Update 0.32: Take a Break
The break mechanic has now been implemented, and new music has been added to make Act 2 and the boss battles more distinct. I'm thinking the next update will be focused on fixing some known issue. I will most likely also be working on implementing a form of "Hard lock-on" into the game. When encounters get crazy with enemy count and speed, I find aiming your attacks can get a bit harder if you're trying to hit a specific target. I think the addition of being able to press a button and have all your attacks focus on one enemy will be a big help.
After that, I have some ideas for more mods and gadgets, and perhaps new NPC's after that.
Bosses should put up a bit more of a challenge now. Utilizing the new "Break" mechanic will be the key to winning a boss battle handily. Also the talented composer has created 3 new tracks with variations to add some spice to Act 2 and both boss fights! Now that the pace of the combat is becoming more clear, I've added warning indicators to many enemy attacks as I feel the number and frequency of attacks makes them harder to discern when facing larger hordes.
- Added the "Break" mechanic: Bosses now have a secondary bar under their health bar which shows how close they are to having their guard broken. The break bar depletes as they take damage, and hitting the boss with a strong enough attack while their meter is low enough will "break" them, launching them and allowing for them to be comboed. Like before, the variety of attacks used will decide how long they can be attacked in this helpless state. If they hit the ground and are allowed to fully recover, their break bar will refill immediately.
- Added 3 new music tracks to the game, These tracks play during the Act 1 boss battle, the act two map and combat sections, and the Act 2 boss battle.
- Added a warning flash for when enemies launch melee attacks. This does not apply to "high threat" attacks, which already have their own different indicator.
- Added button prompts for weapon arts and gadgets. These prompts will change depending on whether you are using controller or mouse and keyboard.
- Adjusted the damage, force and speed of certain attacks for the player and certain enemies.
- Added new VFX for sharp weapon impacts.
- Changed sound effects for charged hammer attacks.
- Reapers can now be encountered in Act 1 when entering hard battles.
- Adjusted the sizes of various enemies.
- Fixed an oversight that was preventing Reapers and Lilith from using their forward dash move.
- Fixed instances of enemies not correctly dying when falling into pits.
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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 0.31: Random Drops13 days ago
- Update 0.3: Act 2 - Research19 days ago
- Update 0.2: GadgetsAug 18, 2025
- Update 0.12: Hammer TimeAug 07, 2025
- Project Rebirth 0.1: Initial Early Access buildJul 29, 2025

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