RimWorld - Tynan
I've just pushed an update to build 1.0.2282.

  • Game loading has been optimized, especially with mods. You should see significantly faster loading.
  • Player-created content updated.
  • Localizations updated.
This update should be compatible with existing savegames and mods.

EDIT: Compatibility issue with Zetrith's Multiplayer mod has been fixed by some very responsive modders!
RimWorld - Tynan
EDIT: This was updated to 1.0.2282. It should now be compatible with pretty much everything except the ModCheck mod. Please let us know about any problems in the comments! Reading carefully.

Original post below:

On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
  • A potential fix for a bug that can cause very slow loading of mods in some cases.
  • Updated language data to latest version.
  • Updated player-created names with all approved content.
Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.

Thanks in advance to anyone who can give feedback on this in the comments here or in the Ludeon forums!

The new version should be compatible with all saves and mods, except possibly a few mods that directly interact with how mods are loaded.

Planning ahead for Valentine's day? What could be more romantic than a co-op session with your significant other in RimWorld - something that is now possible thanks to an enterprising modder.

First launched back in December, the mod by Zetrith allows for co-operative play in a RimWorld game, with basically as many players as you want (almost). Although still in the testing stages, it's now several versions in: and starting to receive attention on Reddit for its impressive stability and accessibility.

In terms of features, the mod boasts hot joining, hosting from existing saves, chat, and the ability to connect with Steam friends. It's an incredibly smooth and professional experience, although as the mod isn't in the Steam Workshop, so you'll need to do the installation process yourself (it's quite simple).

Read more…

RimWorld - Tynan
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).

Here's the Steam page.

If you like Al's music you can get more from him at his Bandcamp page.

RimWorld - Tynan
I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.

Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.

Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.

Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.

For modders, here is how to set your mod up for multi-version support:

In the mod’s About.xml file, don’t use <targetVersion> any more. Instead, write a list of supported versions like this:
<supportedVersions> <li>1.0</li> <li>1.1</li> </supportedVersions>
When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.

Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called “1.0/Defs”, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from “/Defs”. (Note that if you add a version-specific folder like “1.0/Defs”, the default “/Defs” folder will be ignored when playing on 1.0.)

You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions (for now).

If you do not need the multi-version content loading, you place the  “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.

This review originally ran in PC Gamer UK issue 326 in December 2018. 

The best games are masters of illusion, making you believe a bunch of code and scripted behaviours are somehow real worlds or great stories. Even a game that's explicitly driven by values and numbers, abstract in its presentation, has to convince you that what you're watching unfold is an organic ecosystem. RimWorld aims to create complex drama from its systems, but as close as it sometimes gets, the illusion never quite takes hold. 

RimWorld is a game about establishing a colony on a remote planet sometime in the distant future. There's a whole Western vibe, resulting in a sort of Firefly-esque setting. It's a life simulator, a genre about a more hand-off approach to strategy and management, where you manipulate AI behaviour instead of controlling it directly. RimWorld sits somewhere between The Sims and Dungeon Keeper, though its presentation and style are reminiscent of games like Prison Architect. It's a story generator, promising to co-author all manner of wild tales for players. 

This isn't about creating the perfect colony, this is about creating drama. This means things going wrong, that the unexpected has to occur and that your characters have complicated motivations. They're given drives and needs, ones that are often extremely unhelpful to the mission but which are intended to make them more complex and rounded. Go in wanting to build a perfect little colony and you'll likely be frustrated. Accept the game's penchant for disaster and you'll have a much better time.

It's your colonists that are the main drive behind the game. When you begin a scenario you have to select your team (or individual, if you're going for the harder challenge) and they'll be generated with a load of traits and backgrounds. Some are helpful skills, like hunting or teaching, and some of which are simply there to inject personality—flaws and all. Old wounds, traumatic upbringings and bad attitudes… specific qualities to make sure your colonists are far from perfect little worker bees. 

There's a lot of promise in the ideas these characters bring to the table. In my first game, I had a colonist who, chronologically, was 114 years old, but, thanks to the weird complications of space travel, was really only 24. The son she'd left behind was now approaching his fifties. His daughter, her granddaughter, was now 31. RimWorld pitches itself as a story generator and these weird relationships are exactly the thing that fires up the imagination.

There are some peculiar aspects to this approach to character generation, though. Each character gets three traits, things like obsessive, lazy or misogynist. One of the modifiers is "gay" but "straight" isn't—that's just the default, which is painfully heteronormative and outdated for a game about the far flung future. Other aspects of queerness are included but in equally reductive ways, like a character's backstory discussing that they're transgender, proof of which being their “dressing up in their mother's clothes as a child”. All of which leaves a bit of a bad taste in the mouth. It feels odd to have some traits sat alongside each other. "Misogyny" next to "ugly", "hard working" next to "psychopath". These things are not alike but are placed in the character generator with equal importance. [Editor's note: some of RimWorld's backstories were created by Kickstarter backers.] 

