A sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress and Firefly. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
User reviews:
Recent:
Overwhelmingly Positive (577 reviews) - 96% of the 577 user reviews in the last 30 days are positive.
Overall:
Overwhelmingly Positive (9,474 reviews) - 96% of the 9,474 user reviews for this game are positive.
Release Date: Jul 15, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The game is already fully playable, balanced, and generally free of bugs. Over 120,000 players have been enjoying it since our Kickstarter in October 2013. However, we want to add more value before calling it done. We're doing Early Access to indicate that we still intend to add more content to the game.”

Approximately how long will this game be in Early Access?

“We're not sure how long the game will be in Early Access. That said, it's fully playable, low in bugs and balanced now. We're just not sure how much more additional free content we're going to add before calling it done.

To be clear - we might end development soon, or we might continue it for years. Please buy the game only if you want to play it as it exists now - not based on what it might some day become.”

How is the full version planned to differ from the Early Access version?

“Our development changes direction often in response to player feedback, so we can't promise anything. We're also not sure how much will be done - we might end development soon, or continue it for years. However, here are some ideas we're considering (in no particular order).

  • More animals, plants, and biomes.
  • Archaeology so you can dig up and study powerful but dangerous ancient artifacts.
  • Dynamic conversation simulation.
  • Deeper melee combat simulation.
  • Randomized or configurable starting conditions.
  • More quasihuman races - dwarflikes, elflikes, and others.
  • Many more!

Again, while lots of ideas excite us, we can't promise any additional features. Please buy the game only if you want to play it as it exists now - not based on what it might some day become.”

What is the current state of the Early Access version?

“The game is fully playable, low in bugs, and well-balanced. Players have been enjoying the game over 13+ alpha versions we've released since our Kickstarter in October 2013, and many have reported enjoying the game for tens or hundreds of hours.”

Will the game be priced differently during and after Early Access?

“The price may rise after Early Access. We're not sure.

The price won't go down for a while.”

How are you planning on involving the Community in your development process?

“The community has been involved already since October 2013 when our Kickstarter launched. Each of the 13+ major releases since then has been directed and refined based on their feedback, mostly through our forums (http://ludeon.com/forums) and the RimWorld subreddit (http://reddit.com/r/RimWorld).

We intend to continue engaging with players as we have done as it's been very fruitful and enjoyable for all so far!”
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Recent updates View all (23)

May 24

Alpha 17 - On the Road released!

Alpha 17 - On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.

I'm afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. However, you can continue to use the old version until you're ready to update. If you're on Steam, to continue using the old version, go to your Steam Library, right-click on RimWorld, click Properties. Open the Betas tab and use the drop-down menu to select the alpha16 version. Restart Steam to force an update.

If you downloaded the game DRM-free, you can update whenever you like by re-downloading from your existing download link. Your link is always the same and always gives the latest version.

In the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. Since those problems are now fixed, you may find the game a little bit more difficult. It wouldn't hurt to play at one notch lower difficulty to start with in Alpha 17. You can always increase the difficulty later, even during the game, through the options menu.

https://www.youtube.com/watch?v=x8eyPE2yuoE
A summary of the changes in this alpha follows:

Roads and rivers

  • World now generates with roads and rivers
  • There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway
  • Some roads generate with things alongside, like concrete barriers or ancient lampposts
  • There are four sizes of river: huge river, large river, river, and creek
  • Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate
  • Rivers and roads generate on local maps as expected.
  • Stone roads generate using local stone and a new flagstone terrain type.
  • Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.
  • World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often).
World quests
  • New "site parts" world site generation system. It allows assembling together a world destination from several 'parts'. Mixing and matching will allow us to create a huge number of combinations.
  • New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.
  • New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.
  • New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.
  • New 'long-range mineral scanner' building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.
  • New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.
Other new stuff
  • Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
  • Characters can now tend their own wounds (with a penalty to effectiveness).
  • Added bowler hat.
  • Corpses now leak black corpse bile while rotting.
  • Vents can be opened and closed with a flick action.
  • Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
  • Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
  • You can now create your own packaged survival meals (with appropriate research and ingredients).
  • All pawns now have "head butt" attacks they can use if they're missing all other attacking body parts.
  • Added a "caravan packing spot" so you can tell your caravans where to assemble.
  • When trees burn, the leave behind burned tree stumps.
  • When structures and plants burn, they leave behind ash.
  • Carpets and wooden floors can now burn.
  • New training lessons for explaining shield belts, and how door opening speed is affected by material type.
  • Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
  • New 'wimp' trait makes pawn incapacitated from even a relatively small amount of pain.
  • New chain shotgun weapon
Modding
  • Modders can now add "def modifiers" which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others' changes (unless they change the same field, of course).
  • Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0
  • Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
  • GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
Increasing skill relevance
  • Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
  • Trade price spread made much wider, but social skill also has a much greater effect on it.
  • Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
  • Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
  • Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
  • Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don't melee dodge while aiming or firing ranged weapons.
  • Work tab boxes are easier to identify skill level for visually.
  • Added small crunching sound that plays when you assign a pawn to a skill they're terrible at.
AI
  • AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn't shoot at chickens as much.
  • Raider with mega-weapons will now avoid friendly fire
  • Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.
  • Sapper groups will now continue digging even while defending from attack.
  • Animals flee when harmed.
  • Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
  • Raiders will no longer compulsively attack doors.
  • Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
  • Doctors now tend heavy bleeding injuries and diseases near lethal severity first.
Misc
  • Plants now have different graphics when they are harvestable - you can see the berries/cotton/corn on the plant ready to be taken.
  • Buy/sell price spread for trading is much wider (150%/50%).
  • Drugs are now slower to produce, slower to grow, and heavier.
  • Cannibalism is harder on mood.
  • Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
  • Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
  • New graphics for some floor types and things (stone floors, stone chunks, etc).
  • Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
  • Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).
  • Added global sell price factor for apparel (70%).
  • Because it was way OP, chemfuel can no longer be made from haygrass.
  • Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.
  • Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
  • Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
  • Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
  • Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
  • Sun lamps now turn themselves off when plants are resting
  • Equipment rack is now a general shelf which can hold pretty much anything.
  • Small items like gold and silver are now 10x smaller, not 20x, so it's more feasible to build things from them.
  • Jade is not small any more.
  • Other bases regenerate their trade stock less often.
  • Changed flammability for fur and leather to 100%, and for meat to 50%.
  • Manhunter pack incident can now use any kind of animal.
  • Rebalanced all trader stock generation.
  • Traders will generate with fewer extreme quality items.
  • Pawns missing heads will have visually missing heads.
  • It's no longer possible to create a settlement directly adjacent to an existing settlement.
  • Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
  • Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
  • Gear tab now displays item stack masses.
  • Caravans now generate a lot tougher.
  • All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it's now a better trade good.
  • Catharsis thought is more powerful but shorter in duration.
  • Redesigned stats so that in almost all cases, high numbers are better.
  • Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
  • Ship part crash incident now scatters rubble and chunks around the crash site.
  • Healroot grows wild now, in some biomes
  • Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.
  • There is now a progress dialog while the planet mesh is generating (so people don't think the game crashed).
  • Date system reworked. Seasons are now arbitrary "quadrums" which cover 1/4 of the year and are the same on the whole planet.
  • Fixed various memory leaks.
  • Many exploits mitigated or prevented by various design tweaks.
  • Many, many, many other bugfixes, tunings, and redesigns.

