Wow! This is crazy for a jam submission, great work! It looks and plays really well, it seems very polished! I'll have to come back to play more later for sure. Congrats!
Play long-lost PS1 demo
Requiem (1998) – Unearthed from the Archives's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #20 | 3.875 | 3.875 |
Sound Design | #34 | 3.792 | 3.792 |
Aesthetics | #48 | 4.167 | 4.167 |
Horror | #86 | 3.208 | 3.208 |
Enjoyment (Best Game) | #88 | 3.375 | 3.375 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you allow SCREAM ZONE to promote your game via social media?
Which engine did you use to create this game?
Unreal Engine 5.4
Comments
Thank you so much for the feedback! I’m really glad to hear you enjoyed the features and story—we put a lot of work into creating a polished, immersive experience, so it’s great to know that resonated.
About the webcam: it’s actually used as part of a specific reveal near the end to add a unique layer to the experience. I completely understand that it can feel unsettling! We’ve added a disclaimer on the game page about this (and we’ll make it even more prominent), and we’re also working to include an in-game notice so players know about this element in advance.
Thank you again for playing, and I hope you enjoyed the experience overall!
I think theres no denying an absurd amount of effort went into this game, from the visuals, to the menus, the audio and story etc alot of work. It’d be interesting to know how many people worked on this because it feels like a full team which is super impressive. Think this is definitely one of the better games I have played and will absoloutely be a fantastic game down the line. All the systems are bang on especially the saving of notes and audio.
Wanna clarify rn I’m gonna mention stuff basically as a playtester from now on because in regards to one week it is hard to do much better than what you did and you get a top rating from me.
All that being said I’d say the main complaint from me as far as a game for a jam goes, would be it was too ambitious and broad for a week long project. I played the game for 35 mins in total but couldn’t finish it. I had to give up after a while once I got to the section with the key card, I just had absoloutely no idea where it was. It also took till nearly min 25 to get behind that building because I had no clue I could just walk through that crack in the wall.
Alot of it was pretty frustrating which is a shame as the game visually is dope but stuff was just not clear for me through the entire game. Opening up that website in my browser and opening a folder on my PC 3 times I thought was dodgy so I ended up closing them all straight away which as I played realised might have been a mistake so a heads up about doing that would be good.
Almost stopped playing straight away as I had no idea the bin could be moved and the code was on the wall, that took me at least 5 mins of just walking around until by chance I pushed it on accident then was able to fully glitch through another wall to reveal the full code.
Apart from that the guns felt awesome lol, melee is goofy but its oldschool its meant to be clunky. Quite a few glitched and warping textures around the place and the camera freaked out in the sewer but was fine mostly everywhere else. Game feels way over bloated with 1.2GB zipped and nearly 2GB unzipped. Probably some unneccessary UE5 components and oversized and overdetailed materials causing that.
Audio Nit Pick is all the recordings are in HD, felt out of place everytime so I would reccommend slapping a recording effect on all of them, I think the world trigger chats (That got repetitive but nothing criminal) had effects on em which made the recordings feel extra out of place.
Thats as much as I can recall off the top of my head, don’t know how much of the game was left for me to experience that I couldn’t but well done everyone involved. The AI art use is pretty goofy, I know it’s “ethical” but considering how minor it is, just doing something naturally so you can rid yourself of the disclaimer and AI Use tag might be something you could consider down the line as a luxery if you plan on pushing the game to many people once it is properly done.
Thank you so much for the in-depth feedback and for giving Requiem a playthrough! I’m really glad to hear the visuals, audio, story, and old-school vibes landed for you, especially with how much went into creating that retro survival horror feel. It was actually a solo dev project (we had four composers and a character modeler as well, but I did everything else) with a one-week time crunch, so it means a lot that it came across as a team effort!
I totally understand your points about the navigation challenges and the ambition being a bit much for a week-long jam—I pushed hard on scope, and I’ll definitely be streamlining things to make key items and pathways more intuitive. I’m also planning to add more subtle guidance (like the dumpster code puzzle) in a future patch to smooth out that early learning curve.
I also appreciate the heads-up on the “dodgy” feel of the browser and desktop interactions; while I wanted them to amp up the ARG vibe, adding a disclaimer at the start should help players feel more comfortable. There are disclaimers on the main game page, but they're woven into the lore so they're likely not obvious enough.
