Rebirth is a survival horror sandbox game with a focus on procedural environments and dynamic AI. Influenced by games such as STALKER and Silent Hill, all set in a sandbox world ready for players to explore.


Scavenge. Hunt. Explore.


Fend off a group of survivors who found your house. Reinforce the barricades, check to make sure you have enough batteries for your flashlight.



Rebirth is a game about survival. The world is in shambles, shattered to the core due to a mix of mysterious events. The air is barely breathable, society has crumbled and governments have toppled. What will you do when your way of life no longer exists and strange beings roam the earth?Do you have the will to survive?


  • Procedurally generated world – There will be a large amount of buildings and places that are procedurally generated to keep gameplay fresh and interesting each time you play.
  • Living, breathing eco-system. AI with goals and advanced behaviours, such as actively searching for you when they lose sight of you, searching key locations for food, etc.
  • Emergent gameplay – Random events scattered throughout the world. Your house may be raided or attacked one day, or you may find a map leading you to a loot cache… or a trap!
  • Survival based gameplay – Scavenge during the day. Find food, weapons, medical supplies, ammo, and scavenge for shelter. Try to survive the night to see the light of the next day.
  • Procedural Horror, immersive atmosphere and dynamic scares!
  • Various enemy types, all with different behaviors and objectives. No “This Enemy is a bigger version of that guy who does more damage”. A core philosophy is to make each enemy have a role and be special in their own way.
  • Full body awareness.
  • Barricade existing buildings, set up defenses and generators using items you collect and the environment around you.
  • Meaningful death.
  • RPG elements – Your character can become more specialized as time passes and they get more experienced.
  • Mind-warping horror system. Your fear shapes the world around you…
  • Collect information and piece together the origins of the disaster.

Future planned features

  • Social game play dynamics: Your most dangerous enemy may be humanity itself. Will others help you, or hunt you?
  • Multiplayer – After most mechanics are complete.
  • Rebuild society and craft your own items and possibly buildings (later releases).
  • Completely procedurally generated environments
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Let's start things off with a visual shall we?

He's dead Jim

So we have been quiet for a long time. What gives? Well mainly I have been working on the game a lot, as you can probably see, we've had quite a bit of an overhaul visually. I've also done quite a bit of footwork creating some really cool tech that we're going to be showing off in the near future, tech that will power a lot of Rebirth's systems.

Take melee for example.

I'm tired of FPS melee systems where you swing a thing in front of you and it does X damage. Aren't you? I like some interaction when I swing my pixels around the screen, and I personally need some depth if I'm expected to whack things over the head with a bit of copper tubing or what have you. I also want it to feel pretty satisfying.

I expect most gamers would agree with this point of view.

So I set out to create a melee system that meets a few key criteria:

  • Has depth
  • Is fun
  • Is interactive beyond left click and aim center of screen at guy
  • Is satisfying
  • Rewards skill

How does Rebirth's melee system rise to the challenge? Let's tackle that one by one.

It has Depth, Interactivity, Rewards skill

In Rebirth, we currently only have one weapon implemented, the trusty rusty machete. When designing the system, I tried to keep future expansion in mind, but first let me explain how the machete works.

The machete currently has 4 different attacks (mainly constrained by animations, which is why we don't have more yet). Each attack is performed based on the direction on the keyboard you press in combination with the mouse button. LMouse + forward performs a stab move. LMouse + left performs a backhand swing.

Why do you care which way you swing? Aren't they all the same?

No. Weapons in Rebirth (as well as enemy melee attacks) are physically simulated. This means that you only hit an enemy if your weapon actually makes contact with them. Each enemy also has a multitude of hotboxes on each body part, each having a different damage multiplier. Headshots do more damage, whereas body blows or limb blows do less.

If a monster swings its claw at you, they only hit you if that claw touches you. If it swings two claws, if only one claw hits you, you take 1/2 the damage you would have taken.

It's physically simulated

If you swing hits more than one body part, you do damage for each part you hit. Thus a long swing hitting multiple body parts does more damage than just clipping an arm.

But there's more to it than that.

In addition to that, the damage done by a melee weapon is fairly low. If someone pokes you with a stick accidentally, it's annoying right? But if someone stabs you with said stick, it really hurts, yes? What's the difference between a poke and a stab?


So in Rebirth melee weapons do damage as a function of the swing's velocity. If you manage to hit an enemy at high velocity, you very well could chop their head off in one blow, or cut them in half entirely. In fact, I've had a ton of fun running at full speed to charge an enemy, jumping up and then landing a blow as I come down on an enemy's head, chopping it clean off. I can't wait to let you all play around with it!

