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Project RebearthNewsFour Months of Project Rebearth
Community

Four Months of Project Rebearth

Project Rebearth · published 6 Jun 2026, 13:06 UTC

All newsPlayers around this dateRead on Steam

Good day all!

it seems like you all had fun playing around with the new blueprint feature! The workshop is nicely filling up with all of your wonderful creations, and the towns you are building with them are astonishing! But I'm also happy to see that a lot of towns still keep their hand made and custom tailored look. You all are so inspiring!

Here are some more changes you might have missed in this past month:

  • Added grid overlays and labels to the map exports for easier use in DND/TTRPGs

  • Added tighter restrictions to overlapping buildings of the same type to avoid mindless spamming, while still allowing for as much creativity as possible.

  • Improved inputs for trade, so you can specify exact quantities or prices

  • Custom keybindings for better compatibility with different keyboard layouts.

  • Objects can now be flipped! This should give more creative freedom when building large projects.

  • Towns that have been inactive for 2 months, and have less than 100 inhabitants will be removed from the map as they get abandoned. This should clean up the server, and release their territory back to other players (simply logging in counts as activity in case you are worried).

  • Improved the shape drawing handles. They now stay a consistent size no matter how much you zoom in.

  • Bulk editing storage capacity is now enabled! Instead of changing storage of warehouses manually one by one, you can now edit them in bulk, just like the production panel already did for production rates. you find it when clicking your towns center when in the build menu.

  • Menus are now scrollable to help with navigating on small screens, or on long menus, especially now that you can have an endless amount of blueprints.

I am happy to see the server being more stable in general. Of course there are still hiccups here and there. Especially with new features like the blueprints, and towns and territories that get bigger and bigger. Trust that I always try to resolve them as quickly as possible. But I also need the time to think about structural performance improvements. Especially as towns grow bigger and bigger, new challenges keep popping up with making sure everything from placing blueprints, to managing hundreds of buildings and expanding your territory goes as smooth as possible. These improvements aren't without their side-effects, but I trust you all to let me know when you experience any weird behavior or drop/increase in performance. But of course first check earlier reports so I don't have to keep track of many duplicates of the same issues.

Happy building!

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Community9 Sep 2026Seven Months of Project RebearthHi All! I am currently on a vacation in Australia. I am working on the game when I can but evidently, the tempo has been a bit lower. August has flown past, however there still are some new updates! I have spent most of the spare time that I had coordinating with a creative writer to help me fill the remaining empty artifacts in Project Rebearth. These can be found by going on expeditions and s…Community10 Aug 2026Six Months of Project RebearthHi All! Apologies for the short delay. I am traveling through Australia for two months and although I am taking my work with me, I might be a bit slower to respond or implement new feature and fixes. But I definitely didn't stand still! · Town icon rendering should be more performant and also more aesthetically pleasing, with smarter logic on which icons to show at what zoom level. · Market nam…Community4 Jul 2026Five Months of Project RebearthGood day folks! The summer months have definitely kicked in if you live in the northern hemisphere! I hope you are all able to enjoy some outdoors time. And a game like Project Rebearth is the perfect summer game as you can still lock in and grow your town while also enjoying the warm outdoors when the temperatures allow it. Updates have been a bit slower due to me combining the development wit…