Audio-wise, I’ll definitely look at adding more retro-style effects to the recordings to better match the game’s setting and apply a filter to give them that vintage feel! I intended to run everything through a bitcrusher to get the sound appropriate for the time period, but just didn't have enough time for it. As for the AI-generated images, I get it—it was a quick way to add some polish under tight time constraints, but moving forward, I’ll likely create original assets to keep it fully organic. For what it's worth though, all AI-assisted assets were only roughed out with Adobe and then were properly completed by an artist. Still not an entirely human workflow though.
Thanks again for all your insights—it’s incredibly helpful, and I really appreciate your support and kind words. There’s a full release on the horizon, and with feedback like this, it’ll be better than ever!
I will like to tell James Pierce that I really enjoyed the experience and I found it quite spooky and fascinating. It really felt like playing a Silent Hill / Resident Evil were I was the main character. Maybe the twist was not unexpected but I must say that I am already very impressed of what you achieved in 7 days. Fantastic. I don't understand other comments being negative about the camera switch because this is exactly what I will expect from a Silent Hill like game. I think you nailed it. Bravo! Also I loved to play in parallel on my Desktop, reading the file and analyzing the audio file. I knew about the easter egg in the DOOM soundtrack (666 I think, or was it a pentacle?) but I never witness the frequency pattern myself so it was very interesting.
Thank you so much for this amazing feedback! Hearing that Requiem gave you Silent Hill and Resident Evil vibes—and that you felt like the main character—is incredibly rewarding. Those games were huge inspirations, so it’s wonderful to know that came through!
I'm also really glad to hear you enjoyed the camera switching! I wanted to stay true to that classic horror style, so your support on that front is encouraging. And yes, the parallel experience on the desktop was meant to add a bit of an “ARG” layer, letting players dive into the lore in a unique way. Sounds like it worked perfectly for you!
And you’re absolutely right about the DOOM easter egg with the spectrogram! There’s something so fascinating about hidden visuals in audio, so I wanted to pay tribute to that kind of discovery. Thank you for noticing, and for giving Requiem a chance. 😊
This is absolutely wild in scope, depth, and lore. Unreal programs tend to crash on my PC and I can't run it for too long, so I will hold off on rating, but congratulations on accomplishing so much in a week! Even how you managed to convince so many participants that it is real is a testament to the effort you put in, and I know anything is possible in 7 days. Great work!
Thank you so much! I’m thrilled to hear the scope and lore left an impression—I really poured everything I had into this project to make it feel immersive and convincing, so your words mean a lot!
It’s unfortunate to hear about the Unreal crashes on your PC, though; I know how frustrating that can be. I’m hoping to improve performance and stability in future updates to make it more accessible across different setups, so fingers crossed it’ll run smoother for you then!
Thank you again for your kind words and for recognizing the effort that went into it. I really appreciate it! 😊
A game with great potential but not polished. Models, animations, sound are very cool. The story is interesting, the atmosphere is scary. But the scariest thing in the game is that it creates a folder on the desktop...
And now about things that, in my opinion, are not polished:
1) The camera lives its own life, it's cool that there are two modes, like in old games of the PS1 era and like in modern ones. But it constantly switches to the old view. And I don't understand whether this is a bug or whether it is intended. If there is a trigger for switching the camera in a certain place, then I think it should be made so that it works once if the player runs with the right button pressed. I understand that this mode is for combat, but it seems to me that most players have played this game in this mode. Moreover, the camera can switch to the old style right during the fight;
2) It is not obvious where to go after receiving the gun;
3) For some reason, the animation of pressing something turns on if the action button is pressed. I don't think you need to turn on animation if there are no interactive objects nearby;
4) Cultists look like people, but they don't die from a headshot;
5) I think the character shouldn't climb the building at this point (attached a screenshot);
Despite all the shortcomings, the game looks very cool. To manage to do so much in a week, good job!
Thank you so much for playing and for your feedback!
- Camera Switching: The camera switch to third-person view is actually a limited resource mechanic! The third-person mode has a 10-second limit, represented by the eye icon in the corner. Once it’s used up, it recharges over time, so it’s meant to be a strategic choice for aiming and scanning your surroundings. I realize this mechanic wasn’t fully clear, so I’ll be working on a tutorial or better visual cues in a future update to explain it more clearly.
