A sci fi colony sim driven by an intelligent AI storyteller.
Ending the game. There are three ways to officially 'win' the game, one of which is DLC-exclusive: Research and build a spaceship, then launch it. Travel to the event ship, which is offered to every colony at some point early in the campaign. House the high stellarch for 15 days, protecting him/her from any threats that come your way. RimWorld available on Steam. 98% positive of 68416 user reviews. 3 users have this game to trade, and 614 want it. RimWorld Name in Game Access This content requires the base game RimWorld on Steam in order to play. RimWorld 1.0 news and features 'Next version will be 1.0' –said Tynan on a Reddit post a few months back. RimWorld developers are working on polishing the game towards its release state. Version 1.0 will be a sizeable update and we'll probably have to wait a little longer for.
RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.
Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
For Windows, Mac, Linux. The game is distributed by DRM-free download. RimWorld is developed by Tynan Sylvester and Ludeon Studios, and we've been improving it since its first public release on November 4, 2013.
RimWorld is not designed as a competitive strategy game, but as a story generator. It's not about winning and losing - it's about the drama, tragedy, and comedy that goes on in your colony. The game creates events like pirate raids, trader arrivals, and storms. But these events aren't random. RimWorld uses an AI Storyteller (modeled after the AI Director from Left 4 Dead) who analyzes your situation and decides which event she thinks will make the best story.
There are three storytellers to choose from: The carefully-paced Cassandra Classic, the slower-paced, building-oriented Phoebe Chillax, and the totally unpredictable Randy Random.
In RimWorld, your colonists are not professional settlers – they’re survivors from a crashed passenger liner. They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers.
A nobleman will be great at social skills (for recruiting prisoners or negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food, 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.
Each character has personality traits. Neurotic colonists work faster, but are more stressed and prone to mental breaks. Abrasive characters will interact poorly and harm the mood of those around them. A nudist loves to be naked, while a cannibal gets a rush from consuming human flesh.
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.
You’ll acquire more colonists by taking in refugees, capturing people in combat and turning them to your side, buying them from slave traders, rescuing them, or taking in migrants.
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 run on the other three!
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.
Diseases are a serious threat. Open wounds will get infected. Flu and plague can appear anywhere, and tropical rainforest areas are rife with malaria and sleeping sickness. As colonists age, they can develop chronic conditions like cataracts or bad backs.
Temperatures are modeled both outdoors and indoors. As the seasons turn, the outdoor temperatures will rise and fall. Plants only grow in some temperatures. When it gets cold, it will snow. People can get hypothermia or heatstroke.
You can control indoor temperatures with heaters and air conditioners to aid survival and comfort, or prevent food from rotting. You can even build deadly temperature traps to cook enemies alive.
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. The 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 more, as well as exotic alien-like lifeforms.
RimWorld uses an engine that was originally developed to power a tactical combat sim similar to Jagged Alliance 2. This means it has a lot of features designed to make small-team firefights interesting. For example:
- There's a cover system that models low cover and leaning around corners.
- There's a really nuanced algorithm for determining and reporting hit chances based on distance, skill, weapon, lighting, angle, and cover.
- Weapons have some pretty deep stats.
- The AI plans and executes tactical moves like flanking while trying to stay out of the enemy's line of fire. It uses a number of heuristic algorithms to analyze the battlefield and use the space effectively. It works with allies and avoids bunching up.
Because of how important cover and positioning are in gunfights, combat interacts deeply with the colony's layout and structure. Players have to think about how they want to position their constructions to maximum advantage in future firefights, and it's possible to build a wide variety of base configurations for maximum tactical advantage against diverse foes. Combat in general is a lot more interesting than the traditional trading of blows you might expect in a base-building game.
This kind of game can be really hard to learn. So we've created an adaptive teaching system that watches your actions to figure out which parts of the game you understand, and teaches the parts you're missing. If you don't understand a control, the game will notice and help you out unobtrusively. If you already know something, the game won't interrupt you.
RimWorld also uses a notification system to make sure you don't miss anything that needs looking at. If you're low on food, or a colonist is about to go berserk, a message hovers in the corner of the screen informing you of the fact. No more getting annihilated because you missed some little detail. If you get annihilated, it'll be for a totally legitimate reason.
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 a colonist is too stressed, they might lash out or break down.
When a colonist becomes too stressed, they may suffer a 'mental break'. Some will give up and wander the colony for a time. Some will leave. And some will, in dwarfish fashion, become psychotic and throw a violent tantrum.
