Compara los precios de Rebirth of Island en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Yo_Serjio. Publicado por Yo_Serjio. Lanzado el 4/11/2016. Disponible en PC. Géneros: Adventure, Indie, RPG, Strategy.

A solo-dev sci-fi survival colony builder with a 41% positive rating on Steam and a community that needed a beginner guide to function. Approach with low expectations and a high tolerance for rough edges.

I've spent enough time with bare-bones colony survival games to recognise the shape of Rebirth of Island before the title screen fades: one developer, raw ambition, systems that almost work, and a community discussion page full of crash reports. That profile is not always a dealbreaker, but it sets the terms of engagement clearly. The core concept is genuinely interesting. You play as Gaius, a crash-landed astronaut on a procedurally generated alien planet, and your job slides between personal survival and micro-managing a fledgling colony. Gathering resources, constructing shelters, and assigning settlers to tasks like extraction, construction, and building maintenance gives it a light colony-sim flavour on top of the standard survival loop. Each death regenerates an entirely new planet with different climate variables and creature populations, which in theory solves the replayability problem that kills most single-dev survival games. The top-down 2.5D perspective keeps the scope manageable, and there are crafting systems, hunting, and a research angle that gesture at meaningful progression. In practice, the depth is thin. The decision-making that strategy fans expect, such as real resource chains, AI that reacts meaningfully to your colony state, or tech trees worth optimising, is largely absent. Settler management amounts to assigning workers to slots; there is no nuance in scheduling, no morale system, no late-game complexity to sink into. Community discussions flagged repeated crashes tied to save-file operations, crafting systems that stopped functioning after updates, and interface friction around basic actions like fuelling a fire or operating a bow. These are not exotic edge cases but core loop friction. The game shipped in 2016 and the developer has since moved on to a follow-up project, which raises legitimate questions about the patch cadence here. Who is this for, if anyone? Players who genuinely enjoy watching a rough indie concept breathe, who treat bugs as part of the texture and do not need polished UI to stay engaged, may find something here. The procedural planet generation does produce meaningfully varied starting conditions. The soundtrack has been praised by the small player base as a genuine atmospheric asset, which counts for something in a game that otherwise shows its seams. A community-written beginner guide exists and is worth reading before the first session. If that level of friction-management sounds like gameplay to you rather than a warning, the entry point is low enough that the experiment costs very little. The hard honest read, though, is that Rebirth of Island is a proof-of-concept from a solo developer who was building toward something better. The colony management lacks the decision weight to satisfy strategy players, the survival loop lacks the moment-to-moment tension to satisfy action players, and the stability record is poor enough to frustrate anyone in between. The approximately one-hour average playtime logged by most buyers on tracking sites is probably an accurate picture of how far most sessions go before the cracks outpace the curiosity. Diego, Scout Team

Rebirth of Island

Rebirth of Island

4 nov 2016Yo_Serjio
GamerScout opina

A solo-dev sci-fi survival colony builder with a 41% positive rating on Steam and a community that needed a beginner guide to function. Approach with low expectations and a high tolerance for rough edges.

PC
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Mínimo histórico: €0.97

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I've spent enough time with bare-bones colony survival games to recognise the shape of Rebirth of Island before the title screen fades: one developer, raw ambition, systems that almost work, and a community discussion page full of crash reports. That profile is not always a dealbreaker, but it sets the terms of engagement clearly. The core concept is genuinely interesting. You play as Gaius, a crash-landed astronaut on a procedurally generated alien planet, and your job slides between personal survival and micro-managing a fledgling colony. Gathering resources, constructing shelters, and assigning settlers to tasks like extraction, construction, and building maintenance gives it a light colony-sim flavour on top of the standard survival loop. Each death regenerates an entirely new planet with different climate variables and creature populations, which in theory solves the replayability problem that kills most single-dev survival games. The top-down 2.5D perspective keeps the scope manageable, and there are crafting systems, hunting, and a research angle that gesture at meaningful progression. In practice, the depth is thin. The decision-making that strategy fans expect, such as real resource chains, AI that reacts meaningfully to your colony state, or tech trees worth optimising, is largely absent. Settler management amounts to assigning workers to slots; there is no nuance in scheduling, no morale system, no late-game complexity to sink into. Community discussions flagged repeated crashes tied to save-file operations, crafting systems that stopped functioning after updates, and interface friction around basic actions like fuelling a fire or operating a bow. These are not exotic edge cases but core loop friction. The game shipped in 2016 and the developer has since moved on to a follow-up project, which raises legitimate questions about the patch cadence here. Who is this for, if anyone? Players who genuinely enjoy watching a rough indie concept breathe, who treat bugs as part of the texture and do not need polished UI to stay engaged, may find something here. The procedural planet generation does produce meaningfully varied starting conditions. The soundtrack has been praised by the small player base as a genuine atmospheric asset, which counts for something in a game that otherwise shows its seams. A community-written beginner guide exists and is worth reading before the first session. If that level of friction-management sounds like gameplay to you rather than a warning, the entry point is low enough that the experiment costs very little. The hard honest read, though, is that Rebirth of Island is a proof-of-concept from a solo developer who was building toward something better. The colony management lacks the decision weight to satisfy strategy players, the survival loop lacks the moment-to-moment tension to satisfy action players, and the stability record is poor enough to frustrate anyone in between. The approximately one-hour average playtime logged by most buyers on tracking sites is probably an accurate picture of how far most sessions go before the cracks outpace the curiosity.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Solo-DevAlien PlanetColony SurvivalPermadeathSci-Fi SettingCrash-ProneAtmospheric SoundtrackShallow Late-Game

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7
Memory
4 GB RAM
DirectX
Version 9.0c
Graphics
512mb Video Memory, capable of Shader Model 2.0+
Processor
Dual Core 2,2 GHz

Recomendados

OS
7, 8, 8.1, 10
Memory
4 GB RAM
DirectX
Version 9.0c
Graphics
1024 mb Video Memory, capable of Shader Model 2.0+
Processor
Dual Core 3.2 GHz

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Información del juego

Desarrolladora
Yo_Serjio
Distribuidora
Yo_Serjio
Fecha de lanzamiento
4 nov 2016

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¿En qué plataformas está disponible Rebirth of Island?

Rebirth of Island está disponible en PC.

¿Cuándo se lanzó Rebirth of Island?

Rebirth of Island se lanzó el 4 de noviembre de 2016.

¿Quién desarrolló Rebirth of Island?

Rebirth of Island fue desarrollado por Yo_Serjio.