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Name

 RimWorld 

 

Developer

 Ludeon Studios 

 

Publisher

 Ludeon Studios 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2018-10-17 

 

Steam

 26,99€ 25,01£ 31,49$ / 10 % 

 

News

 132 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 18525 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/294100 

 

How long to Beat

Main Story

 11 Hours 

 

SteamSpy

Peak CCU Yesterday

  

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 




LINUX STREAMERS (49)
donjuanleonmile5elimdutskycrutonjohn
hexdslkonquestingapplelionsirsamsai
meldrianzalethonsnukenluxurysmooth
lnostdalrhiyorivilonlinuxsphillips1979
cbpyemarkettjenshaecudd1eb34r
sittingduck01sir_diealotalotgreydmiyurz724
doom_lordRoyShawVTDontCallMeChickenNickMatthews
manjarolinuxgermanas1985marugawadktalkittynora
serenitypaws2carstenhasbeenrebornpfckrutoniumpip0une
diogenesofmiamiwilian_gamer508sloimuklingondragon
nicetwinksixparispelthisrongorchidcnr
spikeslayerboldvikingkuraihakurei_pantherfarber
playonlinux2020




What's Next for RimWorld

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.

I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.

Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.

[h3]Hotfixes[/h3]
We had some great testers play 1.1/Royalty in testing since September to help find issues, but with a game this complex, increasing the number of players by thousands will always reveal new issues. We've released a few hotfixes for issues that have cropped up, and we're going to release more as needed. These should be compatible with savegames and mods.

We'll hotfix as long as we need to to solve the noticeable bugs that are interfering with players' enjoyment of the game, but I am hoping this phase will be done in a week or two.

[h3]Royalty content add-on[/h3]
We're going to release a content add-on mostly focused on expanding Royalty content. It'll be compatible with savegames and we're going to try hard not to do anything to disturb mods either (which should be feasible if we stick to just adding new things).

With a huge amount of feedback available from the community, we're in a better position than ever to find the best ways to improve the game, but the process is still iterative. So it's not yet decided exactly what the content add-on will contain. Below is a list of things I'm considering, but I'll emphasize that none of this is decided 100% so please don't take any of these are promises. These are just concepts we're looking at:


  • A way to renounce or otherwise get rid of a royal title you don't want.
  • More bulk production recipes similar to cooking, for things like drugs.
  • Additional combat psycasts: I've got designs written for a few psycasts that seem like they could add a lot of interest. Testing will reveal how beneficial these actually are.
  • A new element or two for mech clusters. Specifically, I'm looking at ways to to make it sometimes optimal for players to *not* fight a mech cluster for a long period of time, and instead leave it sleeping. The dramatic tension of having a mech cluster present on the map, but not yet fighting it, seems valuable. So, if we can find more ways to have players intentionally keep clusters around it could add a lot of interest to play stories. This needs gameplay testing, of course.
  • Additional quest content: This one is definitely in the 'maybe' category, but quests are very expandable and it would be nice to have a few more variations.


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


[ 2020-03-02 05:31:19 CET ] [ Original post ]