Requiem (1998) – Unearthed from the Archives
A downloadable long-lost PS1 demo for Windows
Overview:
Requiem (1998) brings back the chilling vibes of PS1-era horror. Inspired by Silent Hill and Resident Evil, this game blends fixed camera angles, tank controls, and immersive storytelling to create an unforgettable retro experience. Discover hidden lore through audio logs, developer notes, and even your desktop, as Requiem breaks the fourth wall and pulls you into its eerie world.
Awards:
1st Place, Found Media Jam 2024!
"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!" - Studio_Lemi
1st Place, Halloween Hackstravaganza!
"I played this game yesterday for quite some time! This was a breath of fresh air to play, I really loved the Ps1 style it brought back some great memories of that era and very impressive work! I hope to see this project progressed in the future as it has a great atmosphere. Keep up the great work!" - StormRendStudio
1st Place, Static Camera Jam 2024!
"I desperately want more of this! I personally love the fixed angles and tank controls that I miss from old Resident Evil and Silent Hill games. Adding first person limited resource, puzzle solving by means of interactive audio logs and voices, and other potential I can see being added harmoniously leaves me with tons of anticipation for the full game." - Olman67
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 Dark, Resident 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: WASD / Left Joystick
- Aim: Right Mouse Button / L2
- Look (while aiming): Mouse Movement / Right Joystick
- Reload (while aiming): R Key / Square Button
- 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 (disabled while aiming): 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.
Updated | 12 hours ago |
Status | Prototype |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (6 total ratings) |
Author | Sojourn Studios |
Genre | Puzzle |
Made with | Audacity, GIMP, Unreal Engine, Inkscape, Blender |
Tags | Alternate History, Atmospheric, Creepy, Experimental, gamepad, Horror, PSX (PlayStation), Psychological Horror, Retro, Singleplayer |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse, Gamepad (any) |
Accessibility | Color-blind friendly, Subtitles |
Download
Click download now to get access to the following files:
Development log
- Requiem Update 17: More Bug Fixes12 hours ago
- Requiem Update 16: Minor Changes2 days ago
- Requiem Update 15: Latest Round of Updates and Fixes!2 days ago
- Requiem Update 14: Post-Jam Bug Fix Log 49 days ago
- Requiem Update 13: Post-Jam Bug Fix Log 310 days ago
- Requiem Update 12: Post-Jam Bug Fix Log 211 days ago
- Requiem Update 11: Post-Jam Bug Fix Log 112 days ago
- Requiem Update 10: Bug Fix Log28 days ago
Comments
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This game is great so far from the little I played, but I'm having issues turning the character at times and after I died while listening to the car radio next to the bus, I lost all items upon respawn and none of them respawned into the world.
Thank you for letting me know about those bugs!
Were there any specific areas in the level that gave you difficulty turning, or was it more of a random thing? And was that on a controller or with keyboard and mouse?
I’ll have to take a look near that car to see if there’s anything weird happening with collision or anything like that - apologies there. On a side note, do you think I should change it so that the game pauses while looking at notes and listening to audio?
Glad you’re liking it so far! I’ll try getting bug fixes for these issues pushed shortly!
It happened on both controller and keyboard and it happened randomly and then just randomly fixed itself as well or at least there was no connection I saw. There were some odd collision stuff, but nothing I wasn't able to back out of. Pausing while look at notes and listening to audio would be good for gamers, plus it would add to immersion imo since that is what survival horror games did at the time.
That’s too bad that there isn’t a common thread with the turning issues, but I’ll do everything I can to replicate it! Would you be willing to share your CPU/GPU/OS just for reference? Every data point helps with pinpointing this stuff so with that info I should hopefully be able to get some equivalent playtesting done to try replicating it.
And good point! I had left time running when examining things to try driving up tension, but getting killed off-screen while looking at things isn’t going to be a fun experience for anyone. Thank you again for the feedback!
I thought this was really cool, it had a lot of moments to like, and there was a moment near the end that honestly shocked me. Good work!
I desperately want more of this!
I personally love the fixed angles and tank controls that I miss from old Resident Evil and Silent Hill games. Adding first person limited resource, puzzle solving by means of interactive audio logs and voices, and other potential I can see being added harmoniously leaves me with tons of anticipation for the full game. That webcam feed got me and my friends btw haha
Keep it up sir!
Thanks so much for the awesome feedback! I’m excited to hear that Requiem hit that classic Resident Evil and Silent Hill nostalgia for you—I grew up on those games, so getting that feel right was huge for me. And I’m really glad the limited over-the-shoulder view worked out! I wanted it to feel like a resource you have to think about, so it’s great to hear it clicked with you.
And haha, yes! The webcam twist was one of my favorite things to add, so knowing it got you and your friends makes my day.
As a heads up too, this is my main project now, so a full release is definitely happening! I’m aiming to have it out within the next year (hopefully way sooner), and I’m putting everything into making it even better. Thanks again, and keep an eye out for updates! :)
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
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!
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
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!
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!