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FPS Quest

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FPS Quest

Farlight Games Industry · Published by Farlight Games Industry · Official site ↗

Content notice: FPS Quest contains retro-style violence and first-person combat against fantasy enemies. Blood and dismemberment are shown during encounters; for example, heads may fly when enemies are defeated.

Last updated 28 Sept 2026

An FPS where FPS is your health. If you play poorly, performance drops. Tweak settings on the fly, lower graphics, break the rules, and use glitches to survive… and keep in mind that the game you modded was built on a flawed, frame-rate dependent system, where FPS control the speed of the world.

Free to PlayComing SoonDJCTQ 12

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In FPS Quest, your performance directly controls the game world—lower it to stay alive. Experiment with graphics tweaks and exploit glitches in this action-packed shooter from Farlight Games Industry.

About this game

FPS Quest is an FPS where FPS is your health. Every hit, every mistake, and every bad decision reduces your performance... and breaks the game itself.

To survive, you'll need to tweak the settings on the fly: lower the graphical quality of walls, enemies, and weapons; remove columns, doors, ceilings, walls... and even the floor. Anything goes to gain FPS. But beware: remove too much, and the world becomes more dangerous, confusing, or outright absurd. In FPS Quest, optimizing is risky.

The game where the Patch Engine was installed is built on a flawed foundation. Its core simulation is frame-rate dependent, due to a fundamental programming mistake in the original game loop. The game speed is tied to performance instead of real time: low FPS slows the world down, while high FPS speeds everything up. When the Patch Engine is installed, this flaw can no longer be hidden. Systems meant to mask the problem are stripped away, exposing and amplifying the broken behavior.

But not everything is bad. As you progress, you can obtain scripts: abilities that let you use FPS to your advantage. You’ll be able to control FPS with your mouse wheel at the cost of temperature, speeding up the game or slowing it down like a dynamic bullet time.

Explore prebuilt but recombined levels each run, advance through floors with increasingly glitched enemies, in a constant battle to see who can cheat the most, and choose between new settings, global upgrades, or alternative weapons at the end of each level. Every choice affects not only your combat power, but the state of the game itself.

As you progress, different factions will try to influence you:

  • The Patch Engine Developers, desperate to keep the mod alive and monetize it.

  • The OutofBounds, enemies of monetization and difficulty, guiding you with shortcuts and secrets.

  • The Custodians, defenders of the original developer’s vision, opponents of glitches and cheats.

  • The Null Process, a broken AI that only wants you to stop progressing so it can rest.

Your actions, not your words, will determine which faction you ultimately side with.

And watch out for the Dungeon Lord, an overenthusiastic, paternalistic, and clumsily offensive AI who tries to “help” by removing obstacles... though sometimes it makes everything worse.

FPS Quest is more than a shooter: it’s a constant fight against the game, its performance, and its own rules. The fewer FPS you have, the slower your actions. Your worst enemy isn’t always a demon or a skeleton, it can be your own framerate.

Lower graphics to survive?

Create glitches to progress?

Break the game to stay alive?

Here, it’s not only allowed... it’s part of the design.

Important: FPS Quest doesn’t affect your real FPS. Playing at low real FPS is uncomfortable and nauseating.

That’s why the game simulates a low-FPS world and turns it into gameplay: a fun challenge, just like other games turn unfun or boring real-life tasks into playable mechanics.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or later 64-bit (latest update)
  • Processor: Intel Core i5
  • Memory: 12 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 Ti
  • DirectX: Version 12
  • Storage: 25 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English, Spanish - Spain, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Polish, Russian, Ukrainian

Latest news

  • AnnouncementsOfficial

    FPS Quest Devlog 1: Everything Connects

    Hello everyone!First of all, I'd like to apologize for taking so long to post another devlog. The past few months have gone by incredibly fast, and I've been so absorbed in development that I haven't spent as much time communicating as I would have liked.Building the FoundationsOver the last few months, a large chunk of my time has been spent connecting systems together and building the foundations of the game. It hasn't been the most visual part of development, but it's probably one of the most important. A lot of the work has involved testing different mechanics, making sure they interact well with each other. I'll go into more detail on why this is so important later on, especially since traps and geometry are closely related in the way these systems interact.One of the tasks has been designing all of the game's areas/biomes and creating a first playable iteration of each one. At this point, the focus is no longer on adding completely new areas, but on expanding the existing ones with more rooms, encounters and secrets.BossesI've also finished implementing the first boss and the system used to summon it. I don't want to reveal exactly how it works, but one of my goals from the beginning was to let players decide how they want to approach each run. If you want to challenge a boss, you'll be able to. But if you'd rather spend a run farming resources for the roguelite progression, you can do that as well. I didn't want every run to end with a mandatory boss fight if that's not what the player is looking for.The bosses are designed to feel like classic medieval-style encounters, but with a twist: they appear as if they are partially glitched or affected by bugs in the world itself. This ties into the game's underlying systems and gives them a more unstable, corrupted presence. Players will have multiple ways to deal with them. You can choose to defeat them through pure force, relying on weapons and combat mastery, or you can take a more experimental approach by using...
    Read full article on Community Announcements (FarlightGamesIndustry)
  • AnnouncementsOfficial

    FPS Quest Devlog 0: Not Enough RAM?

    ¡Hello everyone!First of all, sorry for taking so long to share news about FPS Quest. The past few months have flown by, and honestly, I’ve been so focused on creating new mechanics and improving the game that I’ve neglected communication a bit. So before anything else: sorry about that.With FPS Quest, I have a bit of a problem when it comes to showing things: a big part of the experience is in the discovery. Many of the mechanics, and even the way they are used, are meant to surprise you when you play. Because of that, it’s hard for me to show what I’ve been working on in these devlogs without spoiling part of the experience.Still, here are some of the things I can share without giving too much away:I’ve finished integrating the roguelite side of the game with a rather unique approach that I think many of you will really enjoy. I can’t be more specific for now… but I think it’ll be worth the wait.I’ve also been working on adding a lot more variety. Right now, I’m creating between 4 and 6 new enemies, each with their own attack patterns and behaviors. And that’s not even counting their possible glitched or corrupted versions.On top of that, I’ve been improving the algorithm that generates each run and each level so that things don’t feel purely random. My goal is for every run to have a certain rhythm: tense moments, calmer moments, fast sections, slower ones… so each run feels unpredictable, but still intentionally designed.Of course, I’ve also been working a lot with tester feedback, optimizing and polishing different parts of the game to make the experience more solid and fun.One of the mechanics I’ve been focusing on the most is a new risk/reward system. Until now, using Settings mainly allowed you to lower the graphics quality in exchange for more FPS. Now, each downgrade will also have consequences depending on what you sacrifice:If you downgrade your weapons, their damage and critical hits become more variable.If you downgrade the enemies, they will receive b...
    Read full article on Community Announcements (FarlightGamesIndustry)

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