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rated 4.45 / 5 stars
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Strategy - Other

Credits & Info

Feb 12, 2011 | 9:28 AM EST
  • Frontpaged February 13, 2011
  • Weekly Users' Choice February 16, 2011
  • Daily 2nd Place February 13, 2011

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Author Comments

I wrote this game while travelling in Europe and Central America, and created everything but the music myself. It's not your usual point and shoot zombie game; Rebuild is a thoughtful, wordy game that takes real strategy to win. You need to balance acquiring food, expanding your base, killing zombies and keeping your people happy. Gamers should start on Hard difficulty and expect to lose their first game (it's more fun that way).



Rated 5 / 5 stars

great game

I like the game as a whole. I did have a few things i thought would have made it better howeve, more things to research taking less time each would have been and interesting addition, the option to build traps on individual blocks of the fort so that more zombies will die if they do take it or it would be easier to take back, and perhaps another profession dedicated to guarding the walls so that you can actually send your soldiers out to kill zombies without having the risk on the fort skyrocketting. Still a great game, just some ideas if you make another one.

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Rated 4.5 / 5 stars

How many endings are there?

This would be better with medals to track all the different endings.

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Rated 5 / 5 stars

I agree with devil-trainer

But, this is first game in this title afaik.
From myself i add that there is only 1 music track, for such long game i think there is need 6+ different tracks. But this is my nip-picking. Great game
P.S. hmm.....i guess i need make a non-flash sequel on scirra's construct.

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Rated 3.5 / 5 stars

Fun, but a few improvments needed.

-When you take over an area, both the food AND the survivors should automatically be brought to you. Half the time, I forget that there IS any survivors before I start reclaiming the area, thus losing a couple of possible soldiers or scientists.

-Even if I don't get attacked (no matter what difficulty), all of a sudden, one of my characters is dead from a zombie bite. Wait, what...? Doesn't help matters much that it's generally my last scientist and I'm 1 day from completing a research.

-The fact you can have multiple bars/churches is useless. You only need 1 of each, but the same applies for Hospitals, too. I mean, sure, you can do 2 separate parties (by the way, this nets a total of 30% happiness boost unlike the 2 leader 1 party that just gives 20%). However, half the time, my happiness is like 85% or above, thus not NEEDING the extra bars. However, if I tear them down, the troops gets pissed.

-The instance you obtain a useless building (for example McNoodles) it should be instantly transformed into whatever you currently require the most. For example.
If you don't have a hospital and the closest one is like 5 squares from you and you take over a building that can be transformed into a hospital, some troops should automatically start on working so it'll become one, not let it be random as it is. More often than not, I completely FORGET that I have (for example) a Warehouse that I don't need so my troops just transforms it without my knowledge.

-I have done all 4 endings (Take over entire city, defeat evil portal, cure zombeism and start a new city). Of those, the "entire city" took the longest. Why? Because on ONE SQUARE, there could be (no joke) 300+ zombies. I had literally 80+ soldiers rushing in there and they wiped out like 100-220 or so. The zombies respawns nearly instantly, thus it took me like 50 days to take over ONE square. The hell...

-Putting soldiers on guard duty doesn't seem to do anything. I reduced it from 35% to 1% chance of losing troops, and yet I lost 2 survivors (1 leader and 1 soldier). When I removed a lot of soldiers to kill off a lot of zombies, I had ~53% to die. I didn't lose a single troop and that happened four times in a row.

-Why is that only Leaders seem able to recruit people? Why can't everyone, just with lower odds?

That's the only actual complains I had.

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Rated 5 / 5 stars

Great Game

I have to say this is a great game. It is oe of the best strategy games. It is not a shooting game though, although it throws you in the atmosphere of other zombie shooters. It makes me imagine that there are real survivors in there, hoping they will fight of the zombie invasion. The graphics are nicely drawn, the music is really spooky and fits the theme but the menu and preloader sorta don't fit at all. The one hing I dislike is the happyness. Why do people leave? They have nowere to go but to certain death chougtrealismcought

I first suggest changing Happiness to Hope or the classic Morale in future versions. People can't be happy if they are surrounded by zombies, plus churches are risig morale rather than happiness (ps In churches they should hold ceremonies, not throw parties BTW). An unhappy soldier can still fight, but a hopeless, demoralised one can not. Also Morale should also decrease when people don't have where to live (like -1 per homeless person) or when the safety in the colony is less then 10, let's say 20%. People should leave in fear (its just a matter of time till they die) or work slower.

Also you might consider adding weapons. Weapons should be able to be found on corpses while searching (scravaging) a place. Weapons like branches should be found in parks, bats, bars and even small handguns and riffles in suburbs, hospitals, etc. Police Centers should always contain few guns and riffles. Also civilians should only be able to wield few weapons like guns and melee. Soldiers should be able to equipt riffles, machineguns, etc. Also certain weapons should be more effective in offense while some in deffense. For example, the AK47 should decrease the chances of risk ina kill the zombies mission, while snipers should increase the defense of your town when equipted on a defending soldier.

Also classes should be divided in 5 categories: Combat (militia, soldiers, etc), Exploration (scouts, scravangers, etc), Science (researchers, medics, etc), Constructors (builders, repairers) and Leaders. Learning each advanced class should take a medic, if you want to teach a medic and the researcher (researcher should be the first in the science category). Each advanced class should offer some advantages. The researcher should be good at researching and medicine, while medics should be greater at medicine and as good at researching, and another branch of science should take care of advanced researcing. Scouts should be good at exploring and scravaging. Scravangers should be better than souts at scravaging, etcetera. Also dogs. Dogs should increase the chance of finding hostages and food while decreasing chances of being unt down by zombies because of their keen senses.

Also you could add city outskirts. These should be blank, uncapturable tiles where, every couple of days, should appear new hostages (prob carrying food) and zombies. But, however, missions in te city outskirts should be more dangerous even if the zombies were cleared (maybe because there are no tall buildings blocking the sight of the zombies)

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