Name | RimWorld | ||
Developer | Ludeon Studios | ||
Publisher | Ludeon Studios | ||
Tags | |||
Release | 2018-10-17 | ||
Steam | 26,99€ 25,01£ 31,49$ / 10 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  18525  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  11 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  1,000,000 .. 2,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 5221 | ||
Average playtime (last 2 weeks) | 399 | ||
Median playtime (forever) | 3305 | ||
Median playtime (last 2 weeks) | 575 | ||
Public Linux depots | RimWorld (Linux) [194.51 M] RimWorld - Royalty (Linux) [32.75 M] RimWorld - Kepler (Linux) [56.87 M] RimWorld - Euclid (Linux) [39.71 M] | ||
DLC | RimWorld Name in Game Access RimWorld - Royalty RimWorld - Ideology RimWorld - Biotech |
Hi everyone - Ty here.
Were making other ongoing minor changes as well - see the full changelog below for details. Were still watching and considering other changes, so please keep telling your stories! And thanks for your effort in writing useful and rich feedback. If youd like to help test or report bugs, please join the official RimWorld Development Discord. Join us on Reddit to discuss the update here. Also, please don't hesitate to review Anomaly on Steam! (Expansions dont get many reviews since theres no button prompt in the Steam library.) Thanks all, Ty [h2]Changelog[/h2] - Added storyteller options to increase or reduce inactive and active presence of Anomaly events. - Reduced entity codex entry count required for monolith level 3 from 17 -> 12. - Drastically reduce the chance of getting a faction leader from skip abduction. - Reduced metal horror infection chance when an infected doctor performs surgery. - Skulls can now be consumed by harbinger trees. - Minor optimizations for food searching. - Added safety checks to RoofCollapserImmediate to prevent out of bounds. - Reduce revenant flammability to prevent it being trivialized by fire. - Increase the upper end of blood rain duration for both the incident and psychic ritual. - Added missing default constructor to PawnRenderNode_Apparel. - Added some null checks to getting invisible versions of materials. - Prevent strange signal quest from firing if the monolith has been disrupted. - Removed awoken corpses from scenario editor. - Clarify that ghouls created by the ghoul infusion operation aren't hostile. - Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing. - Remove min threat points for obelisk incidents to allow discovering more incidents with low colony points. Increase the earliest day that they'll occur to compensate. - Update The Anomaly scenario to start with three (up from two) researchers and a ghoul. - Clarify Anomaly threat settings tooltip. - Adjusted active monolith threat frequency calculations to allow for 100% anomaly incidents in all active levels if desired. - Added a dev tool to force end revenant hypnosis. - Removed "Simulate not owning X" options to prevent mods from disabling expansions in users' games. - Reduced entity count required to advance to waking monolith level from 8 to 7 to avoid softlocking in ice sheet biomes. - Pocket maps count towards the wealth of their parent map. - Corpses now have a 6 hour window before they'll resurrect in a death pall. - Improved target highlighting for incinerator and beam verbs. - Updated player creative rewards content. [h3]Fixes[/h3] - Fix: Cultist faction not generating with their preset ideoligion on older saves. - Fix: Drafted tend only tends one injury. - Fix: Pawns can teleport into very dangerous labyrinth rooms. - Fix: Error when trying to debug spawn an unnatural corpse. - Fix: Corpse unburied mood not being applied if in stockpile. - Fix: Sightstealers won't attack colony mechs. - Fix: Shamblers sometimes get stuck in rising state. - Fix: Strange signal quest not ending if the map is removed. - Fix: Revenants can be infinitely studied by killing them then taking their spine to a holding platform. - Fix: Kidnappers won't try to dig their way out if they get stuck. - Fix: Ideology members count does not increase on prison release until save/reload. - Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances. - Fix: Resurrection serum fails to draw mote after pawn is devoured. - Fix: Typo "burner charges" -> "burner charge". - Fix: Twisted meat is allowed in hoppers by default. - Fix: Pawn growth points and vatGrowTicks aren't copied when a child is duplicated. - Fix: Abductor obelisk duplicating pawns. - Fix: ShipJob error with null ship. - Fix: Removing an ideology role via meme does not recalculate disabled work types. - Fix: Recipes not setting random styles correctly. - Fix: HediffComp.NotifyPawnKilled passing in instigator rather than target. - Fix: Error trying to duplicate pawn in some circumstances. - Fix: Duplicates have royalty title of original. - Fix: Typo in dreadmeld discovery message. - Fix: Head apparel is using the body mesh set instead of the head mesh set. - Fix: Icons in FloatMenuOption do not scale with text size. - Fix: Duplicate translation entries for crawling inspect strings. - Fix: Duplicated pawns will be the mother of the child if the original was the mother. - Fix: Messages about cube withdrawal for gone temp pawns. - Fix: Errors while mouse cursor holds a jumppack jump order while pawn is flying. - Fix: Rare edge case where a worshipful village spawns without a terminal due to lack of room size. - Fix: Inconsistencies with shambler tending rules. - Fix: Raised shamblers getting bestowing ceremony quests. - Fix: Revenant hypnosis not wearing off in specific circumstances. - Fix: Typo in hate chant letter. - Fix: Peeking with an incinerator could sometimes set the shooter on fire. - Fix: Babies could have void curiosity. - Fix: Containment tooltip flickering when changing. - Fix: Situational pathfinding error when studying. - Fix: Temp quest pawn corpses counting as colonist corpses after save/load - Fix: Error on taking ghoul on caravan regarding drug policy. - Fix: Ghoul tried to be a part of a marriage ceremony. - Fix: Harbinger stump descriptions mention wood. - Fix: Error with psychic harmonizer. - Fix: Analysis projects would throw an error if attempted after finishing event. - Fix: Conversion warning from prisoner guest tab. - Fix: Refueling campfire canceling dance party. - Fix: Nociospheres sending unstable letters after already departing. - Fix: Books in scenario parts not being initialized. - Fix: Colonists unable to take items in containers into portals. - Fix: Bioferrite not showing up in ingredients list for ceremonial hood. - Fix: Typos in backstory. - Fix: Carry to biosculptor pod job fails on colonist prisoners. - Fix: Starting animal edit interface not displaying correctly on large UI scales. - Fix: Performance drop calculating containment strength for outdoor holding spot/platform. - Fix: Analyzable gizmo disabled if no research bench available. - Fix: Void provocation unable to fire harbinger tree sprout incident. - Fix: Error when rendering belt node with null wornGraphicData. - Fix: Duplicates' unborn babies not inheriting source unborn baby's xenogenes. - Fix: Caravan ambushes ending despite colonists having death refusal. - Fix: Prisoners getting both monster by bed and imprisoned with entity mood debuffs. - Fix: Creepjoiners can be enslaved without responding. - Fix: Returning from labyrinth not using the correct map when selecting the return cell. - Fix: Revenant causing permanent stun. - Fix: Shard inhibitors can be rotated. - Fix: Desiccated deer artwork had incorrect scaling for North/South directions. - Fix: Colored text broken in mod config for some translations. - Fix: Error when targeting empty colonist bar entry. - Fix: Monolith spawning too close to geysers in rare circumstances. - Fix: Player shamblers show up in the schedule tab. - Fix: Able to order monolith activation when there is no path. - Fix: Cubes enthralling pawns on different maps/caravans. - Fix: Nociosphere not returning to its original location on activity activation. - Fix: Metalhorrors not emerging once enough of your colonists are infected. - Fix: Deathless pawns dying without correct injuries from failed surgery. - Fix: Child shamblers can arrive with children disabled in storyteller settings. - Fix: Child ghouls causing errors on attempting to get body graphic. - Fix: Chaos skipping into a fogged area doesn't clear fog. - Fix: Incinerators with shield belts cause "shield user has ranged weapon" alert. - Fix: Error when wastepack infestation occurs near map edge, attempting to spawn outside of map. - Fix: Custom xenotypes lose their custom icon when duplicated with obelisk. - Fix: Gender typo in creepjoiner letter. - Fix: Text formatting for nociosphere gizmo inconsistent. |
[h2]The RimWorld - Anomaly expansion is out now! [/h2]
If you need to report a bug, please join the RimWorld official development Discord. Anomaly is available in the following languages: English, German, French, Japanese, Korean, Polish, Russian, Latin Spanish, Simplified Chinese, and Traditional Chinese. We covered a lot of Anomaly's content in our preview blog posts, but you can also go in blind and avoid all spoilers!
Have fun! Ty |
Hi folks!
The aptly named ghouls are former humans, turned into maddened, flesh-craving idiots by the bioferrite forced into their living bodies. (I bet they can pick up 5G too.) You'll usually first see these when one attacks your colony without warning, brandishing its bioferrite spikes. Ghouls are ravenously aggressive and never feel pain, so hit them hard from a distance. If youre luckier, one might crashland a transport pod nearby - having presumably left devastation wherever it came from. The ghoul will start in shock, but will soon recover and attack anyone it sees. It can be captured to a holding platform for further study. Capture it, or kill it, before it wakes. This being RimWorld, you can create your own ghouls using your harvested bioferrite and a surgical procedure. Be warned, this is irreversible. For those you dislike, itd be kinder to mindwipe or lobotomize them. If the hideous surgical procedure is a success, this once-human becomes a strong, relentless melee combatant, useful for fighting tougher enemies and tanking in larger-scale battles. Ghouls only fight - they cannot work. And if they are killed, you can revive them with an injection of a ghoul resurrection serum! [h2]THE GHOUL IN YOUR CROWN[/h2] Ghouls cannot carry equipment - theyre too far gone for that. However, given the unnatural resilience of their half-dead bodies, ghouls can be augmented with a variety of dreadful implants. Implants are the height of mostly-dead fashion. They can be protective, like bioferrite armor plating or a metalblood heart, both of which improve the ghouls survivability at the cost of speed. Aggressive implants include a corrosive heart that enables it to spray acid, an adrenal heart that lets it move and attack impossibly quickly, and barbed bioferrite spikes which improve its melee damage while slowing it. (You try running with bioferrite railroad nails stuck through your body) Get a ghoul-friend today! [h2]ANOMALYS RELEASE DAY[/h2] https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Yippee, it's almost release day! Remember to wishlist Anomaly so you get notified when it's out. You can check the store page to see the countdown timer too. You can chat about this bonus post with us on Reddit here! I'll see everyone tomorrow! - Tia |
Hi folks!
