
Dive into the story of Kymil, a young ice mage on a quest to unravel the mystery behind his uncle's death. As the world you know shatters around you, will you find a place for romance while the stakes climb higher?
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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 38 reviews with recorded playtime.
Reviews
I'm relatively new to Visual Novels and I enjoyed Requiescence, which I mostly played via the R-18 version available on Itch (see the discussion board for details). The writing in the VN was very good with a particular talent for descriptions, and the backgrounds and music added to an interesting mood and setting. The tale was compelling and didn't feel formulaic to me--I had a good time while along for the ride. The world and situation they'd created were things you could sink your teeth into. There were some aspects of the game that I felt worked against it, though. First, I thought the bright, anime-style character art was a juxtaposition that didn't work. It distracted me from the mood-setting impact of the washed-out backgrounds and subtle music. I think gothic style art (see the game Darkest Dungeon) would have been much better. I was able to get into the story in spite of this, however, so your mileage may vary. I also think the early pacing was far too slow, with lots of reading and set-up before my first choice. If you start the game and think you won't last, hang in there. This lag could have been eased with a a meaningful choice presented earlier to make the reader part of the story. And finally, while I chose the game ahead of other VNs *because* of the BL content I didn't feel it worked well here. That's not to say it wasn't sufficiently steamy or well-described (it was) but rather that I didn't feel I'd "earned" it. I also thought the "Uke" role was ill-suited to Kymil and overplayed (it's that way with ALL the romances). He was presented as a headstrong protagonist but for some reason he turned into a kitten when touched "down there." All that said, I do recommend Requiescence and hope the developers continue their work. It was great start for a first entry and a game I played through every possibility and ending.
A pretty good visual novel, and really reasonably priced at 10 dollars. I didn't think the story was anything mind-blowing or unique, but it was entertaining enough to keep me interested (although, honestly, I wasn't a fan of the secret route, I liked the first two routes a lot better). I also wish that the choices had more of an effect; the first few choices determine what route you end up on, and then every other choice is meaningless, besides the final choice which puts you on a good or bad ending. Ultimately that's not a HUGE deal to me bc I also enjoy kinetic novels, but it seems a little silly to have these choices here that don't do anything. The art's good, as you can see from the screenshots, although the sprites and backgrounds clash with one another somewhat. Honestly, the most impressive thing about this VN is the sound design - and I'm not saying this to bring down the other aspects, I mean that genuinely the music, sound, and voice acting was way more immersive here than in a lot of other VNs that I've played. The voice actors all did a really good job (it says "partial" voice acting but there's enough that it's practically full), and I liked the atmospheric sound effects like footsteps and murmuring in addition to one-time sound effects like swords unsheathing. Overall, this wouldn't make it to my list of "games that literally everyone should play because they're just that good," but it's a fine visual novel if you're looking for something to entertain yourself with for a while, and I think it's genuinely useful as an example of sound design to strive for in VNs.
Played most of yesterday though my time doesn't show because I was playing the R18 version. (Defintely download the R18 version.) I enjoyed the story, liked half the voice acting. The guy who plays Damien is perfect, made the character pretty fun. There's one voice actor i found a little.... over the top I guess. But the story was great, the music good, the art okay. I will play it through many more times to try all endings and branches, but so far just got two endings done. A happy one and a frightening one. Got it during the holiday sale.
This game has everything I love about old-school visual novel: An intriguing story, intense atmosphere and romance. The writing is amazingly good as other reviewers said. The background sceneries and music helps create the gothic background. It only took me minutes to empathise with the main character and I know this game is a keeper. The background scenery reminded me of Darklands (a classic RPG game)! And yes, R18 version is available. I've played other games from Argent Games and never fail to be impressed. But there are 2 parts I wish can be improved. As another reviewer said, the voices are barely audible. Another piece is the voice acting, it's not as good as the other Argent games, I was surprised with the gruff voice of Cabbault which doesn't suit his art style., but this is just my preference.
Don't let the playtime fool you - I played the R18 version that comes with this game. I have played through all endings. Each route is interesting, adds more to the mystery of the cathedral and the supporting characters, and I felt satisfied after. But I have a message: HOW. SERIOUSLY. DARE YOU!? Creators... you hurt me deeply. To dangle that pair in front of my face and snatch it away. You know to what I refer, my heart can't take it, it's broken, literally crying. Anyway - Fantastic game A bit description-heavy at the start but it picks up after you meet the rest of the party. I know the text walls might turn awa some but seriously just stick with it!!! Damien is a warm wonderful person who is hilarious and fun. I probably loved his overall route the most. Carrault was my favorite of the love interess. Can't resist the dark broody ones. Kaul was probably my least, but that's personal choice. He had an interesting backstory and I liked him well in the other routes. The bad ends didn't disappoint. I didn't personally like the CG style, but that's probably because I loved the Red Embrace's style so much, and that's really just up to personal preference. (btw go check out that one too) Worth it, buy it, my heart's still broken but I loved it.
argent games are on top (мене). ніколи не підводять, люблю їх історії більше за все.
