
Rewild
The planet is grey. Fix it.
Fight pollution, plant trees, and watch the world heal around you in real time.
Play the demo in your browser. If you like it, the full version - 10 maps and 2 game modes - is a free download. Tips appreciated!

Rewild is a short top-down eco-arcade survivor. Pollution monsters pour in from
the edges of the map — smog blobs, oil slicks, plastic wraiths, sludge titans.
Blast them apart, plant trees in the ground you've cleared, and watch the
wasteland visibly recover around you: grey dirt turns green, poisoned water runs
blue, and the Planet meter climbs toward 100%.
- 10 maps, 2 game modes, 4 difficulty levels

- 8 pollution enemy types
each with its own behaviour - plus an in-game gallery with lore and real-world eco-facts for every one you defeat

- Land that heals in real time
restoration isn't a stat, it's the ground under your feet changing

- Skill tree meta-progression
earn seeds between runs and unlock permanent upgrades

- Map events, weather and side objectives
defend the grove, cap the geysers, survive the surge
Controls
| Action | Keyboard | Gamepad |
| Move | WASD / Arrow keys | Left stick |
| Plant tree | Enter | A/Cross |
| Jump | Space | B/Circle |
| Seed burst | E | X / Square |
| Swap Tree | Q |
Your tools fire automatically at the nearest pollution - you focus on positioning, planting and building.
About
Made solo in Godot 4. Rewild is in active development - feedback is very welcome in the comments, especially on difficulty and what you'd like to see restored next.
Anonymous usage statistics and privacy
Notice version 1 · Updated 22 July 2026
Rewild shares limited anonymous usage statistics by default so PRZSoft can understand whether the game is played, where runs end, how long maps take, and whether updates improve the game. You can turn this off immediately in Settings → Privacy → Share anonymous usage statistics. Turning it off stops later requests and clears local return metadata. Turning it back on starts a fresh anonymous profile.
What is shared
- Game version, demo/full build, and broad platform.
- A fresh random session identifier used only for the current launch.
- Foreground play time rounded to 15 seconds and coarse new/returning and launch-count categories.
- One-time day-1, day-7, or day-30 return milestones.
- Maps started, their order, mode, difficulty, coarse duration, outcome, and a coarse final-restoration band.
What is not shared
No account, name, email, cookie, advertising identifier, persistent player or installation identifier, device fingerprint, precise location, coordinates, input history, save contents, exact restoration curve, damage history, weapons, upgrades, or skill build is sent. Rewild does not use analytics for advertising, individual profiling, cross-service tracking, or decisions about players.
Processing and retention
Microsoft Azure processes temporary records for PRZSoft in West Europe. Session-level records are aggregated and deleted within 48 hours in normal operation, with an alert before 72 hours. Anonymous daily totals are retained for 24 months, with a necessity review after six months. Sanitised operational logs are retained for 30 days. Ordinary network metadata is exposed when a request is made, but Rewild does not add IP addresses or browser identifiers to analytics records and configures monitoring to mask IP addresses.
Your choice and rights
Because Rewild deliberately keeps no persistent server-visible identifier, PRZSoft normally cannot locate a particular person's temporary session. You may still object or ask a privacy question through the contact options on this itch.io page, and you may complain to the UK Information Commissioner's Office at ico.org.uk/make-a-complaint.
| Status | Released |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | przsoft |
| Genre | Action |
| Made with | Godot |
| Tags | 2D, Arcade, Godot, nature, Pixel Art, Roguelite, Score Attack, Singleplayer, Survivor-like, Top-Down |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Bug fixes66 days ago
- Web version - sound fix67 days ago
- Rewild Update 1.8 - A Wilder World67 days ago
- Rewild v1.7 - five movement skills, a proper animated skill inspector, clearer o...68 days ago
- Rewild v1.6.1 is up - a small quality-of-life patch.71 days ago
- Rewild v1.6 is up72 days ago
- Rewild v1.5 is up. This update is about first impressions: a proper tutorial, a...73 days ago
- Full version on web76 days ago






Comments
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Very cool game, I like it!
saw your post on r/playmygame. played about 20 minutes worth, here are my thoughts:
Difficulty
I played 4 runs on Smog Valley - 1 on Haze, 1 on Smog, and 2 on Blight difficulty. I didn't look at the controls first so I just ran around for the first two runs restoring the shrines and just fighting off enemies until they stopped spawning. Not much challenge in the first 2 difficulties; I was able to complete both runs. Then I unlocked a bunch of stuff and tried the Blight difficulty - this is closer to what I feel the medium difficulty should be.
UI
I have a hard time glancing around the screen for key info in games like this so I prefer when the health and skills are close to the player model. Look at games like https://store.steampowered.com/app/2321470/Deep_Rock_Galactic_Survivor/ for a good example. I would suggest considering if a health/stamina bar make more sense than a more minimal count system. You might have 3-5 hit points and 2-3 jump charges.
Game feel
I think it would be cool to build on the idea of restoring the map giving the character more options in play. For example maybe the jump doesn't do much on barren ground but if you land in water it could send a ripple outward damaging enemies. Or landing in tall grass could kick up pollen and leave a cloud that lingers and hurts enemies over time.
I didn't feel like planting trees and restoring shrines did much for me. I also didn't understand what the seed burst was doing. So I would suggest having each of the state changes feel meaningful - the player should get a sense of what is happening around them through sound and visual changes that don't just get drowned out by noise.
overall I think this could be a neat little game. I'll check out future updates
Thanks for your comment. I already started working on improvements. I think your ideas will add a lot to the gameplay. Hope you will like the new version (coming soon)
nice update! the difficulty feels much better - I actively have to use my jump to avoid swarms of enemies. I also found I planted more trees so I could have more restored area to fall back to.
ui updates feel good too. I felt more connected to what was going on around the character. overall nice work.
I have a lot more ideas I can share if you're interested. let me know
thanks for update. Always happy with more ideas.