Obviously, the golden cube is no threat. Its no more than a beautiful gift sent by a good friend. This hand-sized cube shines like gold, but is impossible to scratch. As everyone knows, cubes make perfect companions. Its always invitingly warm to the touch, like a trusted pet or a hug from a good friend. If you look closely, youll see more than gold in the delightful way light plays across its surface. If you love the cube like we do, why not make a sculpture of the cube? Dont listen to the others who say that were unhealthily captivated by the cube. Ignore those who claim that our curiosity progressed to fascination and into obsession. That were psychically compelled to interact with it, and we feel sick if we cant. Theyre just jealous of our perfect, wonderful cube. [h2]THE NOCIOSPHERE[/h2] The nociosphere is very much not as lovable as the cube. Even being near it hurts. Its made of dark metal, covered with curved and jagged grooves, and emanates sensations of pain. More worryingly, when it appears, the sphere appears to be increasing in activity. Its not clear what will happen when this peaks but, if you capture it, you can decrease its activity by suppressing it. Then, you can study it. If you study the nociosphere, you can learn that it has a single purpose - to inflict pain. If you can keep it suppressed, you will learn how to intentionally activate it, turning it into a weapon to use against your foes. When activated, the nociosphere will teleport to a remote location of your choice and unleash a barrage of pain on anyone nearby. The nociosphere will continue to hunt down living creatures until it is destroyed, or it chooses to depart. This leaves you free to love the cube. [h2]THE OBELISKS[/h2] Weve gone from squares to circles and now to triangles. There are three varieties of obelisk, each with a different horrific effect. They all arrive from space, and they all radiate the same putrid psychic energy, which gradually intensifies as it approaches some dangerous limit. You can send colonists to suppress an obelisk to prevent it from activating. You can also mark it for study to try to learn its purpose and perhaps make use of it. Or, you can attempt to destroy it - but doing so may unleash dangerous phenomena. Once youve completed your research, your colonists will discover that it is a fragment of a much larger archotech structure that can act on organic matter at a distance. You may discover its function sooner than that, though - sometimes the obelisk self-activates, and sometimes merely suppressing or studying it is enough to unleash its power. Love the cube. The warped obelisk can turn living organisms including animals and people and trees into bloody flesh monsters. A colonist can be mutated in several different ways, from growing a bone-bladed tentacle to twisting their internal organs into something thoroughly alien. Less monstrous but just as terrifying is the twisted obelisk. This doesnt change an organism. Instead, its crackling energy seems to pull on nearby living things, eventually snapping them away to somewhere else. If a colonist is taken, youll have to hope they can find their way out of the endless rooms and hallways. The final monolith-wannabe is the corrupted obelisk. This uses its inhumanly complex power to duplicate intelligent creatures, theoretically without limit. Your colonists twins are not always hostile, but the duplication process is imperfect and any twins will need the finest medical care to survive. [h2]THE ENDGAME[/h2] The monolith is the source of everything. The monolith is the conduit. Its power must be defeated. It threatens to twist and destroy everything we know. But the only way out is through. You must grow the monoliths power, widening the conduit that leads into the void, until you can finally crack it open and face the world-twisting hell it unleashes. Only then will you be able to step through into a place of nightmares, touch the machine god, and choose your fate. [h2]ANOMALYS RELEASE DAY[/h2] Thats all for now! RimWorld - Anomaly and free content update 1.5 release this Thursday, April 11, 2024. Please wishlist Anomaly on Steam and share the news with your friends! Weve seen how excited people are and all of your awesome comments, videos, fanart, and threads. You can chat about this post and count down to release day with us on Reddit. Thank you so so much for your support everyone! See you on Thursday! - Tia Worship the cube. |
[h3] SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. [/h3]
[h2]CULT RITUALS[/h2] Rituals were introduced in the Ideology expansion, allowing followers of different ideologies and religions to gather for ceremonies that would have social effects. Rituals in Anomaly are similar but go further, drawing upon the psychic power of a dark archotech to twist the laws of physics. Your colonists arent the only ones who can learn these rituals. A cult has formed that worships the insane machine-mind. They will arrive and perform a number of rituals to attempt to destroy you. Sometimes they will form a ritual circle and abduct one of your colonists by teleporting the victim to them (called skip abduction). Other times, they will summon a horde of bloody fleshbeasts to assault you. They may surround the colony entirely, in a massive crowd, chanting in dark tones as they call forth the essence of hatred. These hate chanters will slowly drive your colonists insane until you go out to stop them. [h2]BASIC RITUALS[/h2] Players can use these same rituals, and many more. To perform them, you need a ritual spot. If you can surround it with hideous bioferrite sculptures of the void and archotech shard beacons, so much the better. And dress your worshippers in a ceremonial hood or cultist mask to fit the void aesthetic. Beyond the two basic rituals that the cultists can perform, the player can perform draw shamblers, draw animals, and void provocation. [h2]REGIONAL RITUALS[/h2] These rituals are like listening to a motivational speaker, but even more soul-destroying. These are pleasure pulse, neurosis pulse, and blood rain. Pleasure pulse is the simplest. Like a region-wide psychic emanator, it makes your psychically sensitive colonists happier. However, unlike the emanator, it also reduces their desire to work. Neurosis pulse is an inversion of pleasure pulse. It drives your psychically sensitive colonists so that they work faster. However, it also irritates them whilst decreasing their need for recreation, meaning that theyre more likely to have a mental break. Use with caution! Blood rain is a dangerous ritual. It causes a blood-like psychofluid to fall from the sky that drives exposed animals and humans into a berserk frenzy. Be prepared if you must use this, putting all but the psychically deaf under shelter. [h2]INDIVIDUAL RITUALS[/h2] Like skip abduction, many of the more horrible rituals require a living human target. These are imbue death refusal, psychophagy, chronophagy, philophagy and brainwipe. Imbue death refusal links an individual with the void, preventing their final death. They still need to die for it to work, but it will bring them back near-instantaneously, in good physical condition. It does have side-effects however - notably the psychological impact of having died - and it wears off with use. The three -phagy rituals all have similar cruel effects. With psychophagy, the ritual invoker steals the victims psychic sensitivity; chronophagy steals their youth, aging them rapidly, whilst the invoker becomes younger; and philophagy steals their wisdom, giving the invoker their best skill. All three cause brain damage, putting the victim into a coma for several days. Think about what youre willing to do to a prisoner before using these. Brainwipe is the final ritual, which erases a persons memories without giving them to the ritual invoker. Given the many traumas a colonist can suffer in RimWorld, this is sometimes a blessing. They will forget them, alongside any allegiance they had. This will also make any prisoners with it easier to recruit, even unwavering ones. However, like the -phagy rituals, it can induce a long coma if the brainwipe ritual goes poorly. [h2]TO COME[/h2] Its almost time Anomaly and update 1.5 is only 1 week away! We have one more blog post before then - see you there! In the meantime, chat with us on Reddit and wishlist Anomaly so youre emailed when its out! Bye bye, Tia |
[h3] SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. [/h3]
[h2]CAPTURE: SHAMBLERS [/h2] The first step is to work out how to take down and capture these entities without killing them. The most straightforward entities are the walking corpses known as shamblers. Deadlife dust is a cloud of corrupted archites that raises any corpse it settles on as shamblers, repairing their rotting bodies for a time. Its similar to the old resurrector mech serum, but far more twisted. Deadlife dust works on all kinds of creatures (even your own dead colonists and beloved pets), but it doesnt last forever. In a few days, the archites run out of power and the shambler returns to death. Colonists can weaponize deadlife dust as mortar shells and IEDs. Shamblers created this way will not attack your colonists, which means a battlefield of corpses can suddenly become gruesome weapons for your colony. The shambling dead you encounter will attack all living creatures relentlessly and their immunity to pain makes them difficult to kill. However, that resilience is useful, because you want to take one alive. Work to incapacitate one by firing at it or hitting it with a blunt weapon. Then you can move on to step two: contain (described further down). [h2]CAPTURE: REVENANTS[/h2] More difficult to capture is the revenant, a psychically-invisible human hunter that alternates between hunting people and hiding in its lair. The name revenant comes from an old outlander tale about an evil spectre that haunts a village and every night rips a victims soul from their body. It leaves the vacant body behind, keeping the soul enslaved in its own personal hell. Revenants can use psychic influence to appear invisible and enter your colony unseen. Once they get hold of a colonist, they can hypnotize him into an endless nightmare. The revenant will return again and again over time, hypnotizing your people one by one until it is stopped. There are ways to track the revenant. If you damage it, the creature may leave chunks of flesh behind which you can study to improve your tracking. It can also be detected by proximity alarms, and its invisibility can be disrupted when its hit by EMPs, explosions, firefoam, fire or special bioferrite disruptor flares. After each hypnotic attack, the revenant needs to sleep. Take this opportunity to form your hunting squad and find its lair while it hibernates - and attack it before it wakes. [h2]CAPTURE: METALHORROR INFESTATIONS[/h2] Someone is infested. Someone is not who they seem. But who? Metalhorrors are parasitic creatures that control their hosts with filaments spread throughout the nervous system. They imitate their hosts behavior nearly perfectly, manipulating them to find opportunities to secretly infest other colonists. As they multiply and grow in your colonists, they shed fleshy gray tissue - liquefied remains of their victims. If you find this tissue in your base, it is time to become suspicious and afraid. There are many ways you can identify the infested. Analyze the gray flesh you discover to identify the metalhorrors host, then perform surgical tests on your colonists but can you trust your doctors? You could quarantine colonists to their rooms to see who the flesh comes from, or imprison and interrogate suspects to see if they give anything away. Of course, this all takes time, and the infestation could be spreading If detected, the metalhorror will cut its way out of the host and attack. Be careful when investigating you may have a fight on your hands. [h2]CONTAINMENT PROTOCOLS[/h2] So youve damaged an anomalous entity enough that its incapacitated? And some of your colonists are still alive? Well done! Now you can contain it and experiment on it! Have one of your colonists carry the downed entity to a holding spot. These primitive roped locations can briefly restrain the weakest entities. Here your colonists can study them for uncanny research. However, if you dont actually want them to escape and tear your colonists to pieces, a mere holding spot wont do. Build a proper secure facility, starting with a containment platform, which comes with built-in restraints. (You need one platform for each entity.) To prevent an escape, colonists can also suppress entities or build an electric inhibitor to suppress them automatically. Wise colonists will also build separate containment cells, using special bioferrite flooring and walls that further suppress the creatures. Be sure to lay out your containment facilities carefully. Keep an eye on each entitys suppression level. Have killing fields and layered defenses prepared for when they escape. Because they will, inevitably, and every containment plan is only as strong as its weakest point. [h2]RESEARCH & HARVEST[/h2] Once an entity is restrained, colonists can study it. To do this, youll need to ensure a colonist is assigned to dark research. This separate technology track gradually increases your knowledge of the dark archotech behind the incursion. It also teaches you more about rituals, archotechnology, serums, and weapons. Each entity can also be harvested. Build an electroharvester to draw electric power from the entity. A bioferrite harvester will generate organic metal which can be used for later power generation, sculpture, or outdoor heating, or for crafting at the new bioferrite shaper. Note that both of these activities increase the entitys rage, making it more likely to escape and take its revenge. [h2]DARK ARTS AND CRAFTS[/h2] Now you have a regular supply of bioferrite, you can have fun with it - if your idea of fun is creating impossible monsters and strange machinery. (We know ours is.) If you build a bioferrite shaper workbench, you can craft new gear and weapons from the organic metal. The weapons include:
Bioferrite is also crucial for making serums at the new serum lab workbench. The serums include:
Using bioferrite, humans can be surgically (irreversibly) transformed into ghouls. These are mindless flesh-craving killers and fearless melee combatants who can be augmented with a variety of dreadful implants. (Ghouls will be discussed in a future blog post!) [h2]TO COME[/h2] Weve still got more horrifying reveals to come for Anomaly, and April 11th is only 2 weeks away! Let us know what you think on Reddit and please wishlist Anomaly so youre notified when its out! - Tia |
Hi everyone! Tia here with the first of our Anomaly feature blogs where we go over the expansions content in detail. Well be posting these blogs leading up to release - which is in 3 weeks!
