Project Rebearth
From Project Rebearth
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Project Rebearth is a massively multiplayer online city-building strategy game developed and published by Program Sam. Set 1,000 years after an unknown catastrophe wiped out civilization, players rebuild society on a shared 1:1 replica of planet Earth. The game operates in real time, with one in-game day lasting one real-world day, making it an experience played over days and weeks rather than finished in a single session.
Project Rebearth was released on January 30, 2026 for Windows, macOS, and Linux via Steam.
Setting
A thousand years into the future, an unknown event has wiped out all traces of civilization. Nothing on the surface remained. Centuries have passed, and people are now emerging to the surface once more. Players enter this world to rebuild, founding settlements on the ruins of the old world, trading with other survivors, and uncovering the lost history of a suspiciously empty planet.
The game world is a full 1:1 replica of Earth, divided into Biomes based on real-world climate data from the WWF terrestrial ecoregions. Players can choose any location on the globe to start their settlement.
Gameplay
Core gameplay revolves around managing Resources, growing Population, constructing Buildings, and navigating the challenges of the environment. As a settlement grows from a small Center into a thriving town, new features and mechanics unlock progressively. No single settlement can be fully self-sufficient — players must trade with others, launch Expeditions to recover lost technology, and make strategic Choices that shape the future of their town.
Biomes
The world is divided into four Biomes based on real-world climate data: Wood, Stone, Earth, and Arctic. Each biome determines which resources are locally abundant, what materials buildings cost, and how efficiently production operates. The Wood biome favors
Wood production, Stone excels at
Stone and
Ore extraction, Earth leads in
Earth output and
Glass production chains, and the Arctic offers no raw resource extraction — serving as a challenge mode with doubled housing costs.
Buildings
Over 70 building types span 10 categories: Housing, Food, Resources, Refined & Manufactured, Town, Storage, Research, Infrastructure, Defense, and Decorative. Buildings range from simple Shacks and Fields to advanced structures like the University, Port, and Iron Mine. Many buildings have biome-specific construction costs and production rates.
Resources and Production Chains
The game features 17 resource types:
Wood,
Stone,
Earth,
Food,
Grain,
Flour,
Milk,
Wool,
Drinks,
Clothes,
Scrap,
Tools,
Glass,
Ore,
Metal,
Coin, and
Knowledge. Resources are produced, consumed, stored, and traded across interconnected Production Chains:
Trade
No biome produces every resource efficiently, making trade essential. The Market provides
Coin-based trading with a capacity of 1,000, while the Port expands trade capacity to 5,000. Trade costs are influenced by Choices such as Export Focus, Neutral Focus, and Import Focus.
Choices and Policies
Players can enact Choices that modify their settlement's behaviour. These range from labour policies like Worker Safety and Dubious Working Rules, to dietary rules like Vegan Society, to trade strategies and ration levels. Most choices have lock periods preventing frequent switching, and some are permanent once enacted. Players who form Alliances choose from 3 alliance types: Trade Alliance, Great Federation, or Science League, each granting different bonuses to all members.
Events
Events are triggered by game conditions. A food shortage occurs when
Food runs out. Low happiness causes Strikes, while high happiness triggers Celebrations and Productivity Booms. Full storage attracts Raids, and workplace Accidents can occur randomly.
Expeditions
Expeditions are area-based exploration missions that cost
Food,
Knowledge, and population. They yield
Scrap and basic resources (
Wood,
Stone,
Earth, or
Glass). Expedition duration and cost scale with the area explored, with a bonus for distance from the settlement's center.
System Requirements
| Minimum (Windows) | Minimum (macOS) | Minimum (Linux) | |
|---|---|---|---|
| OS | Windows 10/11 64-bit | macOS | Linux |
| CPU | Quad Core >2 GHz | Intel Core i3 | Quad Core >2 GHz |
| RAM | 8 GB | 8 GB | 8 GB |
| GPU | DirectX 11, 1 GB VRAM | — | DirectX 11, 1 GB VRAM |
| Storage | 2 GB | 2 GB | 2 GB |
| Network | Broadband | Broadband | Broadband |
Changelogs
February 27, 2026
- QoL Happiness indicators are now percentages instead of numbers.
- QoL Added a resource throttling popup with detailed information.
February 26, 2026
- New Added the Production Overview panel, a dashboard that lets players control all buildings (can be viewed via the Center/Square).
- QoL Added a one second delay when shift-placing multiple buildings.
February 25, 2026
- QoL The Market now displays town names instead of usernames for immersion, with a button to fly to the town.
- QoL The Esc key now closes popups and windows.
February 24, 2026
- Balance Towers and Sea Towers now have scaling upkeep: the first costs 5
Coin/day, the second 10, the third 15, and so on. - Balance Reduced upkeep for more expensive houses. They remain costlier up front, but their lower upkeep pays back sooner.
February 23, 2026
- New Added a user guideline limiting multiple accounts to prevent exploitation.
