
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
Stats
Languages: English
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Reborn: An Idle Roguelike RPG is an ambitious independent title that combines idle mechanics, roguelike progression, and fantasy storytelling into a surprisingly cohesive package. Developed and published by Blake Farnsworth, the game centers on Katie, an immortal guardian whose existence is tied to the protection of a remote village threatened by the dangers lurking within a nearby cave. While the concept of automated combat is hardly new, Reborn distinguishes itself by wrapping its incremental systems in a world that feels lived in and worth exploring. It is a game that values persistence over intensity, encouraging players to invest in gradual progress rather than moment-to-moment action. At its heart, the experience revolves around an endless cycle of exploration, combat, and advancement. Katie automatically battles enemies while players oversee the broader strategy behind her growth. New equipment can be crafted from gathered resources, potions provide valuable boosts, and every successful expedition contributes to long-term development. The roguelike elements shine through repeated runs and permanent improvements, creating a satisfying sense of momentum. Even when setbacks occur, they rarely feel punishing because each attempt contributes something meaningful to future progress. The result is a gameplay loop that is easy to understand but difficult to abandon once players become invested in seeing how far their character can evolve. Beyond its idle mechanics, Reborn places an unusual emphasis on storytelling. The village serves as more than a hub between adventures, acting instead as the emotional center of the game. Its residents have their own personalities, conversations, and secrets that gradually unfold as time passes. Katie's mysterious past is woven into the narrative, providing additional motivation to continue progressing through the game's various systems. Multiple endings add replay value and reinforce the idea that players are shaping the outcome of this world through their decisions and discoveries. For a genre often associated with statistics and automation, the amount of narrative attention present here is a welcome surprise. The title also benefits from its layered progression systems. Crafting, farming, gathering, and resource management intersect in ways that make nearly every activity feel productive. Unlocking recipes, cultivating crops, and enhancing equipment create a rewarding chain of objectives that consistently pushes players toward the next milestone. There is a deliberate pace to everything, and while some may find the grind excessive, fans of incremental games will likely appreciate the steady accumulation of rewards. Reborn succeeds in creating the feeling that no session is entirely wasted, even if players only spend a few minutes checking in before stepping away again. Visually, the game embraces a retro-inspired pixel art style that suits its fantasy setting. The presentation is modest but effective, emphasizing clarity over spectacle. Character sprites, environments, and enemy designs convey enough personality to support the world without distracting from the gameplay itself. Likewise, the soundtrack complements the relaxed nature of the experience, helping establish an atmosphere that feels calm and contemplative. The user interface can occasionally become crowded as additional systems are introduced, but the gradual pace at which features are unlocked prevents the learning curve from becoming too intimidating. Reborn is not a game designed for everyone. Players searching for fast action, elaborate combat mechanics, or the unpredictability typically associated with traditional roguelikes may struggle to connect with its automated approach. Its emphasis on patience means progression can occasionally feel repetitive, particularly during extended stretches of resource gathering and grinding. However, these limitations are largely a matter of preference rather than flaws in execution. The game knows its audience and remains committed to delivering an experience tailored to fans of idle progression and long-term character development. Ultimately, Reborn: An Idle Roguelike RPG succeeds by offering more depth than its premise initially suggests. It combines the addictive qualities of incremental gameplay with meaningful world-building and a compelling progression loop that rewards dedication. Blake Farnsworth has created a title that feels personal in its design, balancing mechanics and narrative in a way that gives players a reason to remain invested long after the opening hours. It may not appeal to every RPG enthusiast, but for those who enjoy watching numbers climb while uncovering the secrets of a fantasy world, Reborn proves to be a worthwhile journey. Rating: 6/10
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Trends
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
Eher neutrale Bewertung. Anfangs hat es etwas Spaß gemacht - aber nach meinem 2ten Rebirth war dann die Luft raus. Ist kostenfrei - also macht euch selbst ein Bild. Die Quests sind simple, aber ok. Das Skill- und Rebirthsystem war nicht mein Cup-of-Tea. Crafting und Gathering leider nur sehr rudimentär vorhanden. Es fehlt etwas an Entscheidungsmöglichkeit - bzw. nur beim Rebirth entscheiden zu können, welcher Stat jetzt 10% Bonus mehr bekommt ist mir zu wenig - nach relativ kurzer Spielzeit sah ich keine taktische Tiefe mehr. Dennoch... 1. Godot-Game = Opensource-Gameengine, mit der ich auch schon für Hausgebrauch gebastelt habe - darum fand ich das Projekt interessant 2. Kostenfrei = jeder kann dem Spiel bei Bedarf eine Chance geben.. und lief bei mir zu 99% bugfrei. 3. steckt sicherlich viel Arbeit drin. Wünsche dem Dev noch viel Erfolg bei diesem oder bei weiteren Projekten.
-Excellent in concept, but an absolute nightmare in execution- Items have no description, so you can't tell what anything is or does. The "Tutorial is long, annoying cutscenes for mostly useless mechanics like blocking(which is an absolute nightmare that nobody who values their sanity will ever use) or a wall of text in an obscure menu that is a massive pain to find. Speaking of menus, don't ever hide the auto menu or theres no way of getting it back without opening the sensory destroying wall of menus and maybe noticing one of the tiny buttons on the bottom right side change. I have absolutely zero idea why anyone would think the current menu layout/system was a good idea, because it single-handedly kills this game. The developer tries to be creative by calling attack speed "animation speed" instead of attack speed, like every other game in existance. Did not help my opinion at all. The concept and gameplay loop are great. I enjoy that part quite a bit, but the rest of the game far outweighs any enjoyment I get from it.
This is a bit too 'idle' for my liking. It's free though, so worth a try out.
Progress is very slow. took me roughly 1250 hours to reach awaken 4. This should have unlocked a new ore, floors 201-300 and so on. I don´t know if this is a bug, not in the game or just a placeholder. At a certain point it plays itself, you check in every few hours to see if you made any progress. 60.000.000 XP for one Level up. 80 Levels reach awaken 5. The only bonus you get, is double xp after sleeping in a bed, 48h buff, that´s it. Probably the devs first project and it was fun for a few hours, but right now it has very little content Edit: okay, it was not a bug, just not inside the game yet, since the dev was so nice to reply, i´ll change this review slightly, it´s still grindy but it has potential
its a grindy but cute game
fun little game but 100% is tedius , I've completed all 100 floor in 200H but need about 2000 more if I want to 100%.
Groovy
Quite frankly, one of the most charming and fun incremental semi-idlers I've ever played. The grind is a bit grindier than I usually like (still haven't done more than rebirths yet... working on that now) but the story bits and pieces are incredibly well written for how short and representative they are and it's incredibly touching. Very worthwhile, but know you're settling in for a very slow burn.
Chill idler with an actual plot. Rare and whimsical.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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