Inexistence Rebirth
Inexistence Rebirth -50% bundle
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and his sister, Hania, were chosen by the gods to be “Keepers”.
Their shared duty is to maintain order and balance in the world; but peace was not something everyone desired.
Claos, a man filled with dark purpose, decides to plunge Hania in a deep slumber and break the balance.
Hald begins his quest to find Claos and break the spell – throwing him into a vast world full of mystery and danger…
Rediscover this great Metroidvania game in an brand new version, with new features and improvements!
Explore a vast world full of mysteries and action in this game inspired by the classics of the 16-bit era.
News about Rebirth Version
- New engine, more powerful and faster
- Gameplay redesign to be more dynamic
- Content 3 times larger than the basic version, with new stages, enemies, etc…
- Redesign of the graphics and level design
- Add a real mini map for a more Metroidvania rendering
- Add a skill system to unlock new sill in battle, according to the player’s choice
- New game modes and side quests for more post game content
- etc…
Systems
- Many varied places, in a pixel art style worthy of the great hits of the SNES era
- RPG Elements enabling customize the stats and equipment of heroes, and get new abilities as you go
- Varied bestiary, with imposing bosses
- Many annex quests and hidden places
- Multiple difficulty levels.
Steam User 0
This is a very soft recommend. The game is decent but has some noticeable flaws in movement and combat, which can feel clunky. It still has retro charm and fairly rewarding exploration, though the map is one of the simplest among the nearly 60 Metroidvanias I’ve played. This is better described as a microvania.
Steam User 0
A great Metroidvania game that's similar to "Chasm" but has a few drawbacks:
- The maps are few and there aren't many places.
- The game's completion time is very short.
- There are not many skills.
Steam User 2
Inexistence Rebirth, developed and published by Jonathan Brassaud, is a lovingly crafted indie Metroidvania that serves as both a reimagining and an expansion of the developer’s earlier work, Inexistence. Rebuilt from the ground up with new art, mechanics, and a refined structure, it’s a clear passion project that pays homage to the classics of the 16-bit era while attempting to modernize their design for contemporary audiences. The game tells a familiar but heartfelt tale of heroism and sibling devotion. Players take on the role of Hald, a Keeper chosen by the gods, whose peaceful life is shattered when the dark sorcerer Claos puts his sister Hania into an eternal sleep. Determined to save her, Hald embarks on a perilous journey through a world filled with corrupted beasts, ancient ruins, and divine powers that test his strength and resolve. It’s a simple story told with sincerity, one that embraces the archetypes of old-school fantasy without pretense, providing a fitting backdrop for the game’s nostalgic sensibilities.
The first thing that stands out about Inexistence Rebirth is its visual style. Brassaud’s pixel art evokes the golden age of Super Nintendo-era platformers, combining detailed character sprites with vibrant backgrounds that vary across each region. From fiery caverns and frozen peaks to dimly lit temples and lush forests, the game’s world feels diverse and alive despite its compact size. The environments are designed to balance exploration and platforming, each one distinct enough to remain memorable throughout the journey. The color palette is rich but not overwhelming, and the character animations, while simple, carry enough weight to make combat and traversal feel responsive. The soundtrack supports this aesthetic perfectly—melodic, adventurous, and quietly melancholic when it needs to be. It may not be the kind of score that lingers long after the credits roll, but it does an excellent job of enhancing the atmosphere, grounding players in the rhythm of exploration and discovery.
Gameplay-wise, Inexistence Rebirth sticks close to the conventions that define the Metroidvania genre. The structure revolves around exploring interconnected regions, uncovering shortcuts, finding new abilities, and revisiting older areas to access previously unreachable zones. Hald starts with basic sword strikes and a limited move set, but as players progress, they unlock new abilities such as a double jump, dash, and powerful spells that expand both combat and navigation. The pacing of progression feels deliberate; upgrades arrive steadily enough to maintain engagement without overwhelming the player. Combat is straightforward—attacks, blocks, and dodges form the foundation of the system—but it’s responsive and satisfying, especially once additional abilities come into play. Enemies are varied, though their attack patterns can be somewhat predictable. The challenge primarily comes from timing and precision rather than complexity, making the game approachable even for those less familiar with the genre. Boss fights offer some of the game’s best moments, featuring unique designs and attack patterns that demand focus and adaptability, though they don’t reach the difficulty peaks seen in larger titles like Hollow Knight or Blasphemous.