The flavor of RimWorld is a mix between hard sci-fi and the Old West. It's a rim world at the edge of known space, far from the civilized core worlds. The planet is vast and mostly empty, and there are no strong civilizing authorities anywhere nearby. You're on your own.
The core idea in the RimWorld universe is diversity of human conditions. In this setting, humanity is spread across the galaxy, yet lacks any way of traveling or communicating faster than light. Combined with the fact that stellar civilizations regress (due to war or plague) as often as they progress, this means that someone traveling between stars may end up interacting with people at any level of development, from pre-agricultural tribes to transcendent machine gods.
Your starting colonists in RimWorld are at a technological level in the middle of this span. But you may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a shotgun, a charged-shot pulse rifle, and a biomechanical killing machine.
All versions can be immediately registered on your Steam account through the automated Steam registration system.
Full Game Pack ($35)
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Plus, get the Prototype Pack of five early game designs that eventually became RimWorld.
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Put a name (probably yours) into the game and appear as a pirate raider, colonist, traveler, or trader. Players will recruit, command, and fight you for all time! Includes the Full Game Pack.
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Be sure to read the end-user license agreement and privacy policy to make sure you agree before purchasing.
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Multi-language
Includes community-made translations into:
- German
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- Italian
- Spanish
- Japanese
- Chinese (simplified)
- Chinese (traditional)
- Danish
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- Arabic
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- 1Defense
- 2Construction
- 3Equipment
- 3.1Apparel
- 4Founding a second colony
- 4.2Resource compression
- 5Ending the game
If you have survived raids, solar flares, manhunter packs among other things to arrive this far into the game, congratulations! By now you should have a fully fledged colony with strong defenses and a plentiful supply of food and power. This guide discusses bringing a colony to full maturity, including the options of making new settlements and reaching one of the end-of-game scenarios.
See Guides for more basic help.
Defense
Endgame colonies tend to be very rich. This will attract large numbers of powerful raiders who will attempt to plunder your colony to get at the wealth stored within. They can easily overwhelm your colonists, so you must have a strong defense system and clever strategies in place.
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You can see Defense tactics for more defensive strategies, or Defense structures for contructed defenses.
Mortar battery
You can build a lot of mortars to bombard any incoming raiders. 12 - 16 should be easily affordable by an endgame colony, as well as the mortar shells needed to operate the mortars.
Mortars can be operated by any colonist as long as they are not incapable of violence.
Killbox
A common and effective method to repel endgame-level raids is to build a wall around the base and then build killboxes. Killboxes funnel the raiders, allowing you to use traps efficiently and concentrate fire on raiders.
Requesting aid
If you feel that you're overwhelmed, don't be afraid to request aid from your friendly factions.
They will be glad to send a few fighters to help your efforts. Even though they aren't that powerful in combat compared to your endgame soldiers, they can still distract them for a while, giving you time to deal with the raiders. At this stage, you can always sacrifice some goodwill; they can be repaired by rescuing any downed survivors of the reinforcement (capturing will bring instant bad will), or gifting them.
Construction
By now you should have a vastly expanded base, no matter what playthrough you are going for.
Power
![Game Game](/uploads/1/1/8/0/118005064/318071624.jpg)
Even if you have geothermal generators sitting around all your steam geysers by now, that may not be enough to power an endgame base. You will need supplementary power sources in order to do so. Solar panels and wind turbines should be built as needed, and you should have a great backup power supply enough for one or two days' worth of power as well. Generally, it follows the same rules as midgame power, except in a much larger scale.
If you want, you can also have some ship reactors to power your base. They provide a constant 1000W power, however they cost quite some resources, take up lots of space and can only be built outside. Even if you can afford it, you will need to consider where to put your reactors.
Equipment
Apparel
You should have all your colonists wear dusters or jackets to provide additional insulation and protection. Parkas are not recommended except in very cold climates due to the lower protection it provides.
Soldiers can be equipped with full sets of power armor for maximum protection. You may want to buy power armor instead as crafting it costs a great amount of time, however crafting it can be cheaper than directly buying the armor and more readily available. Keep in mind that a high quality thrumbofur and flak vest combo may provide similar protection to lower quality power armor.
Fabrics
Hyperweave makes a good choice of fabric as it provides excellent protection. If you have slain some thrumbos then thrumbofur also makes a equally good choice. Their rarity means that you may still have trouble amassing them in endgame even though you can easily afford them.
