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Rebuild 2

rated 4.53 / 5 stars
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Strategy - Other

Credits & Info

Oct 13, 2011 | 5:42 AM EDT
  • Frontpaged October 20, 2011
  • Daily Feature October 14, 2011
  • Weekly 2nd Place October 19, 2011

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The Necropolis 5 Points Find and reclaim the big graveyard
Zed Slayer 5 Points Kill 100 zombies
The Bitter End 10 Points Lose the game
Victory at Last 10 Points Win the game on any difficulty
Completionist 25 Points Find all five endings (cumulative)
Mountain of Bodies 50 Points Kill 100,000 zombies (cumulative)
Impossible! 100 Points Win the game on Impossible difficulty

Author Comments

After much blood, sweat and tears, you can play this game on an iPad 2 now, with exclusive bonus content to boot. $2.99 in the <a href=" .com/us/app/rebuild/id478 523928?ls=1&mt=8m&partner Id=30&s=143455&siteID=YJr 1Q3EGDzk-HTD63wsG_VXnUfZW f0xYHg">iTunes App Store</a>.

The sequel to my first game Rebuild! There are new buildings, plotlines, characters, customizable survivors with skills and equipment, new & improved art and hidden endings to find.

I took a crapload of suggestions from Newgrounds and other sites to improve on every little part of the original game. It was a lot of work, but I feel like this game is the Rebuild that was meant to be. I hope you agree!



Rated 4 / 5 stars

My only problem with this game.

is the graphics, I mean, on one side we have the dark grue some images of zombies and battles and then we have the beautiful and colorful little town of happyness... what the hell? Were you on acid. Such an uneeded contrast.

Same problem for portraits(characters). Gameplay was fun and kept me playing until the end.


Rated 4 / 5 stars


this game is good! great cooperative games!!

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Rated 4 / 5 stars

brutal good game dude


Rated 4 / 5 stars

Odd for a zombie game

I love zombie stuff and I guess I have simply just played too many games where you just shot up everything, because this seemed awkward. It was like SimCity. I could not even find any zombies that were lurking around for anyone to kill. I still of course have to give you credit for creating a nice environment. By that of course, I mean that the detail is very well done and everything has a lot of depth to it. The characters/players are rendered very well too.

The music is decent and it does give off a sense of being in a desolate place. Of course, it's not that desolate as most of the buildings are well intact. It's the kind of game that you can relax with. I never thought I would say that about a zombie game, but it is fairly unique. The winners today had some of the highest scores all around that I've ever seen!

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Rated 4 / 5 stars

Good game.

The division of tasks was a bit annoying. If there are three tasks per location, to have to do them all on separate days feels like a cheap way to raise the difficulty. If I have 8 people to send out, why can't one recruit, three scavenge, and three kill zombies? There's no logical reason why that shouldn't be the case, other than to further stretch out the time it takes to take back the city. Which on the higher difficulties is already hard enough considering that there's a horde at least every other night and a constant buildup outside the walls. The game shouldn't require to take many many days. If it does, that's how it goes, but luck shouldn't be too great a factor into it.

That said, I did like the management of resources with the equipment, used to bolster people's weaker stats, especially until I could capture some schools and spare the bodies to send them there. I find it funny that somebody who's tending crops, in a classroom, or bartending can't stop to defend the homestead, though. Maybe if there was a separate defense rating for "home, but occupied." But certainly I can understand a person away from home being unable to help defend. Since I saw no real difference between leaving my people on guard duty and leaving them idle -- my success rate was about the same.

Happiness mostly comes from events until you can get a bar or church, but I felt like I should have been able to do more to affect it. Until I could load up on churches or bars I was at the mercy of a system that far more often punishes me (even on the easier difficulties) for not having happiness buildings. It's not my fault these depressed wrecks didn't figure to build their town around a church or a bar if that's what they really wanted.

I liked that scouting had a definite impact on future missions, and that it was generally safe enough that I could send a low-level character to do it. The different story beats were interesting, and the briefings typically made sense (except for one time that somebody said that they weren't going to work on getting better -- healing isn't work, it's accomplished by lying around doing nothing, so to spite me he'd be better off doing work I hadn't asked, or sabotaging something).

The different ways to win were neat, not boxing a person in to one way to expand and accomplish an end-game. Randomly generating character names seemed odd, given the very limited number of facial features available. More differentiating graphical items, like eye patches or scars or something, would have gotten more life out of the fewer number of faces available. Though being able to tell what somebody's primary skill is just by their outfit helps tremendously.

As I said. Good game. There's some issues I don't agree with, but it's more about my play preferences than design flaws. Nice work.

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