The RPG elements add a modest layer of depth to the experience. Defeating enemies grants experience points, allowing players to level up and allocate stats toward strength, defense, or magic. Equipment and items can be found throughout the world, giving players options to customize their playstyle, though the system remains light and accessible rather than overly intricate. It’s a balance that suits the game’s tone—simple enough to keep the focus on action and exploration, yet deep enough to reward players who take the time to experiment with builds and strategies. The remake also introduces a small but appreciated skill tree, offering incremental improvements that encourage experimentation. These features, combined with smoother controls and an improved map interface compared to the original release, show that Brassaud took great care to refine the player experience without losing the retro charm that made his earlier work distinctive.
While the game excels in presentation and accessibility, its limitations are also clear. Inexistence Rebirth is a relatively short experience, with most players able to complete it within three to five hours depending on playstyle. The world, while well-designed, is not as expansive or labyrinthine as many of its genre peers, and exploration rarely deviates from a linear progression path. Some areas lack the environmental puzzles or interconnected secrets that give larger Metroidvanias their sense of discovery. Combat, too, while responsive, can occasionally feel repetitive, as enemy variety tapers off toward the latter stages of the game. These issues aren’t dealbreakers, but they serve as reminders of the game’s modest scope. It’s an indie production through and through—ambitious in spirit but constrained by the resources of a one-person development effort.
Despite these constraints, the game’s pacing and polish make it a rewarding experience. The short length works to its advantage in some ways, ensuring that it never overstays its welcome or bogs players down with filler content. Each new area feels purposeful, and the story moves briskly toward its conclusion without unnecessary detours. There’s a genuine satisfaction in mastering Hald’s movement and abilities, in seeing new paths open up with each power gained, and in confronting the final challenges that tie the narrative threads together. The addition of alternate game modes, including one where you play as Hania, extends the replayability slightly, offering different perspectives on the same world. It’s clear that Brassaud wanted players to enjoy the adventure at their own pace, focusing on enjoyment rather than exhaustion.
Inexistence Rebirth also carries a sense of authenticity that many larger productions lack. It doesn’t pretend to reinvent the genre or dazzle players with cinematic spectacle. Instead, it delivers a personal, handcrafted experience—a game that wears its inspirations proudly and succeeds because of the passion behind it. It’s a tribute to the platformers and action-RPGs that defined the childhoods of many players, distilled into a compact and heartfelt adventure. For fans of retro-inspired games, it scratches the itch for exploration and light RPG progression without demanding a massive time investment. For newcomers, it serves as a welcoming entry point into the genre, offering just enough challenge to stay engaging while never feeling punishing.
In the end, Inexistence Rebirth is a modest but memorable experience that captures the joy of discovery and the satisfaction of classic 2D adventure design. It may not reach the grandeur or complexity of genre-defining titles, but it doesn’t need to. Its strength lies in its simplicity, its sincerity, and the clear dedication of its creator. Every pixel, every note of music, and every carefully designed area feels like a labor of love. For those seeking a short but fulfilling Metroidvania with a nostalgic heart, Inexistence Rebirth delivers exactly what it promises: a journey through a world of danger, beauty, and quiet determination—one that proves that even small-scale projects can leave a lasting impression when crafted with passion and care.
Rating: 7/10
Steam User 0
tl;dr: Get on sale, its fun and pretty, but extremely short and a decent experience. Minor annoyances.
Good stuff: Its really smooth to play and feels fast and responsive. Looks good, It has great 16bit/32bit game system looking sprite work.
I mainly like to explore so it was really nice that the skill to get every hidden room and notification for chests etc shown was optional. Very nice.
Mid stuff: Sister mode, doesnt deliver anything really. The game is so linear and the sister is so overpowered i grew supremely bored of it. At least it allows you to play as a better designed character than the hooded Brother.
Neg stuff. However, there is one big negative. The game is so short. So incredibly short which i didnt know. Its basically a sit down one session game. Over and done in an hour or two unless you decide to backtrack and look for stuff. Im really glad i got it on sale, i would have been incredibly disappointed if i had instead bought it at its base price.
Minor negative is that gear and item upgrades are not placed well. You get so much stuff when you no longer need it. The only gear you need to care about is the sword really. The moment you can get the strong swords they all requires ALL movement upgrades theyre all obsolete besides the best one. I mean whats the point to gate em all behind the same movement upgrades? Weird.
The map could be ways better. Your blinking dot on it is not where it should be depending on which room your in. Example: Youre at a door, check the map, youre blinking infront of the top door, you enter and its actually the middle door of the big room youre in. Makes relying on the map when going places leading your wrong, minor but annoying to aggravating at times.