Your trusty devilstrand still works wonders in endgame as a mid-tier fabric; while synthread is cheaper in market value, it's not as cost-effective as you will need to find it at a trader's, while you can mass-produce devilstrand with large enough fields.
Wool, as always, provides excellent insulation in cold areas.
Founding a second colony
If you think having only one colony is not stressful enough already and want to found another one, you can send a caravan to a new frontier and have some of your colonists start a new life there.
Note: you need to increase the colony limit in the game settings for this to be possible.
This new settlement can be founded anywhere, as far away from your original base as you want. Make it as challenging or silly as you like.
Supplying the caravan
Your frontier trek will need to bring quite a few things with them to be able to quickly establish themselves at the new colony location. Here is a checklist of a few things that you should bring:
- Enough food for the journey, and to get you through a few days after arriving. Pemmican and Packaged survival meal are the best choice, like for any caravan.
- Bedrolls for everybody. They can also become your initial beds when settling down.
- All kinds of medicine, including Glitterworld medicine. Penoxycyline if you go into a biome where that is needed. Wake-up and Go-juice can be useful to help with bootstrapping at the destination, because your group will be able to work long hours. Possibly bring recreational drugs to keep folks happy.
- Steel and components: required for many initial buildings. You won't know how much of these you will be able to mine at the new location immediately.
- Weapons and armor! Bring weapons that are suitable for hunting, too, such as bolt-action and sniper rifles.
- Gold and Silver, Flake, Yayo, Smokeleaf joints, and maybe some valuable pieces of art; these are mainly for sale along the way and after arrival. All these items have a good value-to-mass ratio.
- Charged batteries, and a Vanometric power cell if you have one: these are invaluable for quickly getting a functioning settlement from scratch.
- A Psychic emanator if available, to help with founding stress a little. Recreation items that you can use immediately if they are not too heavy. Psychic foil helmets can be useful, too.
- Hauling animals, such as dogs, pigs and wargs; bring males and females, so you can keep breeding them. Keep in mind that some of them will require food along the journey (Kibble is good).
- Boomalopes, if you have them, as a source of chemfuel. This is especially great if they can graze while travelling, because that means you can bring them along for free.
If your caravan animals will be able to graze along the route, you can bring a lot of food and leather in the form of lifestock. Butcher them at the destination, or start using them for milk and wool immediately.
If your intended destination is in transport pod range, you do not have a problem because you can send practically unlimited supplies from your origin base. You could even send the materials to build a lot more cargo pods at the destination and repeat the process. However, this makes it almost a little too easy...
Resource compression
You can 'compress' raw resources for loading into caravans by building furniture which is lighter than the resources they will deconstruct into. It is your choice if you resort to such shenanigans; it is a very unrealistic game mechanic.
It means you will lose about 25% of the resources, but allows you to carry a lot of extra effective weight.
![Game Game](/uploads/1/1/8/0/118005064/240275086.jpg)
Stool compression
You can compress stone blocks by building stools. Each stool is only 3 kg but can be deconstructed into 18.75 stone blocks weighing between 16.88kg for slate, to 23.44kg for granite, meaning you can fit nearly eight times the weight of the stones.
Plant pot compression
You can compress steel by building plant pots. Each plant pot is only 2 kg but can be deconstructed into 15 steel weighing 7.5 kg, meaning that it can fit over three times the weight of the steel.
Flatscreen TV compression
You can compress both steel and components in flatscreen televisions. Each is only 8 kg but can be deconstructed into 105 steel and 12 components for a total of 59.7 kg, allowing you to fit almost 7.5 times its weight in resources.
Colonists
Unlike at the start of the game, you have the choice from a lot of colonists to be your new colony founders. Compose a roster with a wide range of skills. Some skills are more important than others: construction especially is paramount, because you will need to build a lot of structures from scratch at your new home. Mining, cooking and doctoring should be covered at least twice, you will need a grower and a couple of ranged soldiers. Keep in mind that drug production requires intellectual skill, so even if you do not plan to do any research, you still need somebody clever to make drugs.
Do not bring anybody who is frail or slow moving, or otherwise a liability at your new destination (such as unstable people, people with addictions, etc.). Colonists with these issues will slow down the caravan tremendously, as they will generally move more slowly and will probably have frequent mental breakdowns during the journey.
If there are married or engaged couples in your base, do not split them up. That should be obvious but might be easy to miss until it is too late.
Trading along the route
Visit as many communities as possible along your route. This will allow you to replenish food and buy all the rare items that you can find, like Advanced Components, Arcotech gear, Glitterworld medicine etc. You can even buy more colonists (slaves) and caravan animals, to increase your carrying capacity.