You want to know what else is physically simulated? Blocking.

You can block hits at any time with your weapon, but the success depends on how you catch the blow. Blocking with make an enemy recoil back but their claws are still deadly weapons so you can still take damage even if you block, if you are not careful about it. The block button (currently right click) brings up your weapon in a blocking stance, but it does not guarantee a successful block, that only happens if YOU make it happen.

It's fun and Satisfying

So if you add all of the above together, you get a fairly fun system. Then we add the dismemberment on top of that and you have a REALLY fun system. There's nothing as satisfying as blocking a hit, sever a head clean off, dodge to the side and have an enemy hit another enemy as they swing at where you used to be, then with a backhanded blow, sever both torsos clean off with your blade.

What's Next?

I'll probably do another dev diary about the melee system this time. The mechanics are cool to talk about on paper, but I really feel like it would be better explained on video. I'm also going to start being more active posting news and media since I feel like our art assets are finally at the standard we'd like to hit for Rebirth.

There's a lot cooler stuff coming soon, keep your eyes peeled and please tell your friends and the media about us!

Dev Diary Procedural Generation 2.0. Also, GREENLIT!

Dev Diary Procedural Generation 2.0. Also, GREENLIT!

2 years ago News 4 comments

A new look at the current Procedural Level generation for Rebirth, showing you our progress and a few runthrough examples of a procedurally generated...

Status Update

Status Update

2 years ago News 2 comments

A long overdue status update, talking about things like procedural generation, multiplayer, and AI in Rebirth.

Long update - Procedural Terrain generation!

Long update - Procedural Terrain generation!

2 years ago News 3 comments

Lack of updates means I've been keeping busy working on Rebirth, not that it's dead! Procedural building generation, procedural terrain, procedural everything...

Rebirth Dev Diary #1 - Procedural Building Generation

Rebirth Dev Diary #1 - Procedural Building Generation

3 years ago News 0 comments

This is a video devblog of Rebirth's procedural building generation.

Post comment Comments  (40 - 50 of 88)
DeususCorp Oct 4 2012 says:

I saw this while scanning Greenlight and immediately came here to comment. I was compelled, really. I'm a firm believer in showing support for amazing ideas and excellent work... and this game is absolutely out of the ballpark in the 'amazing' department.

Anyhow... just wanted to join the growing fanclub you seem to be garnering for yourself. I'll definitely be keeping my eye on this!

+2 votes     reply to comment
Rico21745 Creator
Rico21745 Oct 5 2012 replied:

Hi DeususCorp,

Thanks for the support, I'm always really happy to hear from people interested in the game.

Be sure to check out the steam greenlight discussion area, or talk to me here, if you have any feedback or suggestions! Its hard for me to upload media and news as often as I'd like, since it always takes a few hours, which I often would rather spend coding up some new features. Too many hats on my head methinks. Anyone know someone good at video editing who will work for free? :-)

+2 votes   reply to comment
DeususCorp Oct 5 2012 replied:

First bit of feedback I can give you: it's always an exciting experience when a developer actually comments with you directly on how you're feeling about things! It's certainly not a deal-breaker, and obviously developers have far more important things on their plate than to chat up the community, but to actually be in contact with the developers and feel like your input matters is excellent.

It's something that larger studios don't have the luxury of doing, sadly... but definitely something that makes a big difference.

Anyhow, the only other thing I would comment about is on your thoughts on doing a video devblog up there in the description. I for one would love to catch a glimpse of what's going on behind the scenes. See how you test a mechanic, or design a weapon, or decide on world design. It doesn't matter to me if it looks like a AAA or like you cobbled it together out of cardboard right now. It's still a work in progress... and it already looks brilliant enough that I'd throw my money at you today.

Anyhow, that's just my two cents!

Oh. As an addendum: I'd love to hear more about this building my own buildings bit. Perhaps that'd make for a good entry in a video devblog, eh?

+2 votes     reply to comment
Rico21745 Creator
Rico21745 Oct 5 2012 replied:

No problem, one of my goals is to respond as often as I can and to communicate with the community all the way through development. I'm no game studio, just me building a giant codebase on my own and some artists helping out with art as they can.

Regarding devblogs: yup, I'm off the grid atm due to no internet but once that is resolved and I don't need to go places to use the web, I'll try to put together the first devblog. It'll likely focus on the AI features I've been working on this month, such as the ability to hear, see, and look for you. No "fake" AI here, my aim is to make these guys react to you in some really cool ways.