- Tia |
Were super excited to announce our new horror-themed expansion, RimWorld - Anomaly!
[h3]Horror combat [/h3] Youll fight battles against shrieking fleshbeasts, hordes of shambling undead, spherical death-machines, massive devouring water-beasts, lumpen imitations of human beings, and many more nightmarish perils. Use the monsters against your normal human and mechanoid foes where you can! Construct new tools and gear to help you - flamethrowers and hellcat rifles, IEDs that resurrect the dead, flesh-mutating pulsers that transform living creatures, insanity-inducing weapons, and crossbows that stun your targets. [h3]Capture and study entities in your facility[/h3] To defeat the monoliths manifestations, you must gain their power. Build a grand containment facility so you can capture monsters, study them, and exploit them. Expand it with stronger walls, floors, and doors to keep them secure. Exploit your captives to use their power against your enemies - but dont push them too far! Harvest the new bioferrite and shard resources from your malevolent menagerie to use in experimental serums, psychic rituals, ghoulification surgeries, and void-powered constructions. [h3]Fight the cultists who serve the machine-mind[/h3] Macabre cultists will attack and perform their psychic rituals with suicidal commitment. They may stand in rows, or chant around a ritual circle, or whisper hateful psychic curses against your colony. Destroy them before they summon bloody beasts, abduct your people, or drive you mad with psychic influence. You can use the same rituals for your own purposes. Summon the massed dead, rain rage-filled blood, connect with the void, steal the minds and health of your foes, and more. [h3]Choose your fate in a new endgame[/h3] In the end, the abyssal void will swallow the world and you must choose your fate. [h2]WHY DID WE MAKE ANOMALY?[/h2] Ludeon Studio's founder Tynan on why he decided to make Anomaly: I wanted to give players new kinds of emotions they havent encountered before in RimWorld. Weve explored feelings around dramatic combat tension, family warmth, problem-solving and many more. Now I wanted to provoke new emotions - dread, psychological tension, suspicion and mystery. The horror theme unlocks a new emotional landscape for us to explore. There arent many games which mix management and horror either, so it was an interesting design challenge to marry these two elements. Plus I saw Cabin in the Woods and I thought the monster lab was awesome. It was important to me that this not just be a collection of monsters to shoot at, because the base game already generates those feelings of combat tension and I wanted something new. So we made sure to design the new threats to follow the arc of classic horror stories: The protagonists encounter a mystery, then realize its a threat, and try to survive while they learn more about it, slowly building advantage before they try to turn the tables. Its a very RimWorld kind of chaos when several of these things are happening at once with different threats. This was really fun to work on and I think the team did an awesome job - I cant wait for everyone to play it. - Ty [h2]UPDATE 1.5[/h2] We have a lot to say about update 1.5 - its been nearly 18 months of work! If youre interested in trying update 1.5, you can play on the unstable Steam branch. To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.) Modders should be able to use this public 1.5 unstable branch to update their mods before update 1.5 is released to everyone next month. Read the full 1.5 changelog here (18 pages of changes!) or read the summary below. Books, bookcases, couches, ornate doors: There are now books for your colonists to read, and bookcases to store them in! Books are great for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, novels increase recreation faster, and tomes progress an Anomaly-specific research project. You can obtain books from traders or as quest rewards. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading. Couches function like armchairs but now have room for two! And ornate doors are the first 2x1 door in RimWorld (it took some work for the system to support doors that werent 1x1!). Theyre very fancy and suit throne rooms, temples, or other prestigious buildings. Wall lamp, flood lights, and hidden conduits: Yes, you can now put lights on your walls and hide your conduits! Wall lamps and wall torches can be placed directly on walls. They function like a floor lamp or torch would, but with a little less light. Flood lights are very powerful (and expensive) outdoor lights that cover large areas, which saves you from building several small lamps. Hidden conduits are useful for two reasons: theyre harder to damage from explosions or fire, and theyre invisible to the player unless youve got the power/building UI turned on. Performance improvements: We've continued to work on optimizing RimWorld's performance. Pawns (characters and animals) are now drawn in parallel on a separate thread, the pawn render system was rewritten to allow for easy addition/removal of visuals, and lots of optimizations were done on alerts, beauty calculations, and pen animal food-searching behavior. Crawling: When downed, humans can now crawl on the ground! Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Youll see enemies crawling around too. Its rather dramatic. Possessions from traits: When choosing your starting colonists, theres now a chance for them to spawn with possessions related to their traits. For example, a psychopath might carry a human heart, or a pyromaniac comes armed with molotovs, or someone whos greedy could have pockets full of gold. Mechanoid water emergence and slag chunks: Did you think the water was safe? Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your bases defenses. Also, certain large mechanoids have a chance to drop a mechanoid slag chunk when theyre broken down - these act like steel slag chunks and can be smelted for steel. Bionic jaws and organ decay: Sometimes colonists lose their jaws in a terrible accident, but they can now be replaced with the new bionic prosthetic. Keep an eye on your colonists organs too - theres a chance they may develop a very rare organ decay disease. Mine vein designator: This command orders colonists to mine out a whole mineral lump in one click. For example, if you just want to mine gold ore and want to ignore the surrounding rock, the "mine vein" tool tells colonists to mine all the visible gold plus any gold that gets revealed in the process. Clean room: Selecting a colonist and right-clicking a room thats dirty now gives you the option to clean the room. This is far more convenient than manually clicking dirt on the floor and queueing up cleaning actions. New wanderers after a game over: When all of your colonists are dead or gone, theres a new option as part of the game over letter to create new wanderers, if you want a second chance with your colony. This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game. This is entirely optional and you dont have to use it if you prefer a more hardcore experience. Search function: In the bottom right corner, theres now a magnifying glass icon and a search bar you can type in to find items, structures, enemies, etc. on your map. No more losing items! The default hotkey is Z. Tainted apparel visual changes: Tainted apparel (clothes worn by someone that has died) now has a distinct, darker color. Previously, it was easy to mix up tainted apparel with non-tainted apparel. UI improvements: Theres an option to make colonists moods on the colonist bar much more visible. When you zoom out very far, pawns become highlighted so theyre easier to spot on the map. We also redesigned the prisoner and health tabs and improved the research UI and policy UI for a better experience. Art improvements: Theres new and improved weapon art. We also added new immature crop art and leafless tree art for the plants missing those. Miscellaneous: There are lots of smaller things that were done for 1.5 (see the 18-page changelog), including an option to capture carried pawns without having to drop them, improved construction hauling, and better firefighting. [h2]WHATS NEXT?[/h2] [h3]Please wishlist Anomaly![/h3] https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ And stay tuned for our Anomaly feature blogs as we approach release day (which is in one month)! Anomaly has more content than any previous expansion. We expanded the team and worked for 18 months on this expansion and update 1.5, so its got a lot of passion in it! Anomaly adds new feelings to RimWorld. It creates moments of terror, new roleplaying opportunities, unforgettable stories, and a unique narrative experience for every player. We seriously cannot wait to let you get your hands on it. In the meantime, wed love to hear what you have to say about Anomaly and update 1.5! If youd like to help us test the 1.5 unstable build and report bugs, please join the official RimWorld Development Discord. See you soon! Ludeon Studios |
Hey everyone! We're excited to announce a limited edition game bundle between RimWorld and Medieval Dynasty running from Feb 15-Feb 22. |
[h2]Tis the season to be merry![/h2] |
Hey everyone. RimWorld turned ten years old on November 4, 2023, and it's just in time for the 2023 Steam Awards. You can nominate RimWorld under the "Labor of Love" category! |
Hello! We just launched these adorable plush thrumbos on Makeship! They're delightfully fluffy and only available for a limited time - the campaign ends May 17. (They're also our very first official RimWorld merch.) |
Hello hello! There's a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes. :) |
Spring is here, so were springing into action with a (small) update of fixes for RimWorld and its expansions. |
Hello everyone, Tynan here. |
Hi again, just dropping by with another small update. We addressed some issues with Biotech and fixed a UI scaling issue that occurred when players had DSR enabled. (UI was way too big!). The changelog is below for you to read. |
Hi folks! We have a pretty small update with just a few changes and fixes to get 2023 started. This update should be compatible with all savegames and mods. |
Ho ho ho! The Steam Winter Sale is here! We have a bunch of sales until Jan 5, 2023 to celebrate. Thank you for a wonderful 2022! The RimWorld community has been with us at every step, helping us shape the game and grow. So keep talking to us in the Discord! Please continue to share your feedback and fanart and memes and screenshots and videos and mods and edits with us. We love your creativity and were regularly blown away by what people make and do in RimWorld. You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter. Thank you for an exciting 2022 and see you all in 2023! Sincerely, Ludeon Studios |
Hello, its Tia! Im here to share a small update just before the holidays. |
Hi! |
Hi there!
[h3]Big new stuff[/h3] Added precepts related to bloodfeeders:
Added Ideology precepts related to child labor:
Added mechanoid labor Ideology precept:
Added Ideology precepts related to growth vats:
Added a new category of precept: Preferred xenotypes.