Requiescence is an emotionally driven visual novel that leans heavily into atmosphere, character development, and introspective storytelling, offering an experience that feels deliberately slow, reflective, and deeply personal. Set in a dark fantasy world shaped by loss and uncertainty, the game follows Kymil, a young ice mage whose quiet determination to understand his uncle’s mysterious death draws him into the shadowed halls of a cathedral filled with secrets. What initially appears to be a straightforward investigation gradually unfolds into a layered narrative about grief, identity, faith, and connection, with the supernatural elements serving more as emotional metaphors than simple plot devices. The story takes its time establishing tone and context, inviting the player to sink into its mood rather than rushing toward dramatic payoffs. The narrative structure emphasizes choice and consequence, but in a subtle, character-focused way rather than through constant branching decisions. Choices often shape Kymil’s relationships and emotional outlook more than immediate plot direction, which makes their impact feel quietly meaningful rather than overtly mechanical. Over the course of multiple playthroughs, these decisions open up distinct romantic routes and endings, each exploring different facets of the protagonist’s personality and the world around him. Romance is not treated as a side activity but woven directly into the central themes, with relationships developing gradually through shared vulnerability, tension, and trust. This approach makes the emotional arcs feel earned, though it also demands patience from players who prefer faster narrative momentum. Pacing is one of the most defining aspects of Requiescence, and it can be both its greatest strength and its most challenging feature. The writing is dense and descriptive, often lingering on internal thoughts, environmental details, and emotional nuance. This creates a strong sense of immersion and introspection, allowing players to fully inhabit Kymil’s perspective, but it can also feel slow, especially in the early hours when major plot developments are still distant. Rather than relying on frequent twists or high-stakes action, the game builds tension through quiet moments and gradual revelations, trusting the player to stay engaged through atmosphere and character depth alone. Visually, the game adopts a distinctive style that blends Western and anime influences, giving the characters a unique presence that sets them apart from more conventional visual novels. Character portraits are expressive enough to convey subtle emotional shifts, and the CG illustrations highlight key moments with care, even if their overall number is relatively modest. The limited variety in backgrounds and poses can occasionally make scenes feel visually repetitive, but this is largely offset by the strength of the writing and the emotional weight carried by the characters themselves. Partial voice acting adds another layer of immersion, enhancing certain scenes with added intimacy, though its intermittent nature can sometimes make its absence noticeable rather than seamless. World-building in Requiescence is handled with restraint, revealing its lore gradually through dialogue, symbolism, and character backstories rather than exposition dumps. The cathedral setting, in particular, feels less like a conventional fantasy dungeon and more like a living space shaped by belief, history, and unresolved trauma. Themes of faith, sacrifice, and moral ambiguity run quietly beneath the surface, giving the narrative a philosophical undertone that rewards careful reading and reflection. Characters are written with complexity and emotional realism, avoiding simple archetypes and instead presenting individuals shaped by past choices and lingering regrets. Taken as a whole, Requiescence is a visual novel that prioritizes emotional resonance over immediacy, depth over spectacle, and introspection over action. It may not appeal to players looking for constant excitement or rapid plot progression, but for those who appreciate slow-burn storytelling, meaningful relationships, and a moody fantasy atmosphere, it offers a rich and rewarding experience. Its willingness to linger on emotion and ambiguity gives it a distinct voice within the indie visual novel space, making it a thoughtful, if demanding, journey that stays with the player long after the final ending is reached. Rating: 7/10
Well i don't care if this game has Trading Cards and Achievements, but i have to admit that it's a good game.Not perfect game but a good one.I am saying no perfect game because Nitro+CHiRAL games are perfect, at least it's a good try. :)
I love this game! Some of the voice acting isn't amazing, but most of it is good. The guys are hot, the story is interesting and suspenseful and fun, the romance is *squeeeeee*, the music is perfect, the art is nice...And there's a free 18+ smut patch you can download from the itchio site, which is just...okay I'm a pervert, so it was perfect.
