Skip to content
Geeky Alien
Requiem For a Lost World

Screenshots

Requiem For a Lost World screenshot 1
Requiem for a Lost World trailerWatch trailer on Steam ↗

Requiem For a Lost World

TheNishishiro · Published by TheNishishiro

Content notice: Descriptions of injuries and death may be present in story content.

Positive — 85% positive (20 reviews) · 100 achievements

Last updated 30 Sept 2026

A survival roguelike where your weapons fight for you. Survive 30 minutes against endless enemy waves by crafting builds from weapons, items, and elemental reactions. Play solo or with up to 8 players. Every run is an opportunity, every decision is crucial.

Free to PlayEarly AccessDJCTQ 12Co-op

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Action, Indie, RPG, Free To Play, Early Access · 2024 · More free games

Explore a world of endless combat and strategic crafting as you face waves of enemies. With TheNishishiro's unique blend of action, RPG, and free-to-play elements, every run offers new challenges in Requiem For a Lost World.

About this game

Requiem For a Lost World is a survival roguelike where you don't attack directly, but build a system that fights for you. Your weapons fire automatically. Your job is to move, survive, and make the right decisions every time you level up.

No two runs play out the same. Every choice you make: which weapons to pick? which elements to combine? which items to sacrifice HP for? Shapes a build that either holds together under pressure or falls apart when the waves stop giving you room to breathe.

Play solo or bring up to 7 others along for the run!

Fight off hordes of enemies

Kill enemies, collect EXP, level up, choose what your build becomes and attempt to survive for 30 minutes.

Elite enemies drop special rewards if you manage to defeat them. Monster density and strength ramp continuously as the game progresses.

Even the best build can fail if played incorrectly - Learn and adapt.

Many characters with distinct abilities

Unlock the growing cast of over 25 unique characters.

Each character comes with a passive ability, a locked starting weapon, an active skill, and Shard upgrades that let you rank them up over time.

Some scale with enemy count. Some reward risky HP trading. Some revolve entirely around elemental reactions. Your character choice defines the shape of your build before the run even starts.

Build Your System

Vast selection of upgrades

Stack your loadout over the course of a run. Each level-up offers a randomized selection of new weapons, upgrades, or passive items to choose from a vast inventory of 100+ weapons and items. Every weapon follows and archetype and deals element-aligned damage making selecting right combinations more important than ever!

Elemental Reactions

Make a build focusing on multiple elements: hit an enemy with two different elements and a powerful reaction triggers unleashing even more devastation.

Or do the opposite: stack the same element repeatedly to trigger a different type of effect!

Experience the stylized world

Traverse the vast frozen tundra of corrupted Northern Plains...

Grass fields of the outskirts of the Capital...

Dive deep into it's darkest dungeons...

And finally face the dangers and the past of the Forbidden Zone

Beautiful VFX and the mix of 2D and 3D graphics will make sure to keep you visually entertained.

Each location is filled with puzzles and points of interest for you to discover.

Multiple progression systems

Equip characters with relics, acquire their rank-ups when weapons alone are no longer enough and unlock buffs from global passive tree.

Each character benefits from different stats, and it's up to you to find the perfect balance or define your own META build!

With nearly 40 upgradable stats there is plenty to choose from!

Plan your builds ahead of time

Tired of the randomness in your builds?

Strategize them with a built-in planner and compete in leaderboards for the high score!

Play with others

The full game supports online co-op for up to 8 players. Every player builds their own loadout independently, which means eight different builds sharing the same arena for extra chaos!

Add a team building to the mix: reaction-focused characters stack well with others running elemental weapons. Survivability roles free up more aggressive players to take risks. Possibilities are endless-

Or maybe you are a streamer, believing that your chat won't make the gameplay a living hell? With Twitch integration, you can let the chat control your fate!

In a world scarred by a forgotten era, only one sanctuary remains.

Beyond the chaos lies a deeper narrative.

Follow Nishi, a man trapped in an endless loop, reliving the same tragedy over and over again in a desperate attempt to save the one he loves.

Meet unforgettable characters whose fates intertwine.

Piece together the truth of a world that has already ended… more than once.

Key features

  • A mix of 2D and 3D stylized graphics with various customizations

  • Unique characters with individual skills and upgrades that synergize with different builds

  • Elements and elemental reactions bring more depth into your choices

  • Relic, passive tree and rank-up system brings build customization outside of battles

  • CO-OP mode to play with friends

  • Twitch integration

  • Waifus I guess

  • Constant improvements based on player feedback

  • All that and more for literally free!