- Fix Objects are now always drawn with the oldest at the bottom (previously could change when moving objects).
- QoL Added an indicator showing crop yields for different crops as a Field is being placed.
- QoL Changed the default territory colour to grey so custom colours in the Town Hall stand out more.
- QoL Separated settings into tabs for easier navigation.
- Balance Reduced the construction cost of the Iron Mine from 20 to 10
Tools. - Balance Trade modifiers now stack additively: −10% + 20% = +10%, instead of the previous multiplicative calculation.
February 21, 2026
- QoL Added finer rotation increments with Ctrl: default rotation moves by 15°, fine rotation by 3°.
- Balance Removed the
Tools requirement for the Iron Mine, making the tools production chain more profitable.
February 19, 2026
- New Added user guidelines to the multiplayer world.
- QoL Added a high-contrast colour mode.
- QoL Reversed the order in which events are displayed (now old-to-new).
February 18, 2026
- Balance Added a 3-hour cooldown after deleting a slot to prevent exploiting starter resources.
- QoL Improved the UI to show which buildings are throttled due to lacking resources.
- QoL Improved the upgrading UI to show the change in rates rather than the rates of the new building.
- New The dirt texture can now be upgraded to the plaza texture.
- Fix The Square now correctly provides +10 population compared to the Center, matching the popup description.
- Fix Fixed a game freeze when building a Center for the first time.
- Fix Fixed white caps appearing at the north and south poles.
February 17, 2026
- Fix Fixed a bug that prevented events from coming through.
- Balance Woodcutters and Tents in the Wood Biome now require a small amount of
Tools (−0.05/day), balancing exponential growth in the Wood Biome and increasing demand for the Stone Biome's tool production. The Nursery is unaffected.
Tools consumption of the Saw was also lowered. - QoL Buttons are now disabled after being clicked to prevent accidental double actions.
- QoL Changed the center icon threshold to a population of 20. Center icons now shrink when zoomed out for clarity.
February 15, 2026
- Performance Center icons are now hidden for settlements with fewer than 30 population (performance improvement).
- QoL A larger icon is shown on the map at the threshold of 100 inhabitants.
February 14, 2026
- Balance Increased the maximum price for Market orders from 10 to 20
Coin. - Performance Lowered the starting zoom level to reduce initial loading.
- Fix Fixed missing icons on the map.
- Fix Fixed an issue where typing messages triggered keyboard shortcuts.
- QoL The game now announces in-game when connection to the server is lost, and reconnects automatically.
- Balance Dropped clay production from 0.05 to 0.04 per square metre for balancing.
- Balance Added more restrictions to reduce Field / Claypit / Quarry stacking.
- Fix Fixed fences causing buildings to disappear.
February 13, 2026
- New Added line fences. Players can now place individual fences, draw polygons, and draw fence lines.
- New Added the dirt texture. Like the plaza texture, dirt can now be drawn freely and is free to place. Dirt is more efficient than Roads and reduces tile loading.
- Balance Buffed the bread production chain: reduced the population requirement for Windmills and boosted
Food output of the Bakery. - Balance Reduced the cost of the Town Hall (halved the
Tools and
Glass requirements). - Fix Fixed an incorrect biome startup message.
- QoL Roads now snap to other road nodes.
- QoL Slots now show how many people live in each slot.
- New Introduced the message system. Players can send one-way messengers to other towns for a small
Coin cost.
February 12, 2026
- QoL Added help buttons on the resource bar, Market panel, order panel, storage management, and object popup.
- Performance Improved tile rendering performance.
- QoL Made the Market list smaller for better readability, only the top listing is usable.
February 11, 2026
- QoL Removed the Discord popup from the screen; links to the Discord and wiki are now in the minimap menu.
February 10, 2026
- QoL
Coin values below 10 now display two decimal places. - QoL Re-added the Discord link in-game and updated the server-offline message.
February 9, 2026
- New Added the official wiki at https://projectrebearth.com/.
- Fix Swapped assets for the Tools Workshop between the Stone and Earth biomes to correct a display issue.
- QoL The demolish tooltip now shows how many resources are returned.
February 7, 2026
- QoL The stats panel in the top-right corner now opens by default.
- QoL Added a timer behind bonuses and effects with an expiration date in the stats panel.
- Balance The Iron Mine placement restrictions were reworked. It is now easier to place relative to other buildings, but cannot be placed within 1.5 km of another Iron Mine.
- Fix Towers can no longer be moved, as they could previously be moved into their own territory.
- New Added trade events to notify players when someone fulfils their order.
- Balance The Iron Mine has been rebalanced: maximum daily production is now 100 / 60 / 40 (
Stone /
Wood /
Earth biomes). Production in the Wood Biome and Earth Biome is now feasible, though the Stone Biome remains most favourable. - Fix Fixed the stats count in the top-right corner and the population count on the main screen.
- Fix Daily cleanup now removes refunded players' dead centers from the world.
- QoL Steam display names now update periodically.