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 (502 reviews) - 96% of the 502 user reviews in the last 30 days are positive.
Overall:
Overwhelmingly Positive (8,927 reviews) - 96% of the 8,927 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 (22)

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

388 comments Read more

February 10

Greetings and Salutations!

Howdy everyone, my name is Ramsis and I'll be rooting around this fine Steam HUB as the admin/community management guy... thing.. Muffalo..

I've been doing a lot of work in stealth lately, trying to keep things clean, running through posts fixing issues or banning those dastardly Tribals out to steal our delicious Yorkshire meat. I probably won't be posting too often as that's mostly up to Tynan but I would like folks to know that there is someone here doing work nine times out of ten and that we do get your complaints.

A bit about me:

I'm a bit of a nerd, love playing RimWorld when I'm not swamped in other games. Favorite feature in RimWorld has to be the intricate medical system. Biggest regret is not being able to install tank treads to my Husky army. I'm big on community and love to help others if possible, I'm sure some of you have seen me on the Ludeon Forums bouncing around and pushing people to behave. https://ludeon.com/forums/index.php (how do you not have an account?)

Games I'm stuck in/chasing at the moment:

RimWorld A17! Wooo gotta sell the product!
Starcraft 2. I'm a casual, I admit it. I'm arcading all day or CO-OP'ing!
XCOM 2, because Long War 2 came out and I hate myself.
Got Wild8, that's a crazy game and feels like Winter RimWorld 24/7

Really excited for two games coming out soon:

Mass Effect Andromeda, because I'm a sucker for stories

SimAirport mostly because I love a good Greenlight and I can get stuck in tycoon games for yeeeeeeears on end. Theme Hospital baby, started it all!


Any who enough of ranting on my end. If anyone needs anything don't hesitate to report problems or PM me on the forums. I'm that Ramsis guy with the red name. Be sure to have fun and enjoy the game everyone, Tynan is one heck of a guy!

Edit: Oh dear lord the friend invites are pouring in! I regret everything! http://i.imgur.com/wlaPSeO.png

At the request of a few I have made my comments section public on my Steam profile... please be gentle!

257 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 (502 reviews)
Overall:
Overwhelmingly Positive (8,927 reviews)
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