
A tactical idle roguelike RPG where you progress through auto-battles, gather resources, craft gear, and brew stat-boosting potions. Build your character, shape a village of evolving NPCs, and uncover hidden truths in a story-driven world that rewards curiosity and time.
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About
Reborn: An Idle Roguelike RPG blends the long-term satisfaction of idle games with the challenge of roguelike progression and the charm of classic RPG storytelling.
You play as Katie, a Reborn—an immortal warrior sent to protect a quaint, slowly unraveling village nestled on the edge of a dangerous cave. While you're off battling waves of increasingly powerful Creatures, the village moves forward: relationships evolve, secrets bubble to the surface, and a darker truth about your origins begins to emerge.
Set your character to auto-fight through an ever-deepening cave and check in when you're ready. Level up your stats, craft and enchant your gear, brew potions, and plan your next run.
Each run ends in death, but to a Reborn, death is growth. Keep your experience, and customize stronger builds with every rebirth. Tweak your stats, push one floor further, and uncover a little more each time.
Meet 19 unique villagers with evolving relationships and personal storylines. Help them grow, uncover the truth about your shared pasts, and change their futures.
Six core stats to build and balance.
Crafting & gear upgrades with randomized bonuses and enchantable crystals.
Potions brewed with a mix of ingredients for temporary, stackable boosts.
Questlines that unlock more of the world and the people within it.
This is a game designed to be played in short bursts across weeks or even months. No daily login requirements. No monetization. Just a chill, thoughtful loop you can come back to whenever you want.
Reborn was shaped by player feedback, and it continues to be. Join the Discord to share ideas, report bugs, and help shape what's next. Whether you're in it for the lore, the strategy, or just a cozy background grind—thank you for playing.
To everyone who’s left a review (yes, even the negative ones), reported a bug, offered feedback, or just chatted with me during development, thank you. Your support, humor, and ideas have kept me going through the highs and lows of building this game over the last 18 months of development. I never expected such a warm and thoughtful community to form around Reborn, and I’m incredibly grateful for it. You’ve made this more than a solo project, you’ve made it something we've created together..
Genres
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Languages: English
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While I enjoy this game I cannot recommend it to other people in its current state. The game is slow paced and progress is few and far between. Everything takes way too long and a lot of QOL like a sell all button is missing. The game is almost proud of the tedium as every reawaken takes exponentially longer while giving almost no help to alleviate the time sink. Currently I am on reawaken 3 and with only 1 rebirth earned I have maxed out everything except the money sinks like boosting armour or the wishing well(which seems to just be bragging rights and provides no actual bonus). One of the better ways to get money is to make armour and sell it but having to click 40 times to make the armour and then another 40 times to sell each piece of armour individually and repeat is beyond tedious and disrespectful to the players time. So aside from slowly boosting my armour bonuses to make grinding marginally faster there is already nothing to do but just let the game loop the cave endlessly until I get to reawaken and do it all again with another barely useful bonus. On reawaken 3 rebirth 1 without spending the bonus I already can clear all 200 floors so there is no progress to really be had through upgrades except being marginally faster but since it requires 6 billion xp to rebirth now its going to take a long time to get to the 80 rebirths required to get to reawaken 4 where I will have to just repeat the same steps while being exponentially longer. In short there are some good bones of a game here but no respect for the amount of time a player has to sink into the game to feel even a modicum of progress.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Takes a whole hell of a lot of input for an "idle" game. Give me town portals to go back to town at any time or a way to have my character auto-run back to the dungeon. Has a lot of great elements that I appreciated, but either make it full idle or don't make it idle at all. Quasi-idle like this while also calling it "idle" is kind of a slap in the face. "What do you want two time displaced versions of your character where one is in town showing what you're doing between runs and a second that's showing your character do infinitely looped dungeon runs?" Yes. Yes, that's kind of what I want. That way the idle doesn't ever end but I can interact without having to wait for a run to end. Because like I said: I really like a lot of aspects of the game. I don't like my agency being taken away from me and I don't like having to micromanage on someone (or something) else's schedule.
I do like the Game, but i have no clue about a couplr of things. Why don´t you get ANY hint about reincarnation after getting the max exp? What exactly does the House? Is there ANY reason beyond a bed and another chest for the house? Does it buff you in any other way? Why don´t you get any hint about reawakening except for the fact, that you get no quests after a certain point, till you´ve reawaken? And there might be stuff beyond that, that you don´t find out easily. I played this game for like 2 weeks, before i learned about reincarnation. I didn´t see the button after maxing out the exp and never checked again, since you have no reason to check something, where you think you can´t do anything with afterwards... I tried to farm and farm all the stuff in that time and didn´t get any progress whatsoever. I almost stopped playing. So please change this, so other people don´t make the same mistake and instead of looking for an answer, they just quit. It would be sad, if that happens.
