Minecraft is a game that needs no introduction - beginning as a niche indie game in the early 2010s, it quickly became extremely popular for its wide-open sandbox-style gameplay and is currently the best-selling video game of all time.
What very few people know, however, is that Minecraft is actually not an original title. Those who followed it since its early development would quickly chime in to respond that it was inspired by Infiniminer, and had early stints as seemingly-placeholder games such as "RubyDung". The truth, however, lies deeper than that:
| Front Cover | Back Cover |
|---|---|
| !The front cover of RubidiumQuest's jewel case, featuring two iron doors over grass blocks floating in a white void. The game's title, as well as PlayStation insignias and Union Interactive's logo, can easily be seen. | !The back cover of RubidiumQuest's jewel case, featuring three screenshots of the game and PlayStation copyright jargon. The text describes, in four languages, the objectives of the game: find mysterious interdimensional gateways in the blocky world you're in, and conquer them all in your quest to defeat the evil Night Dragon. |
Long story short: Back in mid-2020, fueled by COVID lockdown-induced boredom, a small group of retro gaming enthusiasts stumbled upon an incredibly obscure video game titled RubidiumQuest: Gateways to Infinity, which released for the original PlayStation in October 7th, 2001. Thanks to extremely troubled development, it never released outside its native Finland and Sweden (despite being a PAL release, it lacked German, French and Italian localizations, and had an extremely rushed English localization), and very few CD copies were printed out before the studio behind it went bankrupt.
When playing the game and streaming gameplay footage of it, we quickly found out two things:
1. The game has a striking resemblance to Minecraft, both visually and mechanically, which is unusual considering this game was published eight years before Minecraft's development begun;
2. The game is very, VERY buggy. Game-breaking glitches were common, the game ran at a slow framerate and took many minutes to load levels, and upon dumping the CD's contents into a digital .ISO file, would not run in even the most accurate PSX emulators.
Nevertheless, the curious appeal of an obscure game bearing stark similarities to another game that only begun its development almost a decade later was too strong to ignore, and we informally decided to datamine the game and attempt to create an unofficial patch to fix the absurd issues, finish the English localization, and get it to successfully run in an emulator.
!A screenshot of RubidiumQuest's title screen, which is significantly more truncated than Minecraft's - only three buttons are available (Start, Co-Op, and Options), while a preview of the player's username and appearance is shown in the left side of the screen.
The prospect, however, turned out to be far more complicated than we expected it to be. Although RubidiumQuest is now safely playable in the DuckStation emulator after nearly four years of hard work (provided a specific configuration is followed), the process involved unearthing a lot of bizarre and, in the words of the lead programmer, "downright creepy" things buried deep in the game's code.
To claim the game is haunted would be disingenuous, but... many members of the group effort have since refused to work on this game, as they believe it to be so - whatever we have done while fixing it made the game start changing itself. The original build of RubidiumQuest was fairly straightforward in accessing new worlds that look like your standard natural Overworlds from Minecraft, but now it frequently creates worlds that are extremely artificial and unusually creepy-looking. Sometimes you can still find normal worlds through it, but it's also equally possible for it to take you to bizarre alien landscapes, or to just shattered-looking structures floating in black voids.
This is merely the tip of the iceberg - the consensus among people who worked on the fan patch is that they are worried the game may have somehow turned into a virus of some sort. Even those who don't think the game itself is dangerous still felt too uncomfortable to continue working on it due to its odd nature, and the popular consensus was to simply abandon the restoration project.
However, I disagree.
Not only were four whole years spent on reaching this far in restoring RubidiumQuest to a playable state - years I refuse to let go to waste - I also firmly believe that there is more to this game than this. There is a story to be told here, and everyone deserves to know what truly happened in 2001. I am likely burning my bridges with the many friends I've made in the last four years by going against their backs for this, but it's something that needs to be done.
I urge you to solve this mystery, and give this game closure once and for all.
RubidiumQuest functions similar to Minecraft most of the time, but differs in some key aspects:
So, first of all: RubidiumQuest is NOT an actual game, and this is not a real PlayStation 1 game, merely a Minecraft modpack designed to resemble one.
RubidiumQuest was heavily inspired by two Minecraft ARGs I am a huge fan of - Minecraft Alpha 1.0.16 Versions, and Minecraft: PSX Edition. However, both of them have things I'd have done differently were I their creator, and I liked imagining how they'd have been like if they were combined. I've been mostly busy working on an unrelated big group modding project for another game, and was dealing with a writer's block on it, so I decided to work on RubidiumQuest as a side project to help stimulate my brain.
It was originally going to be a private pack for me and a few friends of mine to play with, but over time, I noticed I had put so much work into refining it and making it feel cohesive that I felt it could be nice to share it publicly.
While the description likely comes off as one, RubidiumQuest is not necessarily a Horror modpack. While it does feature creepy moments, and many of its levels and features are designed to make you feel uneasy and on edge, horror is not its primary focus, with its scary elements being purely environmental - it does not, and will never feature jumpscares and/or Dwellers.
It is primarily designed to be a modpack that focuses on the feelings, aesthetics and mysteries commonly associated with Liminal Spaces, lost betas and obscure/abandonware/bootleg video games, and empty/abandoned worlds in general, where you frequently feel you are being watched, but can't tell for sure. Because of those factors, RubidiumQuest heavily borrows features from Alpha and Beta Minecraft versions, seeking to evoke some feelings of nostalgia that players acquainted with such versions may have, as well as some of the uneasiness many of us experienced whilst alone in those old worlds.
The omission of Villagers and even villages in general was a key feature for this, as it's done not only to minimize the ability to acquire easy food and loot, but to reinforce your sense of loneliness - you will seldom see other intelligent lifeforms in the game, barring few exceptions (as Piglins are still present).
These factors mean that RubidiumQuest will likely only appeal to a certain set of Minecraft players - if you prefer faster-paced gameplay, stronger focus on horror, and/or don't care much for Old Minecraft nostalgia, you will probably not like this modpack. And that's okay. It was designed for a pretty specific set of interests.
If you do enjoy atmospheric games, "lost media"-style ARGs, and gameplay elements of older versions of Minecraft, RubidiumQuest was likely designed for you, and I sincerely hope that you enjoy it.
Unfortunately, there are a handful of issues with the modpack that I cannot fix, due to them being issues with a mod it is using and thus out of my control.
They are generally manageable if you know what you're doing, so please keep them in mind while you play:
There are also some other unfixable issues that I decided to roll as "features", because they are mostly cosmetic. I'd rather you not check them out to keep the mystery, but if you really want to know:
Naturally, as a modpack creator, I'm standing on the shoulders of giants, as the heavy lifting was done by modders and resource pack creators far more skilled than me. I urge you to check them out:

An unofficial fan project to fix and restore a forgotten PlayStation game.