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!

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

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!

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

News 0 comments

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

Post comment Comments  (50 - 60 of 88)

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).

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Rico21745 Creator

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!

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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)?

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Rico21745 Creator

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.

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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?

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Rico21745 Creator

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.

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Hello Rico i want to start off saying that my english grammar may not be so good okay i want to suggest some stuff and hope you will add it. I'm not sure if this is already added okay here my list come

1: switch from third and first person
2: you should find cans of food or some water in houses and warehouses etc
3: i don't want to take stuff from arma 2 dayZ but maybe you could add tents so you could place a tent in the forest.
4: maybe add a lantern or some sort of torch
5: add weapons in houses, schools. Warehouses
6: add zombies in every city some in the forest. So you may not camp and take a break, keep moving.


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Rico21745 Creator

Hey Moe, I think you'll be happy to hear:

1) Added based on community feedback

2) Food and water will be spawned based on the location, yup.

3) No tents, I'm going with a full blown building system, but its one of the features that will be added last to the alpha.

4) Done. I have a lamp you can atatch to any of your gear slots. It can be turned on or off. It will consume batteries (next on my list after I finish moving this weekend)

5) Weapons will also be scattered throughout the level. They will be somewhat rare, with melee weapons being more common.

6) Zombies will not be the only enemy type. Also, enemies will be around in all kinds of areas of the world, not just cities and such.

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Heya Rico, this is Meteor from over on Greenlight. Love what I've read so far here too. Again can't say enough, your vision is spot on and you really have something here.

I'm sitting here waiting to be an Alpha-funder haha. :-)

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Rico21745 Creator

Hey Meteor!

Thanks for following the game! I promise more info is coming so sit tight!

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Rico21745 Creator

Thanks for all the folks voting for us at Greenlight! I'll hopefully have some updates to put up soon, I've been busy working on a lot of stuff for the game but I want to make the next post have more media!

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Looking good; can't wait to test - voted on Green Light as well ^_^

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