I've played through every route on the itch.io version, which is why my Steam time is weird, which works, because this review is a bit weird. I would recommend this VN with a great number of caveats, including that the writing is quite bad, the art - what little isn't just blurred real-world photographs on repeat - is pretty bad, the music is occasionally passable, the voice acting is at best fine and at worst just really bad, the foley is dubious, the characters aren't interesting and have little to no chemistry, and the overall plot is, at best, fine. Not to mention one character is just very bad and obvious Fenris Dragon Age fanfiction. But outside that, if you want a kind of brainless m/m fantasy VN, one okay route (the secret one), and some interesting bad endings, then yes, this may be for you. I cannot overemphasize how incredibly bad the writing in this is. It reads like a first attempt at writing a fantasy novel, which never saw an edit to cut down at least half of the repetition. Many parts of this are pages of text that could have been said in a sentence or two. There's a lot of vague hand-waving to generic fantasy concepts you've seen in the past without any real description (e.g., bad people doing bad things in the dark times, who and what specifically, you don't really know). The writing itself is clumsy, full of mistakes someone who doesn't know what it is they're writing about would have (e.g., wrapping a sword in metal). This is not helped by the deluge of entirely unimportant and vague backstory you are bashed over the head with at the beginning of the story, and which never really lets up. You are introduced to a world that doesn't really matter, and uninformed about more important things, like large chunks of the backstory for Kymil and all the love interests and side characters (much of which is in an extra document you need to download from itch). I fell asleep multiple times while playing this because not only is it repetitive and overly long and vague, but it's also incredibly boring. Carrault and Kymil also have zero chemistry, which is funny, given Carrault is based very obviously on the most popular love interest in Dragon Age II (just dye his hair white). There's also just a lot of typos. If you were ever on deviantart, you will be familiar with the level of original art in this (the mediocre stuff, not the good stuff). It's not precisely the worst, though the artist could probably use some more anatomy practice, given there are some weird lines on legs and arms in particular, and faces get a bit weird. Kymil's shortness in comparison to the love interests is also a bit iffy. The actual CGs range from bland to fine (Carrault's nsfw CG) to almost comically ridiculous ([spoiler]Kaul's first nsfw CG[/spoiler]). But most of the "art" in the game is just blurred photographs from real-world places, often repeated as you "switch" between locations, including [spoiler]Trinity College Library in Ireland (they didn't even blur out the Latin in a game on another planet(?) with at least one fantasy language lol), the Canterbury Cathedral high table in Kent, England, and the Lincoln Cathedral in Lincoln, England. One shot is just a flyover of Florence, Italy. The visual used for the guide you get when you buy the game is just a color-changed version of Sainte-Chapelle in Paris, France. I also think the fountain area is from Dragon Age: Inquisition[/spoiler]. Why make a visual game if you can't be assed to provide most of the visuals and just get photos from other people to blur? Other VNs can have kind of boring background visuals you see on repeat, but they're typically at least drawn by the developers, and some are interesting. Given most of the game is staring at these very obviously blurred photographs rather than original art, while incredibly bad, boring, and repetitive text plays interminably at you, it doesn't generally create a good time. It feels like most everyone involved in this project couldn't do anything involved (art, writing, editing), and largely didn't try, and that's an odd feeling to have while playing through it. It doesn't help that the text keeps being moved around the screen rather arbitrarily. Sometimes a character speaking will be in front of you. Sometimes they'll switch to being a little head in the text box. Then back. And back again. Sometimes text will be on a page text box. Sometimes it's just at the bottom of the screen. I think the developers realized that their boring game staring at photos they didn't make that were also boring needed some breaks between things, and that's why the frequent switching is there. It's just weirdly distracting. I am however grateful you can turn the VA off, and the speed up and skips are generous, if a bit clunky at times. Why then, would I recommend this to anyone? I think [spoiler]Kaul's[/spoiler] route is genuinely decent in many aspects, and I think it's laudable to have [spoiler]a disabled love interest, which seems to be relatively rare for these VNs[/spoiler]. It's underused, and has some writing holes that could have used more of those many words the story boasts of, and [spoiler]Kaul's blindness[/spoiler] is handled, at best, pretty weirdly. If nothing else, there's something there the other routes don't have. But the latter half is still pretty bad. If you've played every other m/m game you can and need something else to pass the time, this is maybe something? Some of the bad routes are also fun enough, if also pretty badly written, though I do appreciate the conceit that [spoiler]the good routes are the heroes, and the bad routes are the villains; it lets you explore the full cast in ways other VNs I've seen just don't let you[/spoiler]. And it has some nice angst in spots. I do appreciate that the itch version exists, because actually being able to own games these days is such a rarity. Overall, it's not a good visual novel or enjoyable, except in very, very brief parts. Buy it on sale, and play the uncensored version on itch.
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