In this update8
Full notes
Full No Clean Start update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
No Clean Start changes
Hi everyone,
with this first dev update we want to start sharing a more concrete look at the current state of Rebirth / No Clean Start, as we approach the first build we’re preparing for the coming weeks. This build will be available for free on Indiegala, and later on Steam.
Over the past months, we’ve focused mainly on solidifying the core loop and the main gameplay systems.
In this post, we’ll give an overview of what is already playable in the current version.
🔁 Core Loop
Rebirth as we already said is a first-person roguelite built around deterministic runs.
Each run is generated from a seed that defines:
path structure
door states
loot distribution
activation of certain events
This approach allows us to maintain variety while keeping the experience controlled and fair, avoiding frustrating randomness.
🧭 Map Structure & Objectives
The level is divided into three main zones.
To complete a run, players must:
complete three objectives distributed across the map
unlock access to exits
reach one of the three available exits
The system always guarantees at least one valid path, but it’s up to the player to figure it out through exploration.
🚪 Deterministic Door System
One of the systems we focused on the most is the door logic.
Doors:
can be open, closed, locked, or powered
are configured deterministically each run
directly affect available paths
We implemented a system that prevents softlocks while preserving uncertainty.
🔦 Light & Enemy Behavior
Light is an active gameplay element.
Enemies:
react to light
become more aggressive when exposed
can be unintentionally attracted by the player
This creates a trade-off between visibility and risk.
🔫 Weapons & Variants
Weapons found during a run are not identical.
Each weapon can spawn with different attachments, such as:
suppressors
lasers
scopes
This creates meaningful variation between runs without adding unnecessary inventory complexity.
🔋 Flashlight & Battery Management
The flashlight is useful, but limited.
We introduced:
battery consumption
resource management
a constant trade-off between visibility and safety
It’s a simple system, but it reinforces tension and planning.
📦 Loot System
The loot system is fully deterministic per run.
This means:
containers have consistent contents tied to the seed
players can learn and improve across attempts
no completely arbitrary drops
First Build Coming Soon!
We are currently working on a first build that represents the core gameplay loop in a faithful way.
The goal is to give a clear sense of:
pacing
systems
atmosphere
We’ll share more details in the coming weeks.
In the next dev update, we’ll go deeper into:
AI behavior
encounter systems
tension and pacing design
Thanks for your support.
Source
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