Other:
[h3]Smaller new stuff[/h3]
[h3]Miscellaneous[/h3]
[h3]Fixes[/h3]
|
Hi everyone, the unstable branch has just received a new patch. We've gotten some great feedback from the community on our 1.4 content update. Latest changelog below. |
Hi everyone - Ty here.
Added Ideology precepts related to child labor:
Added mechanoid labor Ideology precept:
Added Ideology precepts related to growth vats:
Added a new category of precept: Preferred xenotypes.
Other:
[h3]Smaller new stuff[/h3]
[h3]Miscellaneous[/h3]
[h3]Fixes[/h3]
|
Hello, Im back with the details of our last couple of patches for 1.4 and Biotech. Also, our 1.4 midterm patch is just around the corner! If you're experiencing any issues with 1.4, Biotech, or something else - let us know in the Official RimWorld Development Discord and we'll look into it. :) We're always collecting feedback, thank you for helping us. See you soon! - Tia [h2]1.4.3541, released Nov 7, 2022[/h2] - Don't add genepacks to gene assembler dialog that are empty. - Disallow baby food and hemogen packs for chemfuel creation recipes. - Extracting hemogen no longer requires medicine and does not anesthetize the target. - Adjusted power info text for deathrest buildings. - Don't allow pawns in the gene extractor if they dont have any engineered genes. - Fix: Paramedic mechs can't carry pawns while jumping. - Fix: Softcore scanner tooltip formating. - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove. - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns. - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction. - Fix: Mech debris can spawn on the anima tree. - Fix: Emancipated slaves that are drafted stay drafted. - Fix: "No doctor" warning not appearing properly. - Fix: Empty genepacks can be extracted. - Fix: Fertilize command label is broken. - Fix: Consume hemogen packs toggle tooltip displays hemogen in % form. - Fix: Overactive temperature warning for baby moving. - Fix: A colony mech that is abandoned at a tile will still consume bandwidth. [h2]1.4.3542, released Nov 8, 2022[/h2] - Updated name-in-game content. - Fix: Quest lodgers can do the "give up and exit" mental break. - Fix: Missing ideology check when drawing dietary type stat. - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started. - Fix: Coagulate can still be queued if hemogen is below casting cost. - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss. - Fix: Destroyed pawns can cause issues with deathrest building inspect strings. - Fix: Mechs summoned from mech drop beacons don't spawn in mech pods. - Fix: Dialog_MessageBox doesn't call Event.current.Use() in OnCancelKeyPressed() and OnAcceptKeyPressed(). - Fix: Unable to properly translate boss group apparel wave descriptions. |
Hi everyone. Valve has recently released their new recommended currency conversions for Steam games and many game studios are beginning to implement these. |
Hi everyone! |
Hey all, |
The RimWorld - Biotech expansion is out! This large-size expansion revolves around babies and child-raising, genetic modification, and the ability to control mechanoids.
For rich details on Biotech's features and a discussion of why we decided to make it, you can read the preview posts below:
If you want to get chatty, you can discuss this post on Reddit. If you're up or bug reporting, please join the Ludeon official development Discord server. Huge thanks to all our developers, volunteer testers, support team members, and all the modders, translators, artists, and all the players in the community. I thank all of you very much, it's been a journey so far and I hope to keep sharing it with all of you. Best, Ty |
Its Tynan here, bringing you our final Biotech preview covering the xenohumans who inhabit the world, their factions, and the mysterious blood-drinking sanguophages, and Biotechs price and release day.
Version 1.4 is on testing now, on the unstable beta branch on Steam; modders can (and hopefully will) use this to update their mods to work on 1.4 before it drops. Note that RimWorld has support for multi-version mods which work on several game versions at once; there is no need to break 1.3 support (modders see here for full info). If you intend to stay on version 1.3 after Friday (for mod compatibility or for any other reason), please switch your Steam beta branch to version-1.3. Now, lets talk about Biotechs new xenohumans! [h2]Xenohumans in the world[/h2] As youve seen before, Biotech lets you create your own kinds of xenohumans by mixing and matching from over 200 different genes. But this isnt just a player tool - xenohumans are part of the universe of RimWorld. Whereas RimWorlds base game has all human factions, with Biotech, youll interact with a variety of xenohumans and their new factions. We designed the xenohuman types to emerge naturally from RimWorlds fictional universe, play distinctly from each other, and enrich the game as foes, prisoners, gene farms, allies, and colonists. Embedding xenohumans into the world helps the game in a lot of ways. It lets players experience the new gene-linked abilities both as player tools and as enemy threats. NPC xenohumans are a way for you to access many genes by capturing a foe and placing them in a gene extractor. Seeing other xenohumans helps show the player the kinds of things that are possible with their own genetic experiments. Also, the xenohuman types work as a scaffolding for more content, like the sanguophages special secret quests (more on that later). Fundamentally, xenohumans make the human world more diverse. Factions feel more different when they have different combat abilities and physical characteristics. The recruits you get from different places will have more exotic abilities. Characters are more distinct from each other in gameplay mechanics and style. Handling a group of frenzied fire-breathers launching burning arrows is different from stopping the wolf escorts sent by furry yttakin riflemen. Fighting neanderthals is a slugfest; fighting wasters is a chokehold; fighting impids is a flame war. Writing the name generators for each xenotype culture was also a ton of fun. Lets look at the xenotypes in Biotech: [h2]Pigskins[/h2] Pigskins are human-pig hybrids which are capable of two-legged movement, tool use, and speech, but which also retain many pig-like qualities. They are hardy and can eat almost anything without getting sick, but their trotter-shaped hands leave them at a disadvantage when attempting to precisely manipulate tools and objects. They don't see well at a distance, so pigskin gangs usually focus on close-range weapons. They also have a strong taste for explosives. Pigskins were made for their organs. Uncomfortable with the idea of harvesting organs from baseliner humans, a long-gone government merged human DNA into pigs to make the animals produce more easily-transplantable hearts and livers. They succeeded, but the resulting creatures became more humanlike than anyone anticipated. The pigskins faction is the rough pig union, a loose union of hardy pigskin townships. They're willing to make friends, even with thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal. [h2]Impids[/h2] Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent. Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies. The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability. Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization. [h2]Yttakin[/h2] Yttakin (pronounced roughly as ee-ta-keen) descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife and can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before. Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield. The faction of yttakin pirates choose to be isolated, and they refuse to deal with outsiders. Theyre quick to call animal warriors against anyone who threatens or disrespects them. Underestimating their wild animal companions would be a mistake. However, a captured and recruited yttakin can be a strong ally. [h2]Neanderthals[/h2] Neanderthals are stocky, powerfully-built humanoids. Their most salient characteristic is that they are difficult to hurt: they are very resistant to injury, and their strong immune systems protect them from infection. However, without ever having evolved in a complex civilization, they are less adept than baseliner humans at intellectual and social tasks, and their impulsiveness can make them dangerously aggressive. Homo neanderthalensis was originally an archaic population of hominids that emerged over 200,000 years ago during the Pleistocene epoch. After they were replaced by and merged with humans 30,000 years ago, they were absent for tens of thousands of years until scientists resurrected them from ancient DNA. Neanderthals now survive in sub-societies on some settled planets. On the rimworlds, neanderthal tribes carve out the same existence as their Earth ancestors did so long ago. The fierce neanderthal tribe lives in the deep wilderness. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe wont hesitate to bash in the skulls of anyone they deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. Having been on this planet for countless generations, they have no memory of how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment. [h2]Dirtmoles[/h2] With gray skin adapted to artificial light, dirtmoles thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging or mining tasks. In the open, however, they suffer from a sensitivity to light, slow speed and poor eyesight at distance. After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype are known colloquially as dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds. [h2]Genies[/h2] Designed to be engineers, genies' delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans. Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians. [h2]Hussars[/h2] Hussars are engineered soldiers. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and freely ingest military drugs. They have a genetic dependence on the drug go-juice, which also makes them less likely to rebel against their commanders. While hussars' emotions make them dangerous in combat, they can't relate to baseliner humans. They are famous for their blood-red eyes and "hussar stare", a dead expression that unsettles many people. Their lack of expression and burning aggressive nature has led to many violent misunderstandings. In most societies where they live, hussars are kept separated from the rest of the population. Hussars are single-purpose tools - and they generally aren't bothered by the fact. [h2]Highmates[/h2] Empathic and effortlessly beautiful, these designed companions and concubines have the unique ability to psychically bond with a mate. In a certain context, they seem to be perfect - happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it. On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical Novaroma, but many other variants exist. [h2]Wasters[/h2] Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo. Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures. The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, genies, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. Theyll always be a threat. [h2]Sanguophages[/h2] Minor spoilers in this section - skip if you want the purest play experience! Sanguophages pass among other xenotypes undetected while concealing superhuman powers and working to satiate their genetic need for human blood. They are subjects of wild stories and childrens nightmares, and their very existence is debated. They do not reveal themselves without good reason. Powered by archites, unique micro-machines created by archotech superintelligence, sanguophages abilities go far beyond normal genetic enhancements. They are mentally adept across domains and preternaturally beautiful. In combat, they can launch deadly spines and heal injured friends. They don't age or die naturally and never suffer from disease or poison. A sanguophage can make a new sanguophage by reimplanting their own xenogerm into a person. The price of all this is the endless red thirst. Sanguophages must regularly consume hemogen derived from human blood. Hemogen acts as a sort of fuel for the sanguophages powers. They're easily destroyed by fire, and slowed down by UV light. Sanguophages must also go into deathrest every now and then, where they enter a dormant state for several days in the darkness to regenerate their powers. This process of deathrest can be enhanced by a variety of technological structures, chief among them is the deathrest casket. The deathrest casket is an enclosed med-casket that accelerates the process of deathrest. It can connect to other devices which confer additional bonuses on the deathrester. The number of devices that can connect depends on the person's deathrest capacity, which can be seen by selecting them. The devices to connect are:
There is a secret faction of sanguophages. Every now and then, you may get an opportunity to perform a service for them by giving protection, secrecy, or salvation. If you succeed, one of them may offer you the dark gift of immortality. Alternatively, if a sanguophage can be disabled and captured, then a new sanguophage can be made against the blood-drinkers will. The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans. Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds. If you want to engineer your own xenotype with sanguophage-like powers, you can find copies of the sanguophages' special superhuman genes via quests and trade. However, many of them require a unique resource called archites to be reinstalled in a new person. Archites are rare, but can be found via quests, trade, and other special means. It is possible to be a sanguophage and another xenotype at the same time - pigskin sanguophages look pretty great in their dark hooded robes. You can start the game as a sanguophage with a single human servant, if you want to build your own blood-harvest empire from scratch. We made sure to design all the character-oriented enhancements so they can be used freely in any combination. We are very much looking forward to the stories of people making their favorite colonist into a royal, a psycaster, a priest, a mechanitor, a unique xenotype, and a sanguophage all at once. [h2]Biotechs price[/h2] Biotech will be priced slightly differently from our previous expansions, at $24.99 USD. (Other territories have different prices on Steam.) We hired a lot of people and took a lot of time (15 months) to make Biotech because thats what it took to properly explore the ideas that we set out to explore. The feature set got big enough that we seriously discussed splitting this into two expansions, but decided to keep it as one. Some companies have a cost first model where they decide up front to make an expansion in a fixed time/price (e.g. 6 months/$20) and force the creative process to live in those constraints. We take ideas and build them until they feel well-rounded and complete. We believe that different ideas naturally take different amounts of resources to explore, so it must be okay for different expansions to have different prices, for the same reason different games have different prices. Forcing every expansion to have the same price would mean trying to squeeze or stretch every idea into the same amount of production resources, which is not a path to creative flourishing. Thats why our expansions arent all priced the same - because theyre different in scope, because thats what the ideas wanted. [h2]Biotechs release day![/h2] RimWorld - Biotech and free update 1.4 release this Friday, October 21, 2022. Please wishlist Biotech on Steam and share the exciting news with your pals. We seriously cannot thank the community enough for all of your passion and support (and the awesome fan art). Also chat about the discussion of this post on Reddit! Thanks for joining us on this journey. - Tynan |
Hi everyone, Jay and Matt here - were developers at Ludeon.
