No Clean Start – Dev Update #1

Hi everyone,
with this first dev update we want to start sharing a more concrete look at the current state ofNo Clean Start, as we approach the first build we’re preparing for the coming weeks. This build will be available for free on Indiegala, and later on Steam.
Over the past months, we’ve focused mainly on solidifying the core loop and the main gameplay systems. In this post, we’ll give an overview of what is already playable in the current version.
Core Loop
Rebirth is a first-person roguelite built around deterministic runs.
Each run is generated from a seed that defines:
✦ path structure
✦ door states
✦ loot distribution
✦ activation of certain events
This approach allows us to maintain variety while keeping the experience controlled and fair, avoiding frustrating randomness.

Map Structure & Objectives
The level is divided into three main zones.
To complete a run, players must:
✦ complete three objectives distributed across the map
✦ unlock access to exits
✦ reach one of the three available exits
The system always guarantees at least one valid path, but it’s up to the player to figure it out through exploration.
Deterministic Door System
One of the systems we focused on the most is the door logic.
Doors:
✦ can be open, closed, locked, or powered
✦ are configured deterministically each run
✦ directly affect available paths
We implemented a system that prevents softlocks while preserving uncertainty.

Light & Enemy Behavior
Light is an active gameplay element.
Enemies:
✦ react to light
✦ become more aggressive when exposed
✦ can be unintentionally attracted by the player
This creates a trade-off between visibility and risk.
Weapons & Variants
Weapons found during a run are not identical.
Each weapon can spawn with different attachments, such as:
✦ suppressors
✦ lasers
✦ scopes
This creates meaningful variation between runs without adding unnecessary inventory complexity.

Flashlight & Battery Management
The flashlight is useful, but limited.
We introduced:
✦ battery consumption
✦ resource management
✦ a constant trade-off between visibility and safety
It’s a simple system, but it reinforces tension and planning.
Loot System
The loot system is fully deterministic per run.
This means:
✦ containers have consistent contents tied to the seed
✦ players can learn and improve across attempts
✦ no completely arbitrary drops
First Build Coming Soon
We are currently working on a first build that represents the core gameplay loop in a faithful way.
The goal is to give a clear sense of:
✦ pacing
✦ systems
✦ atmosphere
We’ll share more details in the coming weeks.
Next Update
In the next dev update, we’ll go deeper into:
✦ AI behavior
✦ encounter systems
✦ tension and pacing design
Thank you for your support, and stay tuned on the Steam page for all the latest updates!


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