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.
Recent Reviews:
Overwhelmingly Positive (739) - 95% of the 739 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (13,145) - 97% of the 13,145 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 (26)

November 17

RimWorld Beta 18 – A World of Story is released!

RimWorld Beta 18 - A World of Story is released! Here's the video (where I accidentally call it Alpha 18 - old habits die hard).

https://www.youtube.com/watch?v=IPI2vUqdZFY

To get the update: If you're on Steam, the game will update automatically. If you're DRM-free, you can re-download from the same link you got the game from originally. It always has the latest version.

It's finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days - almost five years. It's come a very long way since the first public look in September 2013. It's time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18.

The "Beta" designation means that we're on the final stretch before the 1.0 release, and that there won't be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it'll keep evolving for a while.

In any case, enjoy Beta 18. There is a lot of new stuff. See the features list below for details, and watch the video.

Compatibility: Saved games from non-modded Alpha 17 should still be loadable, though some things may change upon loading (e.g. characters may forget their orders; buildings that have changed size might be instantly deconstructed if there's nowhere to fit them, and so on). Complex mods made for A17 won't be usable and will need to be updated. Very simple mods may still load.

Rough features list:
  • New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
    • Tropical swamp
    • Temperate swamp
    • Cold bog
  • New incidents:
    • Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
    • Aurora. A beautiful aurora lights up the night sky, improving mood.
    • Tornado
    • Peace talks quest
    • World refugee quest
    • Prisoner rescue quest
  • Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
  • Various research has been split up
    • Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
    • Melee weapon research is now broken into several stages
  • New furniture
    • Bedroll: Portable bed
    • Dresser: Passively improves room
    • Endtable: Passive improves room
    • Various new table sizes
  • New quest reward special items:
    • Psychic emanator
    • Vanometric power cell
    • Infinite chemreactor
    • Techprof subpersona core
    • Healer mechanite superdose
    • Resurrector mechanite superdose
    • Orbital bombardment targeter
    • Orbital power beam targeter
  • Tribal content upgrade:
    • Ikwa melee weapon
    • War mask
    • Tribal headdress
    • Recurve bow
    • Tribal hunter
    • Tribal heavy archer
    • Tribal berserker
  • New world site components (used in various situations):
    • Sleeping mechanoids
    • Animal ambush
    • Enemy ambush
  • New mental breaks:
    • Insulting spree. Randomly go around and insult people.
    • Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
    • Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
    • Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
    • Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
    • Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
    • Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
    • Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
    • Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
    • Slaughterer. Slaughter random colony animal(s) periodically.
    • Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
    • Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
  • New mental inspirations. Basically reverse mental breaks - these give temporary bonuses to colonists in high moods.
    • Work frenzy (1 day): Global work speed 2.5x
    • Go frenzy (1 day): Walk speed 1.5x
    • Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
    • Inspired trade
    • Inspired recruitment
    • Inspired surgery
    • Inspired art
  • World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
  • Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
  • Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
  • Crop blights now appear and spread over time instead of instantly destroying crops
  • Spaceship is now bigger and has one more component, the sensor cluster
  • Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
  • Space ship construction now requires advanced components, which have their own tech tree and production method
  • Split pistol into revolver and autopistol
  • Boomalopes can be milked for chemfuel
  • Added chemfuel generator, which generates electricity from chemfuel
  • Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
  • Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
  • Redesigned alert letter types and sounds to be more specific.
  • Pawns can now be banished. This is analogous to abandoning pawns in caravans.
  • Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
  • Many many tunings, bugfixes, and redesigns.
372 comments Read more

October 23

Backstory in game sales will close

We'll be closing sales for to the Backstory-in-Game package and Pirate King packages on November 7, 2017. The Name-in-game package will remain on sale. Anyone who already purchased any of these packages won't be affected, only new sales will be closed.

I'm closing these sales because the game is maturing and it's coming to the right time to make the content final. In addition, closing these will free up more time for us to work on the game itself.

Thanks everyone for all the great content submitted over the last few years! As any player can tell you, it's really enriched the game.
253 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
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