[h2]Natural and artificial reproduction[/h2] Biotech lets you have children and raise a family! Children end up in your life in many ways - colonists could give birth or use a surrogate mother, take in a band of orphans, and even gestate embryos in machines. Pregnancy can occur through natural means or advanced fertility procedures. You can let your colonists relationships develop organically, or play matchmaker with new romance options! Browse your colonists romantic interests and encourage them to make a move on a potential sweetheart. (Hopefully they share some kind of chemistry, or someone will be brutally rejected.) We sped up pregnancy to last only 18 in-game days, given the short-lived nature of many colonies. Take care of mom during this time - pregnant colonists get real big, slow, and hungry. They also struggle with waves of morning sickness and brutal mood swings from the highest highs to the lowest lows. Prepare for your little one before labor begins. Birth is difficult and dangerous for both the mother and child - youd be smart to have a good, clean birthing room with supportive family members and a skilled doctor nearby - it could make the difference. Complicated births can be turned off via storyteller setting. [h2]Taking care of babies[/h2] A babys life is simple: eat, sleep, and play. Newborns won't move on their own and rely on adults to feed and protect them. Colonists assigned to "childcare" work will be responsible for all the babysitting! Keep your baby's tummy full with lots of good eats. Babies can't stomach the complex meals adults like, so keep mom nearby for breastfeeding or cook up some mushy gooey baby food. (Adults forced to eat baby food will not like it.) In a pinch, insect jelly and animal milk do a great job of keeping babies full. Everyone benefits from playtime. Build an adorable nursery brimming with toy chests and baby decorations that help fulfill the little ones' play need. Adults will play with the youngsters and carry them around the colony. When its naptime, babies sleep a lot better in a high-quality crib made from good materials - no splinters please! Happy babies make for happy colonists. Parents share a special bond with their children, and will be in high spirits when their children are happy (or feel terrible when their kids are unhappy). Keeping babies happy is vital for the short and long term health of your colony. Unhappy babies unleash a powerful sonic-psychic weapon (known as crying) which can reduce the mood of any person within earshot. Likewise, a happy babys giggling brightens the day of anyone who hears it. It pays to keep the youngsters and the adults in a good mood! [h2]Raising children [/h2] At age three, children will be walking, talking and getting into trouble. We adjusted the speed they grow so that you'll see the most important life moments in a single game. Those that prefer a more natural progression can adjust the speed in the storyteller settings. Children have a unique "learning" need. Satisfying this need depends on what their current learning desire is - they may want to chat over the radio, explore nature, scribble on the floor, take lessons in class, daydream on the ground, or watch the adults as they work. Fulfilling children's learning desires contributes to their overall development and improves their chances. While children are generally slower and less skilled than adults, they have a natural optimism and a curiosity for the world around them. Like newborns, when children are happy, it improves the mood of the adult colonists around them. Children will also require clothing tailored just for them. Make sure youve got enough child-sized parkas to keep them warm in the winter! At ages seven, ten, and thirteen, children reach developmental milestones known as "growth moments" where you choose their traits and passions, and unlock new work types for them. Children that spend more time fulfilling their learning needs have a greater variety of advantageous traits to pick from. Balance your childrens work and leisure schedules with care. A rich childhood with lots of attention gives them better chances to be a capable adult, but doesnt guarantee anything. [h2]Vatgrowing[/h2] Technology offers an alternative to long and burdensome human pregnancies: growth vats. Extract and combine genetic material from the parents to create an embryo, and insert it into the machine. Growth vats accelerate development and sustain the embryo without subjecting a mother to the unpleasantness of pregnancy. In a mere 9 days, embryos develop into babies. You could remove your child at this time - or leave them inside to continue growing. Children grow significantly faster in the vat than if they were out and about in the world. However, theyll miss out on childhood and never pursue their learning desires, resulting in poorer choices of traits and passions during growth moments. Whether you keep children floating in growth vats or let them out to experience life depends on your goals. Growth vats are excellent tools for churning out super-soldier and simple workers, but require large amounts of nutrition. Without an adequate supply of nutrition, individuals in the vats will suffer from bio-starvation. [h2]Genetic modifications[/h2] With Biotech, you can create your very own genetically-engineered colonists, known as xenohumans. To create a xenohuman, you'll first need genepacks - small capsules containing a handful of genes. Genepacks can be purchased from traders, earned as quest rewards, or extracted from a host using a high-tech gene extractor. The process is not terribly comfortable, but the result is a genepack containing a random assortment of the specimens germline genes and xenogenes. Using a gene assembler, you can recombine several genepacks together into an implantable organ called a xenogerm. Once implanted into a human, they will immediately gain the traits associated with the xenogerm's contained genes. Dont want to wait to make xenohumans? When starting a new game, you can select premade xenotypes for your starting colonists - or create your very own! Weve also added a number of xenohuman factions (but more on that in a later blog post). [h2]Genes[/h2] So what do genes do? Well, quite a bit. Let's preview a few of them:
and that's just a small sample from more than 200 genes available in Biotech! Genes come in two distinct flavors: germline genes and xenogenes. Germline genes are present in every cell of the host's body and are able to be passed onto children. Examples in a baseline human would include hair and skin color. Xenogenes, on the other hand, are technologically implanted and cannot be passed on. Youll need to pick genes carefully. Powerful genes will decrease a persons metabolic efficiency, making them need more food. On the other hand, genes with drawbacks will increase a persons metabolic efficiency. Creating a functioning xenotype is a thoughtful balancing act of picking the right strengths and weaknesses. Create a muscular cave dweller whos afraid of the sun, or a sleepless genius who needs smokeleaf to survive. The possibilities are endless. The most powerful genes require archite capsules - small containers of microscopic machines produced by superintelligent archotechs. These devices are capable of enabling genes with physical and psychic feats which would otherwise be impossible, from perfect immunity, to super healing, to immortality. [h2]Next time[/h2] Remember, Biotech releases on October 21, 2022! Stay tuned for our last blog post and please wishlist Biotech on Steam. Join the blog post discussion on Reddit here! - Jay and Matt |
Hey everybody! I'm Will, a designer working on RimWorld - Biotech. In our last blog post, we covered how Biotech lets you build mechanoid colonies run by high-tech mechanitor overseers. You can also read the original 1.4 update and Biotech announcement here.
Most mechanitor implants can be installed multiple times. Theres a ton of room for progression to make an extremely powerful mechanitor. However, all power comes at a cost. High-level mechanitor upgrades can only be made using high-tech chips obtained from defeating super-mechanoids. In addition to implants, mechanitors have a wide variety of specialized gear:
[h2]The basics of pollution[/h2] Mechanoids make for powerful allies, but they come with a unique cost - pollution. Creating and recharging mechanoids creates toxic wastepacks. Unless frozen, these packs of toxic waste will eventually deteriorate and pollute nearby terrain. Even worse, if theyre burned or damaged, theyll pop like a balloon and release deadly tox gas. Storing them close by may be convenient, but be careful! Mechanoids arent the only source of pollution. Toxifier generators provide a steady supply of power but directly pollute the terrain around them. These generators are perfect for mechanoid colonies that need plenty of cheap power so long as you dont mind some toxic buildup. While a small amount of pollution is manageable, it can quickly get out of hand if youre not careful. While mechanoids are immune to pollution, your colonists arent (depending on their genes, of course). Pollution makes living things sick. It poisons colonists and animals, causing them to slowly gain toxic buildup. Anyone whos encountered toxic fallout in the base game will be familiar with the deadly effects of toxic poisoning. High levels of toxic buildup can cause vomiting, dementia, carcinomas, and ultimately death. Additionally, normal crops and animals cant survive on polluted terrain. The more polluted your colony becomes, the more it will attract toxin-adapted plants and animals. From the twisted witchwood tree to the gas-filled toxalope, pollution will slowly corrupt the land and animals around you. Pollution also affects the planet at a larger scale. The more polluted an area, the more it affects the surrounding world. High levels of nearby pollution can cause acidic smog to roll in thatll make your colonists eyes water. Acidic smog blocks the sun and slows plant growth, and the vaporized chemicals corrode exposed items. When starting a new game, you can adjust the worlds pollution level. Turn it off for a relaxing game, or turn it up for some extra challenge. [h2]Managing pollution[/h2] Theres no shortage of tools to deal with (or even embrace) pollution. Wearing anti-pollution gear, like face masks and gas masks, reduces your colonists exposure to pollutants. Transplanting artificial detoxifier organs makes your colonists immune to pollutions toxic effects. Theres even pollution-related genetic modifications - but well discuss those in a later post. Order colonists to manually clean up polluted terrain and theyll package it back into toxic wastepacks. However, the safer option is to use automated pollution pumps to keep vulnerable colonists away from the pollution. Now, what to do with the heaping piles of wastepacks?
