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Steam News30 March 20264mo ago

Rebirth / No Clean Start – Dev Update #1

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.

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

0 fixes2 additions11 changes0 removals
  • Gameplay
  • Events
  • Maps
changedOver the past months, we’ve focused mainly on solidifying the core loop and the main gameplay systems.
changed🔁 Core Loopactivation of certain events
changed🧭 Map Structure & ObjectivesThe level is divided into three main zones.
changed🧭 Map Structure & ObjectivesTo complete a run, players must:
changed🧭 Map Structure & Objectivescomplete three objectives distributed across the map
changed🧭 Map Structure & Objectivesunlock access to exits

No Clean Start changes

changedOver the past months, we’ve focused mainly on solidifying the core loop and the main gameplay systems.
changedactivation of certain events
changedThe level is divided into three main zones.
changedTo complete a run, players must:
changedcomplete three objectives distributed across the map

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

Steam News / 30 March 2026

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