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Rebirth
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Platforms: PC, Mac, Linux
Languages: English, Spanish
Posted:
Updated:
Sep 2, 2012 @ 9:20am
Jun 13 @ 2:27pm
Recent Announcements View All (8)
Rebirth - Environment Atmosphere GIF
July Update
July Additions/Fixes/Work Done
  • Demoed Rebirth for 4 days at Florida Supercon
  • Those same 4 days, created a new game mode "Survival Mode" which is more action packed than our initial demo so people could play for a few minutes and see more of the game
  • Discovered some terrible issues with AI which were slowing FPS to a crawl
  • Created a new AI director system which turns AI on/off as well as increases/decreases AI thinking speed based on distance to the player
  • Loot collected is now randomly distributed along inventory (it used to stack all in one corner, annoyingly)
  • Added UI hints for interactive objects
  • Created music director system which dynamically changes music based on world events
  • Created Electric Generators and Power system. Allows players to power generators using gasoline, turn them on/off at will. Items attached to generator are marked as "powered" and can be turned on and off. Currently the main item you can attach is a Flood Light for... important purposes. Would love to hear ideas about other electric things you'd like to be able to attach!
  • Added Wolves to the world
  • Created our demo outdoor sandbox map

August TO DO

  • Create terrain/area culling system to increase performance (targetting 60 fps)
  • Add IK to enemies to make melee hits more satisfying
  • Add enemy/dead body looting and loot tables
  • RPG elements pass (will detail this out later!)
  • Add more ranged weapons
  • Add weapon randomization system (more details later!)
  • Add traps to crafting system
  • Add deeper survival mechanics
  • Start on media for Kickstarter campaign!


As you can see, it's quite the full plate but I'm hoping to get a lot of that done. I'm putting a heavy emphasis on getting the current demo map as playable as possible so we can provide Kickstarter backers with instant Alpha access. Once we have the demo nice and playable and FUN we'll start releasing media like crazy and answering all the questions you probably have about the features and enemies we've been so tight-lipped about.


So please, hang on a little longer, I swear there's a ton of info and content coming your way very soon!

Thanks,
Rico

Description
Release date: Late 2014
Rebirth is a survival horror sandbox game. Estimated Launch Date: Spring 2014. Alpha release may come sooner.

Day
Scavenge. Hunt. Explore.

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

Night
Survive.



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?


Features

Community built game - I actively poll the community for feature ideas, scare ideas, and many other things. I want the community to feel like they are part of our development team! There are already a lot of ideas implemented, and I'm always looking for more!

  • 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.

  • Full Body Awareness - Look down, see your legs. Check your body for injuries, listen to your heart and control your level of terror!

  • Barricade existing buildings, set up defenses and generators using items you collect and the environment around you.

  • Procedurally generated scares - Our AI, combined with procedurally generated horror scenarios will keep you on your toes!

  • Mind-bending horror system. Your fear shapes the world around you if you don't keep it under control.

  • Living, breathing eco-system.

  • AI with senses, goals and advanced behaviours, such as actively searching for you when they lose sight of you, or going to where they heard unusual noises, 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.

  • Third Person and First Person ranged and melee combat. Full body awareness when in First Person mode.

  • Barricade yourself and fortify your house to try to survive at night.

  • Meaningful death.

  • Meaningful Day/Night cycle. At night, the Others come out to hunt... Find shelter or become their prey.

  • RPG elements - Your character can become more specialized as time passes and they get more experienced.

Future Planned Features

  • Multiplayer - After most mechanics are complete.
  • Craft your weapons and items.
  • Completely procedurally generated environments

Track our game's progress!
http://www.deadmanwalkingstudios.com
http://www.indiedb.com/games/rebirth

Head on over to the Discussions section and see how you could help design a scare for the game. If I like an idea, I will contact the author and work with them to try to get the idea into the game!



Some answers to commonly asked questions:

1) The core of the game here is survival horror. My influences: Silent Hill, STALKER, I am Legend, Book of Eli, The Road, SCP.

2) This is not a DayZ clone. The game probably has more in common with Project Zomboid than DayZ, when it comes to the core game ideas, Gameplay and shooting mechanics will be shown soon. Melee combat will play a big role in the game as well. The game isn't about zombies, zombies just happen to be one of the many things roaming the earth in-game.

3) Yes there are a large amount of Survival elements, but the game's focus is not hyper-realism, but to use realism when it serves gameplay. Examples: Hunger, Shelter, Scavenging, barricades, batteries for your lights, etc. There will be a large emphasis on this gameplay to keep players challenged and on their toes, and keep them engaged. What you are likely not to see: Super realistic bullet physics for a pistols, shotguns, or rifles. A sniper rifle? Maybe, they are likely to be actual physical bullets with drop and gravity taken into account, but only for that gun type.