Regarding the building aspects: I'm working on barricading existing buildings this month, then next on my roadmap is persistence of the game world. After that, I have crafting on my plate, so it might be a little bit before I can show anything on that end, but be certain I will!

+2 votes   reply to comment
baassbooster Sep 30 2012 says:

I didnt noticed anywhere about your game engine.What game engine will be used.Or is it inhouse build and what are specs.

+2 votes     reply to comment
Rico21745 Creator
Rico21745 Oct 5 2012 replied:

Its built using Unity. I've customized it quite a bit though so its running a lot under the hood. Adding frameworks as needed.

+2 votes   reply to comment
MoeIsInsane Sep 28 2012 says:

Stop coding and take my money!

+2 votes     reply to comment
Zajian Sep 26 2012 says:

I just saw this on the steam greenlight program, and I had to check it out. I was pleasantly surprised at what I found, and I'm excited to see how you guys go about this. Good luck, and I hope you guys are having fun designing this!

+3 votes     reply to comment
Rico21745 Creator
Rico21745 Sep 27 2012 replied:

I'm definitely having a blast. I come home from work every day excited about what I get to work on for the day :-D

I'm not even kidding. I love it.

+2 votes   reply to comment
thedjur Sep 26 2012 says:

From what I can tell, the game looks awesome. :D You wouldn't happened to have taken some inspiration from the STALKER series would you? I couldn't but have a mini joygasm when i first saw the pictures of this on greenlight (which i did vote for).

+2 votes     reply to comment
Rico21745 Creator
Rico21745 Sep 26 2012 replied:

I loved the atmosphere and the STALKER universe, so you betcha.

Thanks for the support. Life is a bit crazy since I'm moving, but I'll try to produce some new media and a new post this week to put up here. I've done a lot, but when you work on things every day, you lose track of progress!

+2 votes   reply to comment
thedjur Sep 26 2012 replied:

Are you intending to stick with the over-the-shoulder camera that you have in the preview pictures, or was that more along the you were just spectating from that camera angle?

You mentioned that you "tightened up" the shooting/firing of the weapons... what all did you do exactly (parabolic arc, coriolis effect, wind affectations, etc)?

+2 votes     reply to comment
Rico21745 Creator
Rico21745 Sep 27 2012 replied:

The TPS camera is something I'm still tweaking. There will definitely be a third person camera, but I'm still moving it around all the time to find the "sweet spot" so to speak. This is something that I'm waiting on a bit right now, since our new character model is almost ready, and he's designed from the ground up for the game, instead of the soldier guy who's just a placeholder at the moment.

The first person camera will be attached to your head, so you get full body awareness. It's one of the perks of designing the game as TPS and then adding FPS view.

Regarding the shooting: The shooting mechanics aren't planned on reaching that level of simulation. Expect basic things like spread, recoil, view shake, range, and such. There may be some other weapons I decide to simulate using physics but that may be a special case scenario (a sniper rifle, for example). I'm not a huge fan of sniper rifles but I'm pretty sure I'll include some sort of sniper rifle later on, but attach some heavy drawbacks to it.

All the shooting and gameplay systems have been built from scratch, so tightening up meant something more along the lines of polishing them to match today's game expectations. There's still some work to be done there but for now they are "ok for alpha" and are something I can shelf in favor of more interesting features, then I can come back to them and refine it some more.

+3 votes   reply to comment
thedjur Sep 27 2012 replied:

I see I see. When you say full body awareness, what exactly do you mean? Like a small Hud (ala Deus Ex) that tells you exactly what all is hurt, or say Alone in the Dark where you can look at all of your wounds? Though, being able to look down and actually see your body seems like a mechanic most games are missing these days.

Glad to know I wont have to aim too overly well in this one, the arcs and windspeed simulators have always bothered me a bit. I know they are "real life" but it's just a video game. Roll with it.

In another STALKER reference, The SVD made you only able to walk when you carried it so something like that? Maybe a negative modifier on how much stamina you have?

As far as enemy design, what are you looking at besides humans? Or is that it?

+2 votes     reply to comment
Rico21745 Creator
Rico21745 Sep 28 2012 replied:

Humans and supernatural enemies. Some mutated wildlife as well.

There will be plot explanations as to why this mix is possible, scattered throughout the world for people to find, or not find.

Think Left4Dead wall writing. Obviously, not exactly the same way, but rather, I prefer to expose the player to any plot or story of the universe through subtle hints rather than ham handed dialog or cinematics.

Regarding full body awareness: The ability to look down at your feet and see your torso and legs. Eventually I'll add the ability to rotate your head and look at your arms/etc as well, to check for wounds and such, yeah.

+2 votes   reply to comment
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