Project Sekai

Reverend

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Reverend places the player in the role of someone on the run, stumbling upon a wooden church in the middle of a dry and empty region. The structure looks fragile but still standing, surrounded by old fences and scattered graves. Inside, wooden benches face a pulpit where a book lies open. The silence is interrupted only by the appearance of Reverend Jim Jagger, who offers shelter without question. In return, he asks for small tasks to be done. The place seems safe at first, but the quiet carries something else beneath it—something that doesn’t fit.

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Reverend places the player in the role of someone on the run, stumbling upon a wooden church in the middle of a dry and empty region. The structure looks fragile but still standing, surrounded by old fences and scattered graves. Inside, wooden benches face a pulpit where a book lies open. The silence is interrupted only by the appearance of Reverend Jim Jagger, who offers shelter without question. In return, he asks for small tasks to be done. The place seems safe at first, but the quiet carries something else beneath it—something that doesn’t fit.

Tasks and Discovery

Gameplay is simple and direct. Players move through the church and nearby graveyard, interacting with objects and following new objectives. The controls are limited to walking, interacting, and light combat, but every step reveals more of the world’s strange logic. Conversations with the Reverend are brief, offering only pieces of information that never form a full explanation. Players may be asked to investigate graves or enter spaces that feel untouched for years. The further one progresses, the more the environment begins to feel shaped by something unseen.

Design and Direction

Reverend uses a short runtime to deliver a focused experience. It avoids long dialogue and instead relies on setting, pacing, and quiet moments to build its tone. The PS1-inspired visuals give everything a rough, distant quality that suits the slow unraveling of the game’s events. The story isn’t told directly, but the decisions made by the player and the details found in the environment suggest something that took place long before their arrival. The church stands as more than a place of safety—it becomes a reflection of something left behind, waiting to be noticed.

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