpha" (https://skfb.ly/oDvHM) by Elbolillo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"halloween" (https://skfb.ly/oMDJn) by Elbolillo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Mine" (https://skfb.ly/oPw8T) by Elbolillo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"PSX Alt Girl" (https://skfb.ly/oTtWv) by xylvnking is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"psx style hedge" (https://skfb.ly/oEuNV) by tophatpanda is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Low Poly Psx Street lamp" (https://skfb.ly/oMORx) by SaukrDev is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"PSX Sedan Car - @jonniemadeit" (https://skfb.ly/oFSqD) by jonniemadeit is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Low Poly PSX/PS2 Trash filled Metal Dumpster" (https://skfb.ly/oLZCA) by zhya is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Female Secretary Character PSX" (https://skfb.ly/oQoOE) by vinrax is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"buildings" (https://skfb.ly/onHuQ) by Elbolillo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Metro" (https://skfb.ly/oTFMx) by Elbolillo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Deadman-Deadbody man - psx" (https://skfb.ly/oWuAB) by unalien.gaming is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Gate" (https://skfb.ly/osxt8) by liltoba is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"PS1 Style Health Bandage" (https://skfb.ly/oT8AW) by Jan_Strydom is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Low Poly Sony PlayStation - PSX - PS1" (https://skfb.ly/oKONE) by diopieretti3d is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"controller" (https://skfb.ly/oVBIy) by muhammadazzam.akbarr is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).


Generative AI Compliance

The design of the photo for Nate Grayson and the Requiem logo were partially assisted by Adobe Firefly, a generative AI tool. Adobe Firefly adheres to strict ethical guidelines, ensuring that the data used to train its models is either owned in full by Adobe, permissively-licensed, or collected with the explicit, opt-in consent of the original creators. For more information on Adobe Firefly’s ethical standards, please visit Adobe Firefly Ethics.

In compliance with ethical GenAI usage, the following conditions were met in the creation of these two images:

  • The model used, Adobe Firefly, is trained on data that adheres to the requirements of being fully owned, permissively licensed, or gathered through explicit opt-in consent.
  • The use of Adobe Firefly is disclosed here, including the model name and a link to its ethical guidelines.
  • The game Requiem primarily consists of original content, with the two generative AI-assisted images playing a supplementary role, in line with our commitment to original game design.

We ensure that our use of generative AI aligns with both ethical standards and the guidelines for proper disclosure.

Download

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Click download now to get access to the following files:

Requiem (1998) 1.3 GB
Version 10

Development log

Comments

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(+1)

Really nice game! Loved the old PS-stylisation in visuals and controller, the location is pretty large but doesn't look empty.  Well done!

Thank you! I'm really glad you like the visuals and level design - I'm typically bad at level layouts, but I forced myself to do a better job this time haha

(+1)

Excellent game! Overall, it had a lot going on for it, the graphics were so good, it really made me feel the PS1 era experience. The audio was fantastic, great game! Would play again! 

Thank you so much! I'm officially going to expand this into a full title post-jam, so I hope to have more content for you over the next few months!

(+1)

Man this is honestly an incredibly effort. I thought *my* team pulled off a lot. Jeez.

Thank you so much! Our entire team went basically the whole week with almost no sleep haha

Deleted 3 days ago
(4 edits)

The developer notes are fictional and written from the perspective of the in-game antagonist (Nate Grayson). The actual developer (me, James Pierce) made this game in a week during the jam period. So no, I didn’t break any rules I promise!

I do understand the confusion - this game is made to be a piece of “unfiction” - a piece of media that pretends to be a real part of history when it’s not. I tried blurring the line between the game and reality as much as possible, so I’ll take your response as proof that it worked :)

I’d really appreciate it if you could revise or delete your comment here - I did do this jam in one week and I don’t want to be penalized when I did nothing wrong. I hope you understand where I’m coming from.

Sorry for the hostility :) Great game and the ARG elements really had me there. Amazing work. Talented game dev work

No worries at all! Like I said, I see it as a compliment if anything - I’m honestly happy it was convincing :)

Apologies for spamming you a bit there as well - I was really worried that my hard work would be disqualified over something I didn’t do and that would be devastating.

I don’t have much time for playing other entries tonight, but yours will be first one I play tomorrow! Thank you!

(+1)

I can totally understand, so no worries at all. I was definitely confused and jumped the gun. I hope you don't hold it against the rest of my team. I'm sorry again. Would love to hear your thoughts. Its really cool actually to see you experimenting with some ARG type elements. Huge respect and its a really good game. I hope your game does well in the jam!

No hard feelings at all! The amount of effort it takes to complete a game jam is insane so I understand where you were coming from. And likewise! I’m looking forward to seeing a full version of yours/whatever other projects you have planned!