295 comments Read more

April 10

New content is in progress for Alpha 17!

Some official words from Tynan posted here:

"We recently asked whether players would rather have the bugfix-only update released, or if they’d prefer we just kept working and waited until we had new content to release.

The results aligned with my personal thinking, which is that the disruptive effect of a release (breaking various compatibilities) isn’t worth it for a bugfix-only release. So, we’ve been adding new content! Alpha 17 will basically be two updates combined, where one of them was a refinement-and-fix overhaul.

I’m not going to go into detail on exactly what’s coming (that’s what the update videos are for!) But here are some basic notes on things in progress. The update will focus on enriching the content in the world, and create more reasons to use the planet-travel caravan system:

  • Roads and rivers across the world (multiple categories of each).
  • Rivers across the world.
  • Redone enemy base generation.
  • Enemy AI overhauls. They’ll be harder to cheese in various ways and act more sensibly.
  • A new class of incidents that initiate quest opportunities on the world map. These are driven by a new combinatorial “site” system that allows us to create destinations to go to out of multiple “pieces”. This creates more variation than we would get if we just had single quest destinations. Now we can take any “site core” from a library, surround it with “site parts” from another library and the system will generate them all together. So, you could have a core that is a stash of gold, and add on “manhunter animals” and “abandoned turret line” around it, and the map generator will combine those. The number of possible combinations can get large quickly. This update will keep it pretty basic, but for future updates I hope to have larger site part libraries, which will create massive variation.
  • People can tend their own wounds now!
  • Tons and tons of rebalancing and detailed redesign to make skills matter more, make the economy more coherent and balanced, make animal farming for meat viable, make cannibalism a bit less ho-hum, make surgery not absurd, make room stats matter in a sensible way, make storyteller incidents more varied, and so on.

    Based on man-hours, Alpha 17 will probably be the most substantial update yet. RimWorld has become quite a beast in terms of design complexity, so it does take a lot longer now to design and tune things so they integrate into the rest of the game well, don’t overwhelm players with complexity, and don’t create weird exploits or nonsensical outcomes. But, that’s all part of the inherent challenge of designing a tightly-integrated, wholly-procedural colony sim!"

    At this exact moment there is no release date and the team is still chipping away at the update. You can join in the discussion here: https://ludeon.com/forums/index.php?topic=31683.0



    In regards to "you guys aren't posting/communicating enough!"
    Truth be told the dev team is actually at a point where the majority of their day is dedicated to working on the game itself. Communication is a bit sparse sure but if you ever want to get more info on the game or possibly find out what's going on you're going to have far more luck over at our forums. https://ludeon.com/forums

648 comments Read more
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About This Game

RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

You begin with three survivors of a shipwreck on a distant world.
  • Manage colonists' moods, needs, wounds, and illnesses.
  • Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
  • Tame and train cute pets, productive farm animals, and deadly attack beasts.
  • Watch colonists develop and break relationships with family members, lovers, and spouses.
  • Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
  • Trade with passing ships and trade caravans.
  • Decorate your colony to make it into a pleasurable space.
  • Dig through snow, weather storms, and fight fires.
  • Capture refugees or prisoners and turn them to your side or sell them into slavery.
  • Discover a new generated world each time you play.
  • Build colonies in the desert, jungle, tundra, and more.
  • Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.

Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.

Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.

Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.

The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.

You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.

People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.

Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.

You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.

And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.

(All non-English translations are made by fans.)

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Core 2 Duo
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000 with 384 MB of RAM
    • Storage: 500 MB available space
    Minimum:
    • OS: OSX 10.5
    • Processor: Core 2 Duo
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000 with 384 MB of RAM
    • Storage: 500 MB available space
    Minimum:
    • Processor: Core 2 Duo
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000 with 384 MB of RAM
    • Storage: 500 MB available space
Customer reviews Learn More
Recent:
Overwhelmingly Positive (577 reviews)
Overall:
Overwhelmingly Positive (9,474 reviews)
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