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Watch trailer on Steam ↗Hibera, Requiem for the Forgotten
Bad Juice Games · Published by Bad Juice Games · Official site ↗
Last updated 28 Sept 2026
War looms, and your allies need you. Fight your way through strife and turmoil on both sides of a conflict that threatens the continent of Hibera in this Strategy RPG, featuring a sweeping story, memorable characters, classic weapon triangle combat, and stakes with irreversible consequences.
RPG, Strategy · More free games
About this game
In Hibera, Requiem for the Forgotten you embark on a campaign of strategic battles where every choice could be your last. Play as two bands of friends and warriors struggling to survive on opposing sides of a continent-spanning war. Explore a vast world with rich history inspired by Irish culture and the Italian renaissance. Hand-drawn pixel graphics and classic aesthetics hearken back to a bygone era of games when larger-than-life myths were told on tiny screens.
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CAMPAIGN & STORY
The year is 1394. The year is 806. The year is 153. The Tri-Kingdom Alliance of Atha, Lundale, and Cathebria maintain an uneasy hold over the rich pastureland and deep mines of Hibera. The alliance is a fractious and unstable agreement, born of necessity and endured with ill-grace. It holds only because of the intrusions of Quiretia, the empire beyond the waves.

Maebh has grown up living hard on the streets of Tinbher. When her brother Diarmuid is caught stealing from a wealthy Tinbher noble, she makes a deal. In exchange for not turning him over to the authorities, Maebh is tasked with hunting down a valuable relic. She must rally those she can trust to make the journey north.

Alto is an enlisted man in the Quiretian army. He has found himself far from home and entrenched in a protracted siege of Carraig Donn. A stroke of luck puts him in the right place at the pivotal moment as the city falls, and he finds himself in command for the first time in his life. He must shoulder the burden of the lives of his comrades as the army marches east.
As the darkness of war spreads across the land, Alto and Maebh will find their strength, skill and conviction tested. There is no space for neutrality as the great powers of the world collide, and they cannot afford to be mere pawns. They will have to decide what they want to protect and what they can bear to sacrifice. And beneath them, something long buried is stirring in the dark, something that will force them to confront the very worst and best of themselves...
TACTICAL COMBAT
Hibera, Requiem for the Forgotten uses turn-based grid combat with weapon triangle mechanics. Build your warband from scratch, recruit allies, manage limited equipment, and adapt to enemy strategies. Permadeath means every move matters.
Weapon Triangle: The classic Rock-Paper-Scissors mechanic, fully realized with modern additions.
Deep Roster: Each playable character has their own story, strengths, weaknesses, and relationships.
Vast Armory: An eclectic collection of weapons, spells, abilities and consumables allow for deep customization.
Fog of War & Terrain: Strategic depth through vision and environmental bonuses set in a gorgeous 2.5D landscape
The game takes strong inspiration from the Fire Emblem school of SRPGs particularly the GBA era games like Blazing Blade and Sacred Stones. Fans of that era of game will feel right at home. That doesn't mean Hibera is a simple carbon copy of those titles, of course.
The game is set in a fantasy world undergoing a renaissance so we see military technology similar to the 15th century in Europe. It is a particularly exciting period of history because a lot of different military technologies are all viable at the same time, and Hibera takes this to heart. The classic swords, and spears are joined by poleaxes, crossbows, and even arquebuses and grenados.
Magic has also gotten a boost with a fully realized weapon triangle of it's own and a wider variety of magic users. On top of that there's a much stronger emphasis on non-combat magic. Not just healing, but buffs and debuffs are first class citizens of the magic world.
There's also a greater focus on the use of consumable items. Each unit can take 2 single-use items with them into battle, which means you'll have to use them wisely, but they'll restock before your next mission so you might as well use 'em. In addition to healing potions, there's elixirs, grenados, and much more.
It's been over 20 years since those original titles sparked our inspiration, and with the power of hindsight, there's a lot of quality of life improvements that we've brought to the classic formula. Weapon durability is a thing of the past! Special promotion items are gone by the wayside!
When war comes to your door, when the claws of long-buried history reach out to drag you into darkness, what will you risk and what will you sacrifice? Can you find a path through violence and despair to save yourself, your friends, your people, and the world itself?