- Directions and Hints: I’m glad you mentioned the difficulty finding the alley—I did include a note to help guide players, but I’ll definitely work on making it more prominent. Apologies for the confusion there!
- Collision Issue: Thanks for catching the collision issue with the house! I’ve already fixed it, and the correction will be included in a post-jam patch. Really appreciate the heads up!
I’m thrilled you enjoyed the overall experience and took the time to share such detailed feedback. It really helps me fine-tune everything! Thanks again, and stay tuned for the patch!
Amazing game! The only thing that disappointed me was the camera switching, which ended up messing up the gameplay. Other than that, I loved the game!
Wow, you really got the retro playstation look just right! This game is really impressive, especially for a game jam.
P.s. I think there's a bug with the pipe, whenever I got hit by the ennemies it would stop using it and I would have to unequip-re-equip.
I love the silent hill style camera, its very cool. Well done
The settings menu, PS1-style graphics, and immersive audio were impressive, and I loved the hidden areas and audio tapes for storytelling. The added mechanics like health-based animation changes and a fourth-wall-breaking message were clever. However, the camera was hard to control and sometimes caused disorientation, and some items had inconsistent interaction triggers. I also had issues with overlapping sounds, resource balancing, and an abrupt monster encounter near the end. The webcam reveal at the end was genuinely shocking and inventive. Overall, it was a unique, if quirky, experience—thanks for the game!
Thank you so much for the kind words and detailed feedback—I really appreciate you taking the time to play through Requiem!
I’m thrilled to hear that the settings menu, PS1-style graphics, and audio left a positive impression! Creating those hidden areas and audio tapes for storytelling was a big focus for me, so it’s great to know they resonated with you. And I’m glad the health-based animation changes and the fourth-wall break landed well! Those were definitely meant to heighten the immersion and throw in a few surprises.
As for the negatives, I completely understand your frustrations with the camera—it’s something I’m planning to rework and polish after the jam, as it’s a known issue on some setups. The item interaction triggers are also a priority for me to refine, and I’ll be looking into balancing the sound design to avoid those overlapping moments that break immersion.
I also appreciate the feedback on resource balancing and enemy encounters. These are areas where I plan to do a lot of tuning in future versions to make the gameplay smoother and more intuitive. And I’m really glad the webcam reveal had the intended effect! I wanted to end the game with something memorable, so it’s great to hear it left an impact.
Thanks again for playing and for the thoughtful feedback! It means a lot!
Nice replica of PS1 era style! Played as much as I can, game is cool. At one moment my character disappeared after interacting with the keypad.
Well done! The PS1 rendering is well done, even if I sometimes had display problems in certain places, like inside the bus. The narration is very good too, I really liked it! One point that frustrated me a lot, however, was that every time an enemy spots me, my camera switches back to fixed view and takes me out of my TPS view, which is very confusing for aiming. Frankly, bravo for this game, it’s very complete for such a short time.
I’m immediately very impressed with this game’s presentation! It really does a fantastic job capturing that classic ps1 style.
I haven’t played much yet, though I’m looking forward to checking it out some more, I’ll update my feedback once I’ve gotten further. I admit I got a little stumped on what to do after finding the first audio log in the house.
Also not sure if this is a bug or specifically my controller, but I couldn’t seem to turn left. The turning animation would play but the character wouldn’t actually turn. Thankfully turning to the right worked correctly.
Thank you so much! I did everything I could to really capture the 90’s aesthetic so that’s amazing to hear :)
And sounds great! The key to advancing past the house interior is actually kicking the boxes blocking the front door.
I appreciate the heads up on the turning sensitivity as well - tank controls were surprisingly annoying to get working in Unreal, and they can indeed be a little finicky on some controllers (still a work in progress there). You may have better luck if you try to push the joystick more precisely to the side - I had to define a dead zone to get it working and the full version will have a slider for that. Otherwise, it does play very well on the keyboard and mouse so I’d recommend that if the issue persists!
Okay finished the game. 10/10 would recommend :)
First of all, thank you for helping me get out of the house! I didn't expect I could smash giant crates with the kick haha I was trying to kick out the boarded up windows and everything else apparently.