[h2]Pollution and insects[/h2] Giant insects love pollution. Originally engineered as anti-mechanoid bioweapons, these insects are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. When conditions are inhospitable, insects form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for decades. Many planets are littered with these cocoons, lying just below the surface. The scent of a dissolving wastepack can trigger the cocoons to resurface in a dormant state, until theyre disturbed causing a mass eruption of insects. Cocoon infestations are threatening, but have their uses. They can be intentionally triggered to farm insect meat or be set up defensively in strategic locations. (Stop raiders in their tracks with a horde of angry insects!) You can also avoid cocoons altogether with strict wastepack management. [h2]Tox gas[/h2] Tox gas is a deadly chemical irritant. It burns the lungs and eyes, causing temporary shortness of breath and reduced sight. Chronic exposure to tox gas results in toxic buildup, and eventually death. It can be created by burning toxic wastepacks, or weaponized with a new research project. Tox gas weapons include tox grenades, toxbomb launchers, tox mortar shells, tox IEDs, and wearable tox packs. Tox gas adds a lot of interesting combat tactics. Tox gas clouds can greatly diminish the effectiveness of ranged attackers. After all, its hard to shoot a gun if you cant see or breathe. Additionally, attackers that are exposed to tox gas for long enough will eventually be downed from toxic buildup. Youll also need to learn how to defend against tox gas (its the signature weapon of one of our new factions - more on that later!) Wear gas masks or be smart about your colonists movement to negate the effects of tox gas. [h2]More on the way[/h2] All blog posts:
Stay tuned! We have more Biotech details coming soon. In the meantime, wishlist Biotech on Steam! Have something to say? Join the discussion on Reddit! - Will |
Hey all - Tynan here. This is the first of our Biotech preview blog posts, where we lay out the features of the Biotech expansion, and the thought behind them, in more detail. You can look forward to more posts on the way. (If you missed the Biotech announcement, you probably want to start there. You can wishlist RimWorld - Biotech here.)
[h2]Mechanoid challenges[/h2] A basic game design principle is to push things as far as they can go without breaking the game - that means make tools more powerful, enemies more dangerous, changes more overwhelming than seems safe at first. The idea is to ensure youre exploring the full range of experience thats possible in your game systems. So we wanted mechanoids to be very powerful in order to create more extreme situations and distinct playstyles. The more impact they have, the more they can transform your game. However, in order to not unbalance the game, this meant that they needed to come with serious challenges as well. But what? Existing costs in the game are things like consuming food, chemfuel, or steel over time. But simply making mechanoids consume resources wouldnt feel transformative, and wouldnt substantially alter gameplay since the mechanoids can pay for themselves by producing the resources they consume. The collect/spend loop is too simple and has almost no side-effects on the world, story, or characters. So we decided to emphasize two new challenges that would come with mechanoids: Infrastructure and pollution. We cover infrastructure below - A future post will cover pollution, its causes, consequences, aspects, uses, and solutions. [h2]Mechanoid infrastructure[/h2] Mechanoids require heavy infrastructure that takes up a lot of space and burns a lot of electricity. Big sections of your colony can turn into mechanoid maintenance, production, and control centers. Youll feel your plucky wooden village transforming into a grand integrated machine of generators, chargers, control nodes, and gestators. Your base will tend to grow large with a lot of mechanoids, and have a lot of things moving and consuming. Each mechanoid must contain a mechanoid brain known as a subcore (short for subpersona core - the psychic substrate on which a dim, sub-human-level intelligence can be hosted). There are several tiers of subcores, with more advanced mechanoids requiring more advanced subcores. Basic-level subcores can be produced by a mechanitor with just some resources and time at the subcore encoder. More advanced subcores require scanning the psychic pattern from human minds. A person can be placed in a subcore softscanner and scanned to produce a subcore. This causes temporary mental effects but is ultimately harmless. The most advanced mechanoids need extremely high-fidelity psychic patterns to work, and these can only be readily produced using the subcore ripscanner, which scans the brain quickly at ultra-high energy, destroying it in the process. Once a subcore and resources are ready, mechanoids can be produced in mech gestators. Instead of being built like normal machines, mechanoids are gestated in a mechanite-rich solution that accretes the mechanoid molecule-by-molecule in a quasi-biological process. Gestation takes time, electricity, resources, and occasional guidance by your mechanitor. Only a mechanitor can guide the gestation process, since it requires a psychic link to the growing mechanoid. As always, everything about the mechanoids links back to the human whom they serve. The gestator can also resurrect some types of mechanoids. This makes your mechanoids more expendable in combat, which makes using them in combat give more distinct strategies compared to using human fighters. There are several sizes of gestators. Small gestators are used for smaller mechs, while larger gestators are needed to produce ultra-heavy war machines. Little mechs gestate quickly, while big bosses take a long time to grow. Mechanoids consume their onboard energy supply over time and must recharge at mech rechargers. Mechanoids will automatically seek out available rechargers so they dont run out of energy. If they do run out of energy theyll enter a self-shutdown state and recover energy very slowly - its much better to have a mech recharger available to keep your mechs working hard. There are several sizes of mech rechargers appropriate to different tiers of mechanoids. They consume a lot of electricity, and produce pollution as well - the characteristic cost of mechanoids. Band nodes are signal amplifiers that can increase a mechanitors total bandwidth. They can be quickly tuned to a specific mechanitor. However, returning a band node to a different mechanitor is a complex task and requires a long time. There is no limit to how many band nodes a mechanitor can build, so a mechanitor can have a huge swarm, though it will require heavy infrastructure to control. Mech boosters are enhancer buildings that boost the speed and work ability of mechanoids nearby. Great for powering up mechanoid-based factories. Mech signallers are a set of single-use structures that can be used by a mechanitor to call in fearsome super-mechanoid enemies to attack you. You need to call these enemies so you can loot their corpses for special high-tech mechanoid chips. These chips are core to the mechanitors progression since they are needed to advance to the next tier of mechanoid technology. This structure of choose your enemy and be ready is a little bit new for RimWorld, and creates a new kind of self-directed game pace for the player (as opposed to being blindsided by raids at any time). Well explore these super-mechanoids in more detail in the next blog post. [h2]Labor mechs[/h2] Labor mechs can perform a variety of work tasks (but not absolutely everything - some things still need a human touch). Some are plucky little worker bois who are best kept away from danger, while others are hulking crusher machines that tank damage with ease. Paramedic mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isnt available. Lifters are there to move things where they need to go. Theyre small, weak, pretty easy to get and always useful. They will haul a corpse to a grave or rearm a turret. They lack a real weapon. Constructoids can perform an array of construction tasks, from building roofs to repairing buildings and even hauling resources to blueprints. The constructoid is equipped with a small slug gun for light defense and built-in cutting blades, but is not a good frontline fighter. Agrihands are small mechanoids designed to sow and harvest crops and can perform a blunt melee attack. Cleansweepers are light mechanoids that clean filth and do blunt melee attacks. Fabricors will craft all manner of manufactured objects at your work benches (though they cant do the same quality of work as a skilled human). Like the constructoid, the fabricor has a small slug gun. Tunnelers are massive, heavily-armored mechs equipped with gigantic crusher claws. The tunneler can dig tunnels and mine resources tirelessly. In combat, it is slow but its very strong armor makes it an excellent tank for absorbing enemy fire while your other fighters deal damage. The tunneler has a small built-in smokepop pack which can activate to spread smoke and shield itself from incoming fire. It also has a shield pack that recharges over time. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you cant kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. (More on mech combat in the next post.) Thats it for today! You can wishlist Biotech on the Steam store page and please join the discussion of this post on Reddit. Were planning on several of these blog posts, so theres no shortage of more Biotech info on the way. Cheers for now, thanks for reading. -Ty |
RimWorlds third expansion, RimWorld - Biotech is coming out in a few weeks!
