Update 0.31: Random Drops
To spice things up, I thought I'd add some variety in the form of random drops to the game. Now there's a chance you encounter extra healing and/or loot mid-battle, provided you are "lucky" enough. I've also made some adjustments to previously pretty primitive dialogue system that is present in the shops. I'm hoping some later additions I have planned will provide opportunities to elaborate on the setting of the game.
In the mean time, I'm thinking I'll revisit the boss fights in the game. I'm planning for opening them up to combos to be more "involved". The days of getting a free combo on a boss whenever the Piercer / Admantine Uppercut is off cooldown may soon be coming to a close.
This update features some new additions in the form of various pickups that enemies can drop. Along with some tweaks to item rarity, you'll now have quite a few more reasons to bump up that luck.
- Enemies can now drop items, with the chance increasing based on your luck stat.
- Added item drop (Medkit): Medkits restore a flat 100 hit points when picked up.
- Added item drop (Reroll): Rerolls allow you to refresh the item choices at a shop. Previously only available via meta upgrades, these can now be earned during a run.
- Added item drop (Loot Cache): Collecting a loot cache gives you another mod or gadget to choose from at the end of a battle.
- Added new room type (Random): Like it's name indicates, the Random map node can be either a battle, a difficult battle, or a shop. The only way to find out is to head right in.
- Adjusted map node placement for Engineering and Research sectors.
- Overhauled the dialogue system, which is currently only present at shops. There are more lines, and the text now scrolls until the full line is visible. Pressing confirm will skip to showing the full line, or show the next one if it is already fully visible. An option to have longer conversations will be coming in the future, along with further refinement.
- General item rarity and the effect of Style rating on rarity have both been adjusted. Rarer items are less likely to appear, incentivizing investment in the Luck stat while still allowing for lucky drops otherwise.
- Mods that boost damage output with no downside have been reduced in effectiveness, and health regain mods have been adjusted to account for the new randomly dropping medkits.
- Weapons now cost 40 scrap in the shop (up from 20).
- The Hammer has had some moves adjusted to hit enemies more consistently.
- The standing heavy charge attack for the hammer is now the same as the Light -> Heavy charge attack.
- The aerial heavy charge attack has been changed so that enemies are blown away rather than launched. It has also had it's force increased.
- Made some adjustments to player lock on behavior that should hopefully reduce instances of phasing through railings to follow falling enemies.
- Some cases of mod effect severity not matching the description have been fixed.
- Updated certain UI icons.
- Added sounds for trying to access items, upgrades and map nodes at invalid times.
- Impact VFX has been updated for many attacks, with more to follow in the future.
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Project Rebirth
Put your foes to the blade in this brutal, fast-paced hack n' slasher!
| Status | In development |
| Author | JoeyTwoShoes |
| Genre | Action |
| Tags | Action RPG, Hack and Slash, Roguelite |
More posts
- Update 0.3: Act 2 - Research8 days ago
- Update 0.2: Gadgets90 days ago
- Update 0.12: Hammer TimeAug 07, 2025
- Project Rebirth 0.1: Initial Early Access buildJul 29, 2025

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