Reah: Face the Unknown, known in North America as simply Reah, is a 1998 first-person puzzle-oriented adventure game with a non-linear plot, described as a Myst-clone. It was developed by Project Two Interactive / Black Friar and published by Detalion and LK Avalon. It was distributed by Erbe in Spain on October 10, 1998. It was published by Project 2 Interactive in the Netherlands, and distributed in the U.S. and Canada by GT Interactive in 1999. The game was originally made in the Polish language before being dubbed into English, and has subtitles available in English, German, French, Dutch, Italian and Spanish. A sequel of the game was released entitled Schizm: Mysterious Journey ( Reah II). The game was originally released in two different formats: a CD version and a DVD version. Gameplay The game is a first-person perspective puzzle-oriented adventure game. Elements of the gameplay have been compared to Myst, Riven, The 7th Guest, The 11th Hour, and Zork Nemesis. The game has over 150 scenarios, a supernatural-sounding musical landscape, and a non-linear plot. Plot The main player is stranded at a human colony base of a planet named Reah which had been set up to investigate an alien artifact. The player must return home to reveal their shocking discoveries. Development Conception The game was developed in Poland by LK Avalon and Detalion. The Detalion founders had met in the early 1990s while collaborating with Polish developer-publisher LK Avalon, and soon began working on ambitious projects like A.D. 2044 and Reah: Face the Unknown. Around this time, Detalion was known as a developer of surreal, Myst-like games with "phantasmagorical, fantastic worlds". The game was intentionally designed to be non-violent so as to appeal to a broader range of players. The full-time team who worked on Reah and its sequel, Schizm: Mysterious Journey, consisted of six people, though the productions had an extended roster of hired help including actors, text writers, and sound designers. Resources were increased in later games due to the industry standards of professional outsourcers, localization and animation studios, while maintaining both quality and low costs. Production The game used the V-Cruise gaming engine, the QMixer sound engine licensed from QSound Labs, and the DVD-ROM version used MP3s from Fraunhofer Institut. Once the gameplay and text were completed by the in-house staff, it was sent to the relevant people to flesh out. However, the staff felt a