Requiem
About the Game
One night, you wake up in the middle of a graveyard without knowing how you got there.
Silence hums in your ears as the wind carries whispers from the past.
You remember nothing — but something keeps you here.
Your mistakes, your words, your silence... all buried beneath the ground.
Requiem is an atmospheric psychological exploration and mystery game.
The player explores a dark graveyard, discovering hidden letters, coded chests, and locked areas to uncover traces of the past.
Each chest hides a secret, each letter reveals a fragment of truth.
As the darkness deepens, the voices become more familiar... because this story is yours.
The game focuses not on sudden scares but on atmosphere, loneliness, and regret.
Light puzzle elements, a letter archive system, secret codes, and environmental storytelling offer a deep and emotional experience.
🔍 Story
A man who recently lost his family doesn’t know who killed them.
One night, someone leaves him alone in a graveyard.
By solving the codes inside mysterious chests, he searches for the next one —
each discovery bringing him closer to understanding his own mind.
The final chest, hidden inside a cabin, reveals the truth he’s been running from.
🕹️ Gameplay
Walk, interact, and solve the puzzles hidden throughout the graveyard.
Every riddle points to the next chest.
Combine letters and environmental clues to uncover the full story.
Playtime depends on your pace and how fast you solve the mysteries.
🎮 Genre & Experience
Genre: Horror, Psychological Thriller, Drama, Exploration
Perspective: First-Person
Playtime: Depends on player’s progression
Target Audience: Players who love story-driven, atmospheric experiences
💀 Features
Story-driven single-player exploration
Coded chests, letter archives, and environmental storytelling
Realistic atmosphere, sound design, and dynamic lighting
Silent yet emotionally intense narrative
There is no escape — only acceptance.
Face your past to uncover the truth. Every chest holds a memory; every letter reveals a confession.
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