About Biotech Biotech is focused around three major features:
Now you can raise a family and tell your story for generations to come! With Biotech, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods. Babies bring joy, but also challenges. Colonists hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers. They grow up fast (especially if you use a growth vat) - soon your child will be walking, talking, and getting into trouble. Theyll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and theyll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships. A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices youll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use growth vats to pump out cheap workers and soldiers. The choice is up to you. [h2]The mechanitor[/h2] Build and control mechanoids by making your colonist into a mechanitor - a person with a special brain implant that lets them psychically command semi-living machines. Create mechanoids by growing them inside high-tech gestator tanks. Command the original centipede, lancer, and scyther, plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths. Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They dont freeze in the snow or get poisoned in toxic fallout. They dont suffer mental breaks from long hours in dark mineshafts or filthy garbage yards. Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically. Mechanoid infrastructure has a special price: Pollution. Left unfrozen, toxic wastepacks deteriorate and leak pollutants into the environment. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists lungs. It triggers hibernating insects to emerge on the planets surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - freezing, export (neighbors might not like this), adaptation, high-tech atomization. Advance your mechanitors capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of hyper-deadly commander mechs to fight, each with its own weapons and combat style. Be sure youre ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own. [h2]Gene modding[/h2] You can genetically-modify people to create xenohumans - humans with exotic traits. Genetic modifications range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality. The world contains a new set of xenohuman types and factions, including unstoppable super soldiers, fur-covered animal-controlling arctic settlers, toxin-immune human bioweapons, fire-breathing horned desert imp-people, psychic-bonding concubines, and more. The darkest of them drink blood and live in shadows, deathless for eternity. You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans! Why Biotech? Hey everyone - Tynan here. I thought it would be worth explaining the thought process behind why we decided to make this expansion. Heres what Ive been thinking: [h2]Why mechanitors?[/h2] Mechanoids have been RimWorlds end-game foes since way back in 2014. Fictionally, however, they are human-created for human purposes, so it was natural to extend this and allow the player to control the mechanoids somehow. Since RimWorld is a character-oriented story generator, I didnt want to just add the mechanoids as independently-controlled robots the player can order around like an RTS. This would have been moving away from the character-orientation that defines RimWorld. The mechanoids needed to be human-connected. Thats why I designed a system where each mechanoid is linked to a specific person, the mechanitor. The mechanoids are an extension of the human who controls them, with all the human complexity that entails. I also didnt want to destroy the economic balance or progression rate of mechanoids. This would have been easy to do. Human beings are inherently quite expensive - they need complex foods, decent living quarters, social relationships, entertainment, even rituals with the Ideology expansion. In a naive game design, a colony of mechanoids could skip most of these needs and be absurdly overpowered - fun for a short time but ultimately uninteresting. Making the mechanoids human-linked alleviated part of this concern, but they needed another cost since they are inherently so much less needy than people. Just eating resources wouldnt feel novel or interesting enough, so we needed a new kind of cost. I decided to explore the concept of pollution. Pollution doesnt cost anything to make, but it incurs challenges that come afterwards. Its a bit like going into debt - not a problem at first, but if you let it catch up to you, it soon becomes a transformative challenge. We made sure there are a variety of ways to approach pollution, so players can choose whether to try to stay clean, suppress the effects, or just let it happen and adapt to the changing landscape. This linked in nicely with the gene modding system as well, since some genes help with pollution resistance. Pollution itself is designed to be interesting - it interacts with the insects, generating them and powering them up. It transforms the landscape visually and economically, replacing normal plants and animals with a new set of pollution-specific plants and creatures. The new polux tree is a natural way to alleviate pollution. Its livable, but there are special challenges to living in pollution. Finally, player-controlled mechanoids were going to open up new ways to do combat. In the past, the players units were limited in how diverse they could be since they were mostly humans. Mechanoids can have much more exotic types of movement, weaponry, and combat tools. They can also be more expendable than humans. All this opened up opportunities for more types of player-side combat strategies, which weve explored in depth with new types of combat mechanoids. It gives the player more tactical choices in combat, and more ways to be aggressive instead of risk-avoidant. The naturalness of fiction, human-connectedness, unique new costs and strategies together made player-controlled mechanoids a really attractive design path. It took a lot of work to build all that but we had the time and resources to do it right. [h2]Why reproduction and children?[/h2] The core design goal of RimWorld is to generate emotionally-compelling human stories. This has always been a challenge when designing a game, because games tend to be very impersonal. In games, progress often focuses on economic gains, increases in power, or expansion of map control. These sorts of numbers-oriented systems work great for games because theyre predictable and mechanistic, which means players can reason about them strategically, and computers can simulate them. The problem is that a good story isnt just a sequence of changes in economic numbers, damage amounts, or map control markings. Good stories are about people, emotions, and relationships. Good stories take things that individual humans value - safety, family, love - and put these things up for grabs, and let the character struggle to gain them, or avoid losing them. There must be a relatable person at the center of the story, who is experiencing strong and relatable emotions about something they value. Which are some of the strongest and most relatable emotions? Those that come from family relationships. Theyre powerful because family is important to us. Theyre relatable because everyone has a family, so everyone can empathize with what it might be like to help a brother or parent, have a child, help them, or fear losing them. This is, of course, obvious, and thats why other narrative media have explored this topic for thousands of years. Family-linked drama is the bread and butter of stories across older media. From the most classic novels of high culture to the bawdiest barroom tales, questions of family obligation, sacrifice, life and death, and relationships are central to our most compelling stories. From No, I am your father, to I will find you and I will kill you, to You are the father, family relationships are at the center of story. This is true in the western stories that RimWorld is inspired by as well. Extending that into RimWorld makes obvious sense and its something Ive always been interested in. However, it took a long time to get here because these are such complex topics. Reproduction, birth, baby care and child raising all have a lot of fine details and rich content that I always knew would take substantial effort to get right. I wanted to make sure we had the development power to make the game generate these kinds of powerful family-oriented emotions without cutting corners or excessive jank. Biotech being the longest expansion development cycle, with the most developers weve ever had, I decided that it was time to bite off this big challenge. [h2]Why gene modding?[/h2] Genetically-modified xenohumans have always been part of the RimWorld universe fiction. They are RimWorlds way to explore how biologically-different humanoids might tell new stories or unlock new types of gameplay. With reproduction already being part of this expansion, it was natural to extend that into allowing genetic modification. Like everything else in RimWorld, gene-modding is an inherently character-oriented system. It changes who people are and what they can do, which alters their relationships and the emotions those will produce. It also opens up new gameplay paths - genes can unlock new combat tactics, economic roles, and so on. It gives individuals more distinct visual identities. It even generates new moral choices, as players decide what kinds of modifications they are willing to apply to their people, their children, or their prisoners. It added more variation to the human world, in the form of different types of factions. Instead of just different human factions with different diplomatic orientations, now those different factions are dominated by different types of xenohumans. This alters how they fight, which makes combats more distinct from each other. Fighting a raid of furred yttakin warriors is quite different from a raid of baseliner humans, or neanderthals, or fire-breathing impids, or pigskins. Theres a lot of fun colorful differences between them too - a raid of squealing pig people feels quite different from a raid of bear-calling furred yttakin. We experimented with a lot of gene effects before settling on a set that is diverse and consistently fun to play with without breaking the game. It took a while, but in the end testers are loving it. (I also had a ton of fun writing the name generators for the new xenohuman factions - especially the pigskins. Polork!) Update 1.4 Update 1.4 is available now on the Steam unstable branch for public beta testing, and to give modders more time to update before release. (The main branch that most people play is unaffected and still on version 1.3 for now). If youd like to try 1.4, you can play on the Steam branch unstable. (To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.) See info on key features below (changelog at the end): Startup performance improvements: We spent months optimizing launch and game loading times. In our tests launching RimWorld and loading savegames are roughly 37% faster! On an example system, thats a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds. Painting and color customization for walls, floors, furniture, and lights: Give your colony a custom look by painting the walls, floors, and furniture of your settlement any of a huge variety of colors using dye harvested from the tinctoria crop. Install a range of new colored carpets in your colonists living spaces. Set the mood with lamps that you can set to any color to create your romantic rouge bedroom or an eerie fluorescent laboratory. We expect screenshots to get even more wild thanks to this. Styles always available: You can now use all styles of all buildings, items, and floors and visually customize your colony even without Ideology active. Actually useful shelves that store lots of stuff: Fill your storerooms with shelves, which can now hold up to 3 stacks of most items. (Our testers were very excited with this one!) There is also a 1-tile mini-shelf. Shelves should help to keep your colony tidy and organized, and protect your items. Two new turret types: We added two new turret types. The foam turret spits firefoam to extinguish nearby blazes. The rocketswarm turret is a defensive launcher - when triggered, it blankets a wide area in a barrage of small missiles. It is excellent against large groups of weaker enemies, but only works when you press the button, for extra drama! Starting possessions: Depending on backstory, your starting colonists might come with their own possessions! Not only does it make it a bit easier to start with imperfect colonists, it also gives them a personal touch. Rot stink: Keep rotten corpses and meat away from your colonists. In addition to being disturbing to look at, decomposing tissue now releases rot stink gas. Colonists that are chronically exposed to rot stink may develop the new lung rot disease. Keep extra empty graves and garbage dumps available for times when youre overwhelmed with bodies! More prisoners to trade, release, and interact with: In addition to all the prisoners you got before, now youll get a new class of prisoner who is unwaveringly loyal to their home. They cant be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance. They can be disabled in the storyteller settings. New mod manager UI: Managing your mods is really easy and smooth with the new UI. Mods are now visibly split into active and inactive lists. You can access your mod options directly from the manager screen. You can also save and load mod lists and mass unsubscribe to any outdated or disabled mods. Press CTRL + left click to select multiple mods and drag them around. Also, new art banners! New mod mismatch window: Mods are now displayed in three columns: added, missing, and shared. You can save your current mod list and load it later on. New options menu: Weve organized the options menu into tabs. (Mods get their own tab!) It is much easier to navigate. Heat overlay: A togglable heat overlay on the map visually shows you how chilly or hot it is indoors and outdoors. Quest search bar: A search bar in the quests menu to help you sort through all your available, active, and historical quests. Tile inspector: Shows you the details of a specific tile when you hover over it and press the alt key. Read the full 1.4 changelog here. Whats next? Well be posting blog posts over the next few weeks about specific features of Biotech - stay tuned for those. The Biotech expansion is our biggest yet. We hired more people and took more time than ever before to create more systems, content, and storytelling possibilities. There's so much that we considered splitting this into two separate products - but decided to keep it all together as one extra-juicy expansion. Biotechs release date isnt quite announced, but will be within weeks. More info to come!
- Tia |
Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality. |
Hello everyone! We have great news for our Australian players - RimWorld is once again available for purchase on Steam in Australia. This means Australians have access to the RimWorld Steam store page and can gift and receive Steam keys for the game. (It also means you can read this news update. ) Everything should be back to normal! |
Hello everyone! |
Hi everyone, its Tia. Weve released our Steam Deck update 1.3.3300 as a beta branch on Steam. |
Hello everyone, |
Hey everyone, it's time for another update! |
Hey everyone, just a quick note about the Steam Deck release and RimWorld. |
Hey everyone - here's a new update for RimWorld for all of you! |
Hello everyone! I'm happy to announce a new update for RimWorld and all expansions. |
EDIT 3: The build is now live for everyone. Thanks to the mod authors of Doors Expanded for updating quickly! |
Hello RimWorld players! I've just released RimWorld version 1.3.3101. This one comes with a long list of new stuff and improvements for the base game and both expansions. Full changelog is below. |
Hey everyone! I've just released version 1.3.3087 of RimWorld with a variety of improvements for the base game and both expansions. Full changelog is below. |
Hey everyone! Today's update adds a new ideoligion setup screen with a variety of preset patterns for ideoligion generation. The idea is to avoid overwhelming the player with details if they just want to play. |
Hey everyone, here's the next RimWorld update for the weekend! Thanks for the ongoing feedback. |
Hey everyone, we're here with another update. Tons of great feedback has been coming in and we're working to translate that into high-value improvements as fast as possible. |
Hey all, another update! This one hits a lot of various points game-wide. See change list below. |
EDIT: Saturday night/Sunday morning, I pushed a quick update to 1.3.3071. This fixes a single bug where pawns would get stuck at the styling station. |
Hey all, just a quick update. This is yesterday's unstable test build with some fixes and stabiliztion. |
The release of Ideology and 1.3 have brought a massive surge of new players and new energy in the RimWorld community. It's awesome and slightly overwhelming. We've been hard at work translating feedback into fixes and improvements to try to make the best play experience possible, both in the short and long term. |
UPDATE: An issue with this hotfix where health conditions would appear on the wrong body part has been fixed. It may appear one more time if you saved today but not thereafter. Older saves will not have the issue. I'm sorry that bug occurred. |
[h2]Ideology expansion[/h2]
On mod updating: There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another. If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control. This document explains the details on how to do it: Multi-version mods in RimWorld [h2]Links[/h2] Join the community! I would love it if you guys posted screenshots of your new colonies and belief systems. Please tell me all your stories from your experiences in Ideology.