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 SP1+ (64-bit)
- Processor: Intel Core 2 Duo E8400 / AMD Phenom II X2
- Memory: 2 GB RAM
- Graphics: DirectX 11 compatible, 1 GB VRAM
- DirectX: Version 11
- Storage: 500 MB available space
Recommended
- OS: Windows 10 (64-bit)
- Processor: Intel Core i5 / AMD FX-6300
- Memory: 4 GB RAM
- Graphics: DirectX 11 compatible, 2 GB VRAM
- DirectX: Version 11
- Storage: 500 MB available space
Supported Languages
Latest news
AnnouncementsOfficial
On a Mission
This is going to be a short update this month. In part it's because we already shared the big news! The demo is live and people are playing it. Thanks to everyone who has given it a go, I would love your thoughts and feedback on the game. There's a feedback button right in the pause menu and a few people have already sent in some very thoughtful suggestions (which I'm working on). There's a lot of potential QoL features that are just hard for me to see because I'm so familiar with the game as it is.The second reason for a short update is that I just welcomed a new little baby into my family. She's doing great and is a little sweetheart, but as a result I've had less time to work on the game the past few weeks. This will improve soon as we all get into our new rhythms, but progress has slowed. Having said that, I do have things to show off this month. In addition to all the prep and testing for the demo, I've been working on new missions! I have about 10 that are playable so far. Not pretty but playable. And it's been amazing to be able to test out the XP and progression systems over a larger set of missions.When we sat down to carve out the full game story into missions we ended up deciding to alter the pacing a bit. As a result I've been repurposing the missions you see in the demo. Mission 1 is still in there but has a slightly different story beat. As a result mission 2 needed to be reworked to be larger as it happens later on. Mission 3 is currently on the cutting room floor, but may get used as part of Alto’s campaign, we'll see. My plan is to get all of Maebh’s missions playable as my next goal. I expect that many of them will need significant tweaks before the end and some may be wholesale rebuilt or reimagined. I'm playing around with a lot more of the complex mission conditions to make sure they work as expected and make for a compelling mission. Kill all enemies/ kill the boss/ seize the goal gets pretty boring and I really want to try out some totally nov...Read full article on Community Announcements (Miles The Mighty)AnnouncementsOfficial
DEMO NOW
I’m going to keep this short and sweet: The demo for Hibera, Requiem for the Forgotten is live NOW. If you had the opportunity to meet us at A MAZE Berlin or GamerFest Dublin earlier this summer, this is the same demo we were exhibiting at those events, with a few bug fixes and quality of live features added. So if you only got to play the first mission, now you have the opportunity to press on! I’m delighted also to share we have a new trailer for the demo: Yours truly did some of the VO for the trailer and I think it came out rather well :) So what are you doing still here? Go play the demo already!Read full article on Community Announcements (Miles The Mighty)AnnouncementsOfficial
Demo Announcement!
How’s everyone’s summer going? Well it’s about to get even better because I’m happy to announce that Hibera, Requiem for the Forgotten’s Demo will be available to everyone on Steam starting August 3rd! That’s pretty soon! I have been spending a ton of my time testing and polishing and balancing to make sure the demo is a great experience for everyone, but I also have been working on a bunch of new features for the full campaign including:Personal and Class AbilitiesCreated designs and data files for tier 3 classesPlayable dog character (Rufus)Ability aware Action Preview UXSong “weapon” typeAlly and Neutral Faction support mergedScaffolded full game campaignGreyboxed 6 new missionsFont Manager + Accessibility font settingsPlaystation controller supportMap Editor improvementsFinalizing Demo buildFixed a hang with GameAnalytics on exitFixed the movement arrow changing size based on screen resolutionLots of additional bug fixes Probably the most exciting thing (after the demo of course) that happened this month is that I started scaffolding the full campaign. This will take the missions from the demo and combine them with many many more missions into our full campaign. Eve and I have broken our story into mission-sized chunks and I’m in the process of building them out. This involves an ancient and sacred game development technique known as Greyboxing. This is where you build out the game using intentionally ugly and placeholder assets. It helps you to iterate quickly on the gameplay to make sure it’s working well before spending too much time making new art assets.Along with lots of new missions comes lots of new content, I have been adding the tier 3 units to the game, at least their data files. I have also been adding a huge number of new abilities to the game. Every tier 3 class has a signature ability and most of the tier 2 ones have one as well. Some notable class abilities include Destrier, which allows a cavalry unit to move again after their action with their ...Read full article on Community Announcements (Miles The Mighty)AnnouncementsOfficial
Summer of my Demo Content
Hello! Back again for another Hibera update. It has been an absolutely wild month. First we had A MAZE, then GamerFest, both of which were exhausting but so much fun. Since then I have been doing a lot of project planning: the tedious business of deciding exactly what you’re going to make and when. It’s a lot of doc writing and not very fun to talk about or show off in updates. So I was pleasantly surprised when I looked at my git history for this month’s changelog!Main Menu AnimationsLots of Animations added, all playable units now fully animatedCamera pan to mission objective at the start of battleSnappier cursor movementAdded in-world XP bars for unitsDoors, Chests and other interactables highlight on hoverFont readability improvementsDemo Diagnostics and Feedback SystemAction Sentence UIRemoved a lot of noisy loggingAdded new high-res portraits for characters.Fixed a bug where the level up rose particles were not playing at the right timeNew SFX dropRenamed Utility Items (Support Equipment)Added Level 2 tutorialBuffed Maebh’s starting stats, growth rates, and gearFixed a bug where rescued units were losing their XP and level upsFixed a bug where the movement arrow changed size depending on screen size.Fixed a bug where some 8BitDo controller dpads were registering inverted input. None of these are super beefy features like we’ve had in the past but a lot of good work this month anyway. The first group of features are a reaction to some good playtesting feedback I got at A MAZE, and that includes the Animations, the camera pan, the cursor movement, highlights for interactive objects, in-world XP bars, and font readability improvements. Really good feedback overall. I think my favorite from this group was the in-world XP bars because the player was confusing the XP gain sound plus the fact that enemies poof when they die that enemies must all have lit grenades on them at all times! So Raf made some edits to the sound and I added the XP bar under the player’s unit ...Read full article on Community Announcements (Miles The Mighty)AnnouncementsOfficial
Steamdeck Compatibility
We've had questions about our steamdeck compatibility and are happy to share that the game runs great on steamdeck! Both the proton and the linux build run superbly and the game is designed for controller-first input. We have been using a steamdeck to show off the game at events like A MAZE. and GamerFest in conjuction with the official steamdeck dock.Read full article on Community Announcements (Miles The Mighty)