While the system gives you vivid images of characters like the ruthless bounty hunter who’s lazy and a vegetarian, in the end, they all interact in slight variations of the same way. They don’t speak, in text or otherwise, and so the facets of their identity are declared in a character sheet that's fed to you through a drip feed of tiny updates. “John talked about hunting with Bob”. It’s hardly stirring stuff and does nothing to make your colonists feel like much more than worker drones. 

RimWorld thrives when it's at its most unpredictable, never letting you get too comfortable

It points to the main issue with the game's approach to character, which is to treat people as the sum of a few parts. It's not unreasonable that a game of this scale needs to have a simple system to generate its characters, and the end result is that while you have AI that behaves in interesting ways, they never quite feel like real people. As long as you're able to look past that and just enjoy the odd behaviour of these robotic colonists, there's fun to be had with RimWorld's unique sandbox.

Once you're down on the ground it's all a matter of laying out tasks for your colonists. You don't get to take control so must instead lay down blueprints and zones, stack up tasks for them to complete. The UI is a bit lacking to be honest. It's fine after enough time but far from intuitive and full of irksome inconsistencies like being being able to mass select some objects but not others. Going through an entire field of potato plants to order each of them to be harvested is the kind of busy work that feels needless.

This is largely the boring bit. The real fun stuff happens once you've got a competent colony running and can begin to watch your colonists deal with all manner of scenarios, building relationships with each other and then falling out. Rivalries develop, in-fighting can happen and that's all before you take into account all the external factors. External factors like a random faction sending a hunter to my colony with apparently the sole purpose of murdering my dog (naturally, we had him shot on sight). The longer you survive, the more bizarre the events become. Mind-controlling drones and mythical beasts all show up, to steer your little colony in radical new directions. RimWorld thrives when it's at its most unpredictable, never letting you get too comfortable. 

To manage all this potential chaos though is an AI storyteller, similar to the Director in Left 4 Dead, that analyses your game and, based on how things are proceeding, it conjures up suitable events. There are three storytellers to choose from with varying difficulty levels, so you can tailor the game to the kind of story you want to have. This ranges from a completely laid back experience where dangerous events scarcely occur, all the way up to a whirlwind of terror that never ends. While obviously you'll want to start on the milder end of the spectrum, it won't be long before you'll want a scenario where events happen at a much more rapid rate because in RimWorld, there is a lot of busy work. 

Waiting for your colonists to build or explore is what the vast majority of your time with the game amounts to, especially in the early hours. You'll have the game on fast forward as much as you can just to get through the tedium of each day. Things become more complex and varied the longer a colony survives, but even still, so much waiting around occurs. In that dullness, you can't help but begin to see the gears and cogs in the machine. Interesting things happen, but when the characters themselves already feel so artificial they rarely take on the life required to make me believe in the stories unfolding. I'm not watching a drama, but the chaos of a petri dish. Which isn't to say RimWorld doesn't have its moments or there isn't fun in its attempt to tell engaging stories, but it doesn't entirely live up to its promise. 


After five and a half years of development, Ludeon Studios has released the 1.0 version of its colony management game Rimworld

You can watch a trailer for it above—the latest version is "mostly the same" as beta version 19, save for lots of bug fixes and a food restriction system that lets you manage what your colonists and prisoners can eat.

If you've never played before, then Rimworld tasks you with building a new colony in the far future, starting with the three survivors of a starship crash. It's a dense, deep game inspired by Dwarf Fortress, and it simulates ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, your colonists' mental state, and more. 

It's full of detail: a character's background will change how they act, and wounds or infections are tracked for individual body parts, which each one affecting the capacity of a colonist. 

Ludeon describes it as a "story generator", and where you land on the planet—desert, jungles, forests, snowy tundra—will have a huge impact on your journey.

The Steam user reviews are overwhelmingly positive, and Steven had a blast when he played through a custom scenario in 2016. There are a ton of mods available in the Steam Workshop.

Oct 17, 2018
RimWorld - contact@rockpapershotgun.com (Brendan Caldwell)

RimWorld is a game of perfect catastrophe. Not simply a homage to Dwarf Fortress, or a skin graft of Prison Architect, it has spent five years of early access becoming its own simulation of farce, hopefulness and inevitable disaster. Today, it’s finally “done”. It starts as an opaque management game about the marooned survivors of a sci-fi shipwreck. But it quickly harnesses the darkness and humour of an absurd Yeatsian apocalypse. Things fall apart, the centre cannot hold, Landoa has raided the drug stash again. And through all this, what rough beast slouches toward your settlement in a manhunting rage?

Oh, it s a tortoise. It’s gonna take a while.


Oct 17, 2018
RimWorld - Tynan
It's finally here! I just hit the button to release RimWorld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update).

There's a juicy new trailer you can watch here:

Some logistical details (I also mentioned last time):

If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18.

If you're playing a modded game, you should follow these two steps now:

1. In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the "beta19" beta.
2. Back up your mod files.
----2a. Copy all the files in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100
----2b. Paste them all in C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods

I'm recommending modders don't update in-place to prevent the above problem, but can't guarantee everyone will get the message.

1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system that allows you to determine what your colonists and prisoners are allowed to eat.

Time to celebrate over here! Thanks again everyone.
RimWorld - Valve
RimWorld is Now Available on Steam!

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.

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