What to do on arrival
Bootstrap the essential colony with a barracks and a freezer room to store food. Plant some fast growing produce like rice.
If you have some firepower, it is a good idea to seek out and clear the Ancient Danger at the new location immediately after. Build some prison cells and open the cryosleep caskets. This will get you some possible new recruits and some good gear. You can also take the gear from the survivors and return them into the cryosleep caskets; recruit them later on. You will probably have some vacant caskets where you can put some of your colonists as well – this will reduce the amount of bedrooms and food needed while you establish the new place.
Building the new colony should be straightforward; after all, you have done that at least once already...
Production bases
The main purpose for the new settlement could be supplying the origin base with mined resources and other things that are difficult to obtain at your home base. Make sure that the supply base is close enough to your main base, to make resource transfer viable. This usually means it should be in transport pod range.
Ending the game
There are three ways to officially 'win' the game, one of which is DLC-exclusive:
- Research and build a spaceship, then launch it.
- Travel to the event ship, which is offered to every colony at some point early in the campaign.
- House the high stellarch for 15 days, protecting him/her from any threats that come your way. Afterwards everyone may leave the rimworld on a shuttle. This requires the Royalty DLC.
Building a Ship
Main article: Ship
If you were not desperately trying to escape the planet already (e.g. from an incoming planet killer, which thankfully only happens by modifying the starting scenario), building the space ship has probably not been your main concern so far.
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The ship is very research and resource-intensive to build. It requires a lot of plasteel and advanced components. Your colony probably needs an extensive preparation phase just to gather these resources.
Normally there are not enough advanced components available from trade to cover the entire ship construction, so you will need to craft them. This requires regular components, quite a bit of plasteel and many work hours. It is practical to run at least two fabrication benches, possibly even in shifts, to make the components. You also need an AI persona core, which is rare but readily available by calling factions. Plasteel can be acquired readily by either using the ground-penetrating scanner and then deep drilling, or long-range mineral scanner followed by sending a mining caravan. For the latter, remember to bring pack animals to carry the plasteel.
Journey Offer
Traveling to the event ship is a very long trip, but spares you the substantial research and resource investment into building a ship yourself. See the main article for more in-depth information about this event, and how to tackle it.
Keep in mind that you get only one shot at the event location. If critical ship parts of the event ship get destroyed during the final assault, it is often no longer practical to end the game, especially if you have not already researched all the ship technology.
All of the guidelines given in the section founding a second colony above apply here as well. Treat the event like establishing a new colony from scratch at the event ship location. The old colony will be abandoned, so you can take all the best equipment and gear with you. Especially bring all the weaponry and armor you can carry, because you will need it during the ship defense event.
Note that the journey to the event ship can be very long, up to a year in very unfavourable conditions. In many cases it is much shorter however. If there are good road connections you can get there in less than 20 days on many maps. This is not a particularly difficult journey, if well planned. The main dangers on such a long trip include colonists getting sick, the carvan getting ambushed causing medical emergencies, as well as everybody being in a poor mood eventually. These things combined can make the trip much longer than initially planned.
The caravan food supply is the least of your worries, because food can be bought along the way (unless everybody on the map is your enemy; in that case the journey is very difficult).
If you have enough Go-juice and Luciferium, you can use an all-in strategy by getting everybody on both drugs for the entire journey and throughout the ship event. You will need 1 Luciferium every six days for each colonist on the trek, as well as plenty of Go-juice to keep people, well, going and to cover addictions. Some additional Luciferium can probably be purchased along the route, but do not count on it.
Royal ascent
If you have the Royalty DLC installed you have the alternative of asking the high stellarch over to your colony for a short stay. He/She will bring along 4 of her personal guards which are very powerful combat units.
The good thing is, the stellarch and the guards are under your control, so you may command them into battle, or to retreat into a safe place. In addition, the stellarch and guards are all psycasters, helping with colony defense.
- Progression
- Quickstart Guides • Basics • Intermediate Midgame Guide • Advanced Endgame Guide
- Scenarios
- Lost Tribe Guide • Rich Explorer Guide • Naked Brutality Guide
- Survival
- Extreme Heat Guide • Extreme Cold Guide • Extreme Desert Guide • Ice Sheet Guide • Sea Ice Guide • Events Guide
- Combat
- Defense tactics • Offense tactics • Weapon Guide
- Construction
- Colony Building Guide • Defense structures
- Production
- Food production
- Other
- Training • Quests
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