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Hi again! Tia here, your resident bug whisperer and announcement bringer.
Not all dryads are suited for battle. Some are more useful at home.
The tree-connector must maintain and strengthen their bond with the tree by pruning it now and then. A stronger connection means the tree can support more dryads at once - up to four for the strongest connection. Beliefs matter! Any human can create the above dryad castes. However, some people venerate trees in a special way. For these people, destroying any tree is a crime, and trees have important spiritual significance. This creates challenges - its hard to find wood without chopping trees down. However, this belief also has advantages. Tree-lovers can connect with the Gauranlen trees more deeply than others and gain several unique bonuses. First, a tree-believer can prune faster and better, and thus maintain more dryads in less time. More importantly, though, only tree-believers can specialize dryads into the gaumaker caste. Gaumakers can come together and produce new Gauranlen pods, which can be planted to create even more Gauranlen trees. In this way, a colony of tree-venerating nature lovers can grow their Gauranlen orchard over time and become powerful from it, both economically and militarily. Dryads are awesome. They make quirky ribbit noises, they get tuckered out and fall asleep like other animals, they work hard, and they care about your colonists. But trees live and die, like everything else. So what happens when a Gauranlen tree dies? The screams of the queen and her children will haunt you Bug you later! Tia Links:
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Just a quick PSA for all the modders out there valiantly updating their mods to 1.3. |
Welcome back! Im Tia, and Im here to bring you more Ideology preview info while we wait for the big release day. |
Hello everyone! Im Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news! |
Hey everyone - Just another languages and names update here. |
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. |
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes. |
The 1.2 release of RimWorld adds a variety of new content and a few new systems. |
This is a follow-on update to last week's major content additions with some refinements and fixes. |
We've released the May 2020 update for RimWorld! |
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward. |
This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later. |
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below. |
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content. |
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle. |
Here's another polishing update for RimWorld! |
This update includes various new features, adjustments and bug fixes. |
Balance updates and bugfixes today! |
This is a continuation of yesterday's unstable testing with some updates. |
This update is available on Steam's unstable branch fo testing. |
Just a small balancing update this weekend. |
This update brings bugfixes and other adjustments. |
This update brings bugfixes and other adjustments. |
This update contains balance changes and bugfixes. |
Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563. |
EDIT: This has been released to the default Steam branch. |
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers.
We'll be running public tests of this stuff as we work on it, on Steam's 'unstable' development branch. Everyone is welcome to participate and feedback will be highly appreciated as always, but be aware that this branch is called 'unstable' for a reason and everything may break at any moment. [h3]Later updates[/h3] We will be updating the game further after the content add-on. While the content add-on will stay on version 1.1 and generally not break mods, there will a version 1.2 some day, and it will have breaking changes. We're going to try hard to avoid unnecessary code breakages and keep documents about changes for all future updates, and without such a big Unity update I hope mods in general will be easier or trivially easy to update than the 1.0 -> 1.1 shift. However, things will still inevitably need updating. That's it for now, thanks everyone for reading and for all the excellent feedback we've received! -Ty |
Another day, another hotfix! This is build 1.1.2560. Change list: - Fixed a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. - Languages update - Updated Readme.txt with information about needing quotes around the -savedatafolder command when the path has spaces. - Fixed a bug that would cause trade request quests imported from 1.0 saves to give no rewards. - Fixed a bug that would cause no psyamp reward after quests if the recieved was not spawned. - Fixed a bug that would cause random joining animals to have names despite having no bond. - Fixed a bug that would cause a harmless error message on slaughtering a cobra We will be fixing some more lingering issues over the coming week. Thanks for the great bug reports. |
EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened. That should address most issues, but a some mods may still need to be updated over the next days. I'm talking to modders more so we can pass along info about this kind of thing more clearly in the future. I originally reverted the hotfix after getting these crash reports, but I've released it again since we haven't found any crashes from the hotfix itself. ORIGINAL POST FOLLOWS: A new hotfix for 1.1 has been released. It should be compatible with all mods and saves. The version is 1.1.2559. Note that some recent changes within mods were breaking the game for some people. The mod Harmony changed how it interacts with other mods, so some other mods are now broken until they update. Change list for this hotfix update: - Avoid spawning quest shuttles near fires, hostile things and map edges. - Map mouse drag sensitivity improvements, it's now configurable via Prefs. Improved middle button scrolling for world camera as well. - Decrease minimum comfortable temperature for yak, donkey, and goat. - Increase min points for mech cluster incident 300 -> 500. - Burden range increased from 25 to 30. Stun entropy cost increased from 10 to 12. Stun range decreased from 25 to 20. - Harvest decrees now check the temperature of the next 15 days to see if anything can grow. - Hide items that Tribute Collector is not willing to trade from trade screen. - Art bench no longer crafts harp and harpsichord; they are on the crafting spot and smithies. Art bench didn't make sense since it uses the art work type, but these instruments take crafting skill. - Prisoner relations gain on release string when injured changed to 'Untended injury' - Adjust mini-slugger description to reflect its long range. Fixes: - Mitigate bug where save file lacking rules causes designators to be broken. - Fix: If you shoot a mech turret and it explodes and it hurts your quest helper, the quest helper's faction will hate you for it. - Fix Unrelated stats showing on mechanoids InfoCard - Fix: False "No acceptable food" alert on berries and reserved food. - Fix: Leaving a bandit camp mid-fight causes the quest to be incompletable - Fix: Compact weaponry act as replacement parts. - Fix: Missing "pawn != null" checks in ApparelScoreRaw. |
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves. |
We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257. |
Two big pieces of news today! |
Another update with some fixes! |
Another small update with some fixes today. |
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum! |
I've just pushed version 1.0.2549. This is an update to version 1.0. |
A new version of 1.1 unstable has just been posted. |
A new build of 1.1 unstable is up! Just some minor fixes. |
RimWorld version 1.1, a major update from version 1.0, is now available for public testing and modding on Steams unstable beta branch. Thats right everyone RimWorld is done, but that doesnt mean were done with it!
For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. Theres a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here thanks to him! You can also get live help with modding on the RimWorld Discord server. The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. (Mods which gain support for 1.1 will log an error message in version 1.0, but this error is harmless.) Big thanks to Oskar Potocki for donating his Vanilla Animals mod to become part of the core game. [h3]New features[/h3]
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I've just pushed a regular player content and localizations update, to version 1.0.2408. |
I've just pushed an update to build 1.0.2282.
This update should be compatible with existing savegames and mods. |
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:
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. |
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter). |
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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). |
RimWorld is Now Available on Steam! |
RimWorld 1.0 will be released on Wednesday, October 17!
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. There will be a shiny new trailer on release day. As for the future, I plan to continue updating the fan-made translations and creative content. There will also likely be a bug-fixing patch. Beyond that, though I won't promise anything and nothing's decided, I can think of a variety of interesting directions to go with the game. For today, though, I'm just celebrating. Thanks again everyone. |
A new build is up on the unstable branch. |
So, RimWorld's early access price has been $30 USD since we first started selling the game in 2013. |
RimWorld Beta 19 - Polish the Cannons is released!
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RimWorld Beta 18 - A World of Story is released! Here's the video (where I accidentally call it Alpha 18 - old habits die hard).
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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’ve just released Alpha17b, a performance hotfix for Alpha17. Steam users will get it automatically. This is build 0.17.1557. |
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.
World quests
Other new stuff
Modding
Increasing skill relevance
AI
Misc
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Some official words from Tynan posted here: 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 |
Howdy everyone, my name is Ramsis and I'll be rooting around this fine Steam HUB as the admin/community management guy... thing.. Muffalo.. |
This is just a quick update on what we're working on now, since it's been some time since Alpha 16 came out and I don't want anyone thinking I died or became a Venezuelan monk or something. |
RimWorld Alpha 16 - Wanderlust is released! This update adds a spherical world and the ability to travel across it with multiple caravans, having simultaneous encounters on the way and settling new colonies.
Multiple simultaneous maps
Caravans
Travel victory
Transport pods
Usability improvements
Drugs and health
Misc
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Just a quick PSA: |
Currently bugfixing and tuning Alpha 16. Here's a new teaser! |
It's cold down there. |
Another quick teaser for you all! |
Hey all, just a quick teaser update for you. Behold, the planet! |
You can now buy the creative content rewards separately from the base game! This has been requested a few times, and now it's possible. |
After a week of testing and prep time, Alpha 15c is live! |
Alpha15c is currently on Steam's 'unstable' branch for public testing. This update fixes some important bugs and yield significant CPU usage optimizations. It also adjusts a few balance points for a better experience. I invite everyone willing to choose the unstable branch and test it out! I invite feedback in this forum thread and in the comments here.
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A tiny update to Alpha15b has been released that fixes a small bug with Cassandra Classic and Phoebe Chillax. |
I'm happy to announce that we've just released RimWorld Alpha 15! This version adds a rich tutorial, an intelligent learning helper to help you pick up the game, a new drug system, deep drilling to provide resources in the end game, and a giant pile of other smaller improvements and fixes. A full change log and detailed info is below.
Learning helper
Drugs system
Deep drilling
Misc
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Some rare, game-breaking bugs were reported. Some are crashes; others critically break AI behavior. So I fixed them.
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The unstable branch now has a fix to a bug that caused save games to be broken/unplayable upon loading. |
Alpha14d (build 1241) is a quick-fix build that makes a few small but important changes.
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It looks like the fixes in Alpha14b were effective. I’m now releasing Alpha14c on Steam and DRM-free channels. |
With the flurry of support and fraud combat tasks abating, I took a little while to watch Zeebos’ stream. A discussion was had and it quickly became apparent that a lot of the events in the game weren’t really firing – ever. No heat waves, no crazy animals, no crashed ship parts.
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The day is finally here. RimWorld is now available on Steam! You can buy it at the RimWorld Steam Store page. It’s got full support for Steam Workshop and Cloud saves. |
RimWorld is Now Available on Steam Early Access! |
Alpha 14 will be released with the Steam release, on July 15, at 1pm EST. For now, though here’s a preview! Below the video, you can find a summary of all the changes we’ve made for Alpha 14. Steam up the hype train!
AI
New stuff
Interface
Exploit solutions
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I'm stoked to announce that the next version of RimWorld, Alpha 14, will be released on Steam Early Access on July 15, 2016. You can add it to your Steam wish list on the RimWorld Steam page. On Steam, the game will have full Workshop support, for sharing mods and scenarios. It will also support Steam Cloud. |