I played on keyboard this time so I could avoid any issues. For the controller, I'm not sure it was user error (not holding the stick directly left) or a sensitivity issue. It's possible, but the reason I think it was maybe a bug is because the character was entering the turning animation which meant the game was registering the turn, but the character wasn't turning. Anyways, happy to say that besides the one controller issue I had, I don't think I encountered another technical issue.
I don't want to spoil too much about the story for others who might read this, but I found the meta game elements really cool and I love how you can read the notes outside of the game to dive deeper into the story. I haven't analyzed the audio yet (though I plan to when I get time) so I'm sure I'm missing out on some cool revelations or spooky stuff, but I'm glad that the story is pretty understandable even with just the notes.
The sound design is also quite good and the voice acting isn't bad. I especially liked hearing the whispering every now and then. Made me question a few times if a cultist was just around the corner.
The gameplay is also pretty fun. I'm impressed with the menus and inventory system. I like that you let the player freely look around, that's something I always wish I could do in games with static cameras, just to explore the environment more.
I would've liked the gameplay to be more scary, but I think this game touches on other facets of horror that help make up for that. The only part of the game that I felt wasn't as fun is the maze.
All in all, great job on this game! Really enjoyed the experience. Rated and I hope you'd be willing to check out our game too :)
Thank you so much for the feedback!!!
Happy to help too - it wasn’t obvious that the crates could be destroyed and I really should’ve tutorialized it better. I actually pushed a bug fix this morning that included a subtitle message when in that area so that feedback directly helped!
I’m really glad it worked well on the keyboard! As far as the controller goes, would you be willing to share which model you’re using so I can use that info to debug?
It’s good to hear that the meta elements outside the game are fun too - I wanted to make the gameplay fun and engaging without too much forced exposition, and the idea of having the game forcibly put files on the desktop seemed like a spooky way to make the deeper lore optional :)
As far as the sound design and music goes, that was mainly my brother! He really put a lot of effort into the music so your feedback is going to make his day haha
And agreed! I didn’t really have enough time to properly balance the difficulty so resource scarcity isn’t quite what it could be. I also didn’t have enough time for my planned third enemy type so that also affects the scariness factor. I’ll be adding more creepy stuff in after the jam is over though so it should improve quite a bit in the coming months!
I did play yours too but haven’t gotten the chance to post a comment yet! I’ll give some detailed feedback ASAP!
of course, happy to provide feedback :)
Okay I tested one last time and was able to turn left and right. So it’s a sensitivity issue after all. If it’s not perfectly left or right it won’t turn. You may have already fixed this, but just letting you know. If you still think it would be helpful I’m using a wired Xbox one controller. I think what lead me to think it wasn’t was mainly that I would trigger the turn animation but not actually turn. Maybe the animation and turning require different values to trigger? With the animation being slightly more lenient?
Haha yeah it was a little spooky to have the game drop files, open browser pages, and even mimic computer error pop ups. Loved that! Reminded me a bit of how Eternal Darkness would mess with the player by turning down the tv volume or making it look like the game deleted your save files.
Very cool! Glad to hear you’ll keep working on it, I’ll be sure to keep an eye on it. I think it’s got great potential!
We updated our build a bit ago to fix some bugs so I hope you were able to play the newest version! Hope you enjoyed it :) looking forward to hearing what you thought of it
Thank you for confirming that it’s a sensitivity issue! I need to rework the threshold for the dead zone and also make some adjustments to the character’s animation blueprint - I expect that to be one of the first quality of life improvements after the jam!
And nice! That’s exactly the vibe I was going for :)
Thanks for the heads up on the bug fix too - I’ll play the updated version tonight!
Really good game and interesting graphics! By the way, I got scared when Academo automatically opened in my browser haha!
Breaking the rules of the jam. While I like your game, I can't condone the behavior of copy-pasta-ing a game that has been a long term project into jams where it doesn't fit the rules. Its bad business practice and is disappointing to see.Was certainly confused by the notes which made the game sound like it was a multi-year project. :') Definitely is a really good game and I apologize for the hostility. I guess the ARG type thing you are going for really worked! Great game gonna change my rating!
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.
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