Very tedious idler, lacks lots of mid to late game content/mechanics, the lore is ok. After 4700+ hours still couldn't complete 100% of the game.
一款主打放置挂机的+重生的RPG游戏 玩下来的感觉就是将很多心思放在了不必要的内容上,包括大量毫无用处的NPC、没有意义的行走流程、将大量功能性建筑/设备放在地图的各个角落 而核心玩法过于薄弱:属性点基本就是平均分配的,其实际上的作用并不重要,并不存在培养某个特长职业的玩法;装备系统看上去也没有任何的高阶玩法 另外,不知道是不是后面才会解锁高楼层起始,但反正我现在每次复活都要从1楼开爬,要一个个怪打过去、非常浪费时间
Fun idler with a friendly community and responsive dev, Still a bit rough around the edges, but constantly improving. Absolutely worth the $0 price.
Nice idle game. Was meh when I started, but the dev is caring and is bringing constant bug fixes. improvements and new content, so the game became much better over time!
30 hours in, and I think that all in all it's not too shabby of a game. Yes, it's VERY repetitive, and VERY tedious, and there is a offline mode too, although not so obvious imo, so you don't necessarily have to let the game run even though it will certainly get you to your goal quicker. Once muted it sits nicely in the background and Holden keeps stocking up if you use the looping wisely and not run until death. Crafting system will hopefully see an update as there are some improvements that could be done. But it's free, and I'll play it enough to check off the achivements. EDIT: 452 hrs in, and game has not changed much. Unlocked farming, and next level of gear, enchanting and better health potions. Reawakening felt like quite a setback at first, but gathering materials after is way faster. Given the game has 5 reawakenings and each require 50 rebirths, it's 250 rebirths totally.. but exp required went from 60k to 6 million by 1st reawakening so it's taking some more time, although helped by mobs on higher floors dropping more xp.
This one is something of a mixed bag for me. To be clear, this is NOT an idle game. It's more like a very casual RPG with auto-battle elements, so don't expect to be able to set it and forget it for too long like a proper idle game. Now, with that out of the way, the best parts about the game are the overarching story (it's nothing super surprising but it's fun) and the little NPC reactions/interactions that you have. Most everyone in town is friendly to one degree or another, and most everyone is also supportive of you (as you're their chief defense against the things that come up out of the caves to eat their faces). It's got a cute aesthetic, and it's fairly charming. Not saying that you're going to form super strong Stardew Valley connections with these folks, but they're good enough to spend time with. There's not a ton to be said about the gameplay. As mentioned initially, it's an auto-battler when you descend into the caves. Katie moves forward and kills monsters until she takes too much damage and dies. There's a reasonable set of auto-conditions to use (you can set to leave on a certain floor, stay in the dungeon and loop to keep grinding, auto-use potions for healing and buffs, stuff like that), and death is part of the gameplay loop. Dying sends you back to town, where you can allocate your experience, get stronger, and head back down to do it again. There's equipment and potions to buff your stats, and there's magic crystals to enhance said equipment. No magic or active skills to use, and while there's some ability to influence fights via a parry mechanic I haven't found a need to use it. There is a perk system for when you level up (Reincarnate) that buffs you or impacts the spawn rate of certain resources. Dungeon loot is used for potion and gear crafting, along with completing quests and a few other things. The big negative for this game is the grind. It has to be, hands down, one of the grindiest games that I've seen which wasn't a F2P mobile game. For things like building up your house or crafting equipment expect to grind for a LONG time. The house in particular is a chore at the higher levels because of the volume of rare materials you need, and certain friendly NPCs you'll meet later in the game need a large amount of a loot drop from a certain monster that spawns only over 20 floors or so of the first 100 (!) floors of the caves. It spawns towards the bottom, naturally. There's ways to influence certain kinds of resource spawns by leveling up as mentioned previously, but for the most part you're stuck at the mercy of RNGesus. The friendly NPCs you meet later who can help you with resource gathering don't exactly get you a lot with each round. I cannot emphasize this enough - expect to grind for a LONG time for things. So, with that out of the way, would I recommend this? Provided you know what you're getting into, yeah, it's fine. Run it in the background while you're working on a project, and take a break to go and reallocate resources and such before setting it up to do its thing again. And as it's a free game without microtransactions, you're losing nothing but time if you decide you don't like it much. Plus as of this review the dev is back and is starting to make updates again. So give it a go if the aesthetic works for you.
Characters are gay. Literally gay. Disgusting! Quit pushing the weirdo crap down people's throats!
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