4) No this is not a "zombie game". Yes, there are zombies, no, they are not the only enemy nor the main antagonists. There are varied enemy types already in the alpha (other survivors, zombies, stationary enemies that pop out of the ground and can eat you, a secret enemy that only comes out at night, and many more are planned and in the works).

5) This game will not be easy. Its about harsh survival and engaging gameplay. My hope is to make a game so fun, that even dying is entertaining.

6) Singleplayer now, multiplayer later. Multiplayer will not be forced on people, the game is being made as singleplayer and the option will never be removed.

Current state of the game

The game is still in pre-alpha version, and once a build that has a nice cross-section of gameplay is finished, it will most likely be released to devoted fans of the game. As a developer, I welcome gameplay feedback and encourage the community to submit their ideas, and tell us what you'd like to see in your sandbox horror experience. I love to communicate and get your feedback! I have heard some amazing ideas come from the community already, some of which we deemed good additions to the game and are working to incorporate as I write this.

The game is still a work in progress. We may release some early "WIP" videos to the community if we get interest, just keep in mind they'll be rough and unfinished as we continue to make progress. This is a labor of love in our spare time folks, we all have day jobs, sadly! We'd love to see this game eventually on Steam not for the money, but to increase visibility and convenience for users. This game is not being made to make heaps of cash, its being made because we enjoy creating a game we'd like to play. Should heaps of cash appear as a result, great. If not, that's fine too!

Alpha gameplay will likely be singleplayer, and as core systems are finished multiplayer will then be incorporated if community feedback is good (this way we know if the work is worthwhile, or if we should focus on single player improvements instead)

I hope my honesty pays off, and I really hope to bring the community a fun, entertaining, and horrifying sandbox experience!

NOTE: The game will also be deployed on Linux, when it is ready. This includes Alpha builds when they are available.

Whether we get Greenlit or not by Steam, the game is being created. What will change is how easy it will be for people to acquire. Comments of "Do X or I down vote" will be ignored.
Popular Discussions View All (46)
130
Mar 15 @ 8:59am
Ideas for usable gear: I want yours!
Rico
101
Sep 13 @ 2:38am
What should we call these enemies?
Rico
4
Aug 5 @ 8:35am
Power System - Need ideas for useful/cool electric things to attach!
Rico
1,006 Comments
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Wilder Shot Sep 17 @ 1:18am 
f2p Yeah? ok
[-AHMK-] Goomben Aug 20 @ 3:12pm 
Price?
Rico  [author] Aug 15 @ 2:56pm 
@FalloutDud3:

I look at all the comments/forum posts so I probably read your ideas and likely incorporated them.

I'm nearly done implementing all the tech to power the game so hopefully in the coming months we'll be finally cranking out content. If I can have it my way, Rebirth will be the kind of game you buy and then 1 year later it has a TON more content and features then when it first came out.

My goal is to create a whole universe that keeps expanding until I can get all the cool ideas & stuff I want in a game in there. There's a looooong list!
King Hazza Aug 14 @ 4:26am 
been looking at this for a long time, can't wait!
FalloutDud3 Aug 12 @ 4:46am 
Aw man This game has definitely progressed since I last looked at it! Probably don't remember me but I was watching this a year ago and posted some ideas... Still looks successful as ever!
[-AHMK-] Goomben Aug 9 @ 8:21am 
This game looks really fun have you thought about pricing yet?
__XahteR__ Aug 8 @ 10:48am 
я 1000й)
Derp Aug 7 @ 11:37am 
When are you thinking of starting the kickstarter?
Rico  [author] Aug 7 @ 10:43am 
@derp

No release date yet. We're building a nice and fun playable pre alpha demo after which we'll be doing a Kickstarter (to get money to pay artists/licenses so we can get better art/done faster) and we'll be offering backers the option to get instant access to the pre alpha demo instantly. We're definitely going to be doing Early Access but only after we feel the game is fun, playable and not filled with terrible bugs.

We want to use Early Access to create content, rather than sell people a shoddy game that isn't fun, with the promise that it *may* eventually become fun.
Rico  [author] Aug 7 @ 10:42am 
@goomben: The hands on these screenshots are really old. Also, the game isn't built to be your standard FPS. Your character is an actual person and you can see different parts of their body at different angles/etc through full body awareness.

I'm trying to update the media since the media on this page is waaay out of date. Releasing more and more as I get things more polished off. But as always, the game is still in pre alpha, the art does and *will* change along with content and features as we get more things done and in game.

If you want to see the kind of visual fidelity we're aiming for, have a look at the latest announcement where you can see a small gif showing off the outdoor environments. I'm hoping to be able to secure enough art to make the whole game have that kind of quality overall, despite it being made using my spare cash atm :-P