Note from the developer

Making a game with a story and scope as ambitious as Requiem for the Lost World was a long-running child's dream of mine. I finally decided to bring my idea closer to reality!

I hope you will enjoy playing my game as much as I enjoy providing new and fresh content to all of you!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Window 10 or newer
  • Processor: Intel i5/AMD Ryzen or newer
  • Memory: 2 GB RAM
  • Graphics: GTX 1050 or similar
  • Storage: 8 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Window 10 or newer
  • Processor: intel i5/AMD Ryzen or newer
  • Memory: 2 GB RAM
  • Graphics: GTX 1070 or similar
  • Storage: 8 GB available space
  • Additional Notes: Max settings may make your PC go *brrrr*

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Development update + announcement

    Hello everyone!I've been debating whether to post an update or whether I should just quietly finish everything up and leave the big reveals for an official changelog, but I guess it's better to keep in touch every now and then, as well as hear your voices regarding the upcoming changes - although I'm already pretty deep into some of them, so potentially scrapping them would be painful...Either way, I've actually been pretty hard at work the past month or so, of course doing everything BUT the things I was supposed to do (^///^)So as it stands, the next version is going to be much bigger than I anticipated. For better or for worse, that I don't know yet... Hopefully the former, though.Keep in mind whatever I'm about to show is in a rather early stage of development and is likely to improve/change as I iterate. Will add notes!Let me present the news then!Capital OutskirtsCapital Outskirts was the first map that I made. It was done primarily for testing early mechanics and for me to get familiar with Unity. It received some visual upgrades - mainly changes to trees and grass - but nothing substantial, and personally, that's still my favorite map!However, as time went by and my game dev skills improved, I was able to optimize and expand other maps on a bigger scale.So initially, I came up with the idea of updating the Capital Outskirts map - adding some roads, maybe some farm fields. I was even partially done, but I wasn't satisfied. The map didn't particularly feel like an "outskirt", but rather a random, fairly flat level with grass.So instead, I scrapped the old map entirely and started anew.Now there is a castle in the distance, fields and roads.There is still LOTS to be done, but I'm slowly improving it as I go.The overall map is also pretty big, so there is plenty to run around and see! And plenty of places for me to detail...Chest spawning changesWith the new map, I've also decided to touch on the way chests work to encourage more exploratory gameplay, as opposed...
    Read full article on Community Announcements (Nishi)
  • Patch NotesOfficial

    Upcoming Beta and development update

    Hello everyone!First of all, let me start with an announcement!I've been making some progress on the backend migration over the last few months, and it's getting fairly close to being finalized. However, the scope of the changes has been pretty large, so I'd like to know if you guys would be interested in helping out with some bug hunting!If enough people volunteer, we'll make 2.4 into a major bug-fixing and QoL patch. Any bugs, performance issues, or general annoyances you've encountered will be noted and addressed.If you're interested, let me know in the discussion under this post! I'll take note of the participants and make another update once the beta is live. I'll also make sure to have proper tools in place for extracting useful game logs and stuff, so reporting issues should be relatively painless.I also hope to gather some performance feedback from people running different specs to properly judge whether the recent changes affect performance in a negative or positive way overall. (❁´◡`❁)With the announcement out of the way, let me introduce some of the features I've been working on!God Rays!The sun can now shine through leaves and around the edges of objects. Leaves will also get a little brighter as sunlight passes through them~Performance ImprovementsI've implemented quite a few optimizations as well. Some to let your CPU breathe, some to let your GPU breathe!The new stat system working under the hood should allocate less/no memory and run about 30% faster than the old one. The old one was already pretty fast though, so unless you REALLY spam projectiles, you probably won't notice much of a difference there.For those whose GPUs have been getting milked... well, they'll continue getting milked, just a little less now! Without changing any settings, you should see around a 15% increase in FPS alongside more stable frame rates. The annoying shadow issues and grass pop-in should also be gone.On top of that, DLSS is now available alongside adaptive Frame Genera...
    Read full article on Community Announcements (Nishi)
  • Patch NotesOfficial

