THIS IS WHAT HAPPENS...
...when a handful of skilled demosceners try pushing the boundaries of procedural content generation in their spare time by making a state of the art game in 96kb and additionally try beating id Software at releasing the first FPS with dynamic lighting/shadowing with normal maps etc at the same time: A fairly interesting tech demo, a burned out team and not much of a game worth playing. I could say it was worth the ride, but I don't - yet, 15 years later I still think that this kind of procedural content generation is the way to go!
Windows Game / 100kb
CREDITS: Thomas "fiver2" Mahlke (Concept, Direction, Textures, Level geometry and lighting), Dierk "Chaos" Ohlerich (Editor, Texture generator, Game, Physics, Collision, 'lekktor'), Christoph "giZMo" Muetze (Character design, Animation, Weapons, Items, Special FX), Fabian "ryg" Giesen (Mesh generator, Material/Lighting systems, 3d Engine, 'kkrunchy'), Sebastian "wayfinder" Grillmaier (Music, Sound design, Sound effects), Tammo "kb" Hinrichs (Sound synthesizer)