
Requiem: Avenging Angel is a 3D, first-person action game of biblical proportions set in a world under siege. A holy war rages on Earth between Heaven's Chosen Soldiers and Hell's Fallen Angels.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Este es un juegazo de culto, necesita un remake, yo lo jugue en el 99 en mi adolecencia y jugarlo ahorita es nostalgia pura.....chulada de juego
Quake/doom but 100% better, you get to turn people into SALT, shoot lightning and make peoples blood boil, Every knee shall bow Every tongue shall confess.
I wanted to like it. I think it's a great concept, and the developers had a lot of great ideas. Those ideas were not executed on well. The gameplay is really rough and the visuals, even for the time, are lacking. Randomly, there is some really inspired texture work in a few select areas but that's all the praise I can muster.
Requiem: Avenging Angel, developed by Cyclone Studios and published by Ziggurat, is one of those late-1990s shooters that feels both ahead of its time and firmly rooted in it. It arrived during an era when first-person shooters were rapidly evolving, yet instead of following the established formula, it chose a stranger path—mixing religious mythology with futuristic weaponry and experimental mechanics. The result is a game that doesn’t always hold together perfectly, but remains memorable precisely because of how boldly it tries to be different. You step into the role of Malachi, an angel sent to Earth to stop a faction of renegade angels intent on manipulating humanity and bringing about destruction. This premise alone sets the tone for something unusual, blending biblical themes with a dystopian, near-future setting. The narrative itself is relatively straightforward, but the atmosphere it creates is distinctive. There’s a constant sense of tension between the sacred and the technological, with divine powers existing alongside guns, urban environments, and industrial complexes. It’s not a deeply philosophical story, but it has enough personality to give the game a unique identity that stands apart from more conventional shooters of its time. Where the game truly separates itself is in how it approaches gameplay. At a glance, it follows familiar FPS conventions—exploring levels, collecting weapons, and engaging in combat—but layered on top of that is a system of angelic powers that significantly alters how encounters can play out. These abilities allow you to do things that go beyond standard gunplay, such as taking control of enemies, unleashing supernatural attacks, or manipulating the battlefield in unconventional ways. The ability to possess enemies is particularly notable, as it introduces moments of strategy and experimentation that feel surprisingly fresh even today. It’s this combination of traditional shooting and supernatural mechanics that gives the game its most compelling moments. Another standout feature is its early use of a time-slowing mechanic, allowing players to briefly reduce the speed of the action. While rudimentary compared to modern implementations, it adds a layer of control and spectacle that was quite innovative at the time. Being able to dodge incoming fire or line up shots in slowed time creates moments that feel dynamic and empowering, even if the mechanic itself is somewhat limited in scope. It’s one of those ideas that hints at where the genre would eventually go, making the game feel like a stepping stone in the evolution of FPS design. The level design reflects a mix of ambition and inconsistency. Some environments are thoughtfully constructed, offering interconnected spaces that encourage exploration and experimentation with your abilities. Others, however, feel more repetitive or confusing, with layouts that can make navigation less intuitive than it should be. Combat encounters often rely heavily on enemy placement and sudden spawns, which can lead to abrupt difficulty spikes. This unpredictability can be exciting in short bursts, but over time it contributes to a sense of uneven pacing that occasionally disrupts the flow of the game. Combat itself is a mixed experience. The combination of weapons and powers provides variety, but enemy behavior and damage output can feel harsh, especially by modern standards. Hitscan attacks and aggressive enemy placement mean that survival often depends on quick reflexes and frequent saving. While this reflects the design philosophy of its era, it can make the experience feel unforgiving, particularly for players used to more balanced or forgiving systems. Still, there’s a certain satisfaction in mastering its mechanics and learning how to use your abilities effectively to overcome these challenges. Visually, the game shows its age, with early 3D models and environments that lack the detail and fluidity of modern titles. However, there’s a distinct charm to its presentation, especially in how it blends ordinary settings with supernatural elements. The contrast between mundane urban spaces and divine or otherworldly effects helps reinforce the game’s unique tone. Sound design and music support this atmosphere adequately, though they don’t stand out as particularly memorable. Despite its flaws, Requiem: Avenging Angel remains an interesting and worthwhile experience, especially for those curious about lesser-known titles from the golden age of shooters. It doesn’t achieve the polish or cohesion of its more famous contemporaries, but its willingness to experiment gives it a character that many more refined games lack. There are moments where its ideas come together in a way that feels genuinely inventive, even if those moments are not always sustained. In the end, Requiem: Avenging Angel is a game defined by its ambition. It may be rough around the edges and occasionally frustrating, but it offers a blend of mechanics and themes that still feels unique decades later. For players willing to look past its dated elements, it provides a glimpse into a time when the FPS genre was still exploring what it could become. Rating: 7/10
I wanted to like this, but it's an absolute mess.
super hyper speedy angle
Ta bien. Crashea de vez en cuando pero si guardas seguido no pasa nadaaa
Underrated oldschool-ish FPS. The gameplay itself is nothing to write home about (a few mostly hit scanning enemies, unoriginal weapons, many corridors and a few empty plaza), except for a few innovative powers (including an overpowered bullet time, many years before Max Payne). Most interesting is however the setting (cyberpunk + angel vs demons), with a design both stylish and ambitious: The demons and the bosses, in particular, have stood the test of time and of low-poly count.
Mostly a fight against the software. Even with FOV fix, dgvoodoo or other 3ptools the graphics are abysmal - assuming the game starts at all.
Yes, I see. Corruption and envy and lust for power. Cruelty and coldness. A vicious probing curiosity. Pure, poisonous, toxic malice. You have never from your earliest days shown a shred of compassion or sympathy or kindness without calculating how it would reflect to your advantage. You have tortured and killed without regret or hesitation, you have betrayed and intrigued and glorified in your treachery. You are a cess-pit of moral filth. I loved their flesh. And I understood it when the sons of Heaven fell in love with the daughters of Earth, and I pleaded their cause with the Authority. But his heart was fixed against them, and he made me prophesy their doom -The Angel Metatron to the Blasphemers and Heretics that Attempt to Kill God
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Alpha Mike Foxtrot VR - AMF VR | $30.3K | 90 | 56% | $9.99 |
| Discovering Space 2 | $30.3K | 90 | 72% | $9.99 |
| Woodle Tree 2: Worlds | $30.3K | 284 | 70% | $4.99 |
| Twisted Arrow | $30.3K | 90 | 90% | $14.99 |
| Nothing is Forever | $30.3K | 130 | 81% | $14.99 |
| Chrysalis | $30.3K | 120 | 85% | $9.99 |