Fireteam: Requiem checking

An audio first-person shooter, built in NVGT

There is no screen. You play it by listening.

Everything in Fireteam: Requiem is heard — where people are, what they are carrying, what sort of room you are standing in, whether the fight you can hear is inside a building or out in the street, and how far away it is. Forty Halo maps, seventy-three weapons, two persistent cities, and a motion tracker that has to do the work a radar does.

Version 0.9.9.2 · beta · free · a fan project, not for sale

The server, right now

Asking the server…

Everything the server is doing →

Message of the day

Reading it from the server…

What is in it

Six things, each of which has a page that explains it properly rather than listing it.

The size of it

40maps
58weapons
44things to find
7modes
1,800sounds

These are read from the running server where it can be reached, and are the shipped figures otherwise.

Starting

If you learn three keys, learn these

KeyWhat it does
TMotion tracker sweep. One beacon per person within twenty-five metres, placed where they are, pitched by whether they are above or below you.
BWhere you are.
MWhat is near you, nearest first.

The motion tracker is on T and it is the key that makes the game playable. Read the keys before you play — they are on this site, and alt + D in the game from anywhere.

Running it

fireteam_requiem.exe        the game
server/fr_server.exe        the server, port 6363

Start the server first, then the game. Make an account from the accounts menu, then Play. That puts you in the lobby, which is a place rather than a menu: you are signed in, you are not on a map, and enter opens the menu.

The full read-me →

Latest release

Reading the changelog…