    Development Update July 2026

    Hi everyone!Here I am with another dev log thingamajig!Unfortunately, the new job has gotten in the way of development a little. I haven't had much energy left to code after work, but I'm sure it will get better once I get into the swing of things. \~( ̄▽ ̄)~So please bear with the slower updates for now.Backend and TestingWarning: some technical yapping ahead for those interested.With that being said, I've mainly been working on the backend side of things. I've realized that I can't reliably maintain working code without being able to automatically test its logic.Without going into too much detail, I spent the month building a framework that will allow me to test various systems without having to repeatedly test everything manually.This should allow me to add, modify and generally mess around with things without constantly worrying that something else will break. Your experience should also improve, since you hopefully won't have to deal with me breaking features that previously worked. And if I do anyway, I'll be able to cover that case with tests so it doesn't happen again!In the meantime, I also expanded the system I use to drive character and weapon stats, allowing for faster and more flexible development. This is mainly intended for the new upgrade system, but pretty much the entire game needs to be migrated to the updated system, which also takes a significant amount of time.Early Look at Character CoresTo take a bit of a break from code, I also went ahead and implemented the UI side of Character Cores, a feature planned for a 3.x release. I can't reveal too much about it yet, but it is intended to be an additional, more grind-focused, per-character progression system.These can only be acquired through Recollection.This also required some additional space on the character selection screen, so I've compacted the various panels together.Of course, this is still subject to change.Ambient OcclusionIn the last dev log, I showcased the new ray-traced global illuminat...
    Read full article on Community Announcements (Nishi)
  • Patch NotesOfficial

    Development Update May 2026

    Hello everyone!It's been a little while, so I thought I'd give you a small update on how things are looking.Not sure if monthly devlogs are going to become a thing, but I like giving a little sign of life here and there so you know I'm still alive and working on stuff (●'◡'●)So, I've been a bit distracted with new game releases and ended up taking a step back from development. Before I noticed, a month had already gone by. Needless to say, I haven't done a whole lot—I've mostly tweaked some cosmetic things around the game. Settings will now hide and show related configurations depending on whether the master toggle is enabled or disabled.For example: if the fog effect is turned off, you won't see fog settings anymore until you toggle it back on.We've also got a new grass option with a bit more fidelity available. As with any grass setting though, it's purely cosmetic, so just choose the one you like the most! Both the new and old grass now react to the weather conditions added in the previous version, meaning it can get wet, frosty, and much more violent in the wind.I'm also working on improving the lighting in Capital Undergrounds. I failed to bake the lighting last time, but I think I managed it this time.On the topic of lighting, there should also be a new global illumination method available. A world-space one too, so the lighting should feel much more reactive and accurate.Kind of difficult to catch the difference in a screenshot, but it's looking pretty sweet. Runs a little less sweet though.And finally: the upgrades.I'm a bit stumped with the implementation at the moment.I do have the overall vision for what I want the new system to be, but implementing everything in a way that won't turn the codebase into a mess later down the line is a whole other beast.For now, I've got this simple menu for browsing upgrades — also still very much a WIP.The simpler ones are already implemented, but the more advanced upgrades, and especially evolutions, will take quite a bi...
    Read full article on Community Announcements (Nishi)
  • Patch NotesOfficial

    Version Update 2.3

    Hello everyone!I would like to welcome you back to the humble changelog.Today we will take a look at the contents of version 2.3, which focuses on improving the boss fights, or at least giving them a way to fight back.It is going to be a relatively small patch, so let us just get into it!Boss AbilitiesEvery mini-boss now has an ability that they use periodically to attack the player. This may include shooting a projectile or creating an explosion under the character or in the area around the player.Stage bosses have multiple abilities, but the principle is the same.You could kind of see this already with the first mini-boss on the Capital Outskirts map.For those of you who prefer AFK gameplay, or for those like me who dislike dealing with enemy projectiles, I have also included an unranked modifier that disables enemy attacks.Better Environment and WeatherI have also added more weather conditions to all outdoor maps.The terrain is now also reactive to the weather. When it is snowing, the ground will accumulate snow, and during rain, puddles will form.Now, if you play with weather conditions enabled, you will be able to enjoy much better variety and visuals.Additionally, Forbidden Zone now also has dynamic weather, so it is not always impossible to see!Terrain DetailTo further improve the visuals, a new setting has been added.For now, this only takes effect on the Forbidden Zone map. When enabled, it allows textures to deform the terrain, like so:Dunes get a bit more volume, and stones pop out of the ground.Settings ImprovementsThere was one change I wanted to make to the settings page that is now going live with update 2.3.All setting tabs have been merged into a single scrollable page, but more importantly, that change allowed me to implement proper settings search.You can now type any text into the search bar, and it will display all related settings from every section.This should make it much easier to find the exact setting you are looking for!Projectile Transpa...
    Read full article on Community Announcements (Nishi)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.