You begin with three survivors of a shipwreck on a distant world.
- Manage colonists' moods, needs, wounds, and illnesses.
- Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
- Tame and train cute pets, productive farm animals, and deadly attack beasts.
- Watch colonists develop and break relationships with family members, lovers, and spouses.
- Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
- Trade with passing ships and trade caravans.
- Decorate your colony to make it into a pleasurable space.
- Dig through snow, weather storms, and fight fires.
- Capture refugees or prisoners and turn them to your side or sell them into slavery.
- Discover a new generated world each time you play.
- Build colonies in the desert, jungle, tundra, and more.
- Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.
(All non-English translations are made by fans.)
Hello! Its been almost 2 weeks since Odyssey came out, and weve been hard at work fixing bugs and incorporating your feedback. If youd like to help us by reporting a bug, please join the official RimWorld development Discord .\n\nTodays update has improvements and fixes for RimWorld, Odyssey, and the other expansions. This includes things like removing the -3 soaking wet thought when swimming for recreation and reducing memory usage overall. \n\nThis update should be compatible with all savegames and mods. \n\nP.S. Send us your gravships on X or BlueSky by mentioning the @LudeonStudios account! \n- Tia\nWebsite | X | BlueSky | Reddit | Facebook \n\n
Changelog
\n- When consumed, psilocaps now correctly have a small chance to inspire colonists or induce a catatonic state, matching their in-game description. \n
- Vultures are more resistant to rot stink and other environmental toxins.\n
- Reduced cover effectiveness of passenger shuttle\n
- Animals specialist now increases fishing speed and fishing yield.\n
- \"Fungus preferred\" precept is now compatible with the darkness meme, allowing more options in glowforest.\n
- In the glowforest, reduced caravan movement difficulty and disease occurrence.\n
- Removed HP from gravcores to prevent them from being accidentally destroyed. \n
- Hermit crabs now hide in their shell when not moving.\n
- Disabled gravship landing on worshipful village.\n
- No longer possible to open the world map during the gravship cutscene.\n
- Clarified the basic gravtech description.\n
- Clarified how gravship substructure is removed. \n
- Added remove foundation to the floor architect category.\n
- Updated some player names per request.
Performance
\n- Performance improvements in the glowforest.\n
- Improved load times on Mac.\n
- Add debug checks to strip out several heavy profilerblocks.\n
- Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.\n
- Fix: Significant performance drop when the world map is open.\n
- Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).\n
- Fix: Bad performance in royal title quest when throne room isn\'t enclosed.\n
- Fix: Significant performance drop when the terrain tab on the world map is open.
Fixes
\n- Fix: Gaining soaking wet thought when swimming for recreation.\n
- Fix: Rain sometimes appears pixelated.\n
- Fix: Pawns left behind with a grav anchor lose their allowed areas.\n
- Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.\n
- Fix: Interior courtyard loot rooms could generate cutoff.\n
- Fix: Typo in Odyssey AncientOrbitalCorridor def name.\n
- Fix: Ancient garrison corridor spawning life support units.\n
- Fix: Possible exception in quest info if player silent faction is null.\n
- Fix: Rare pathfinding exception with missing faction.\n
- Fix: \"Type [name] does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method.\"\n
- Fix: Mechhive assembler last raid tick not saved.\n
- Fix: Bluebird eggs hatch into crows.\n
- Fix: Issue with modded statues due to xenotype being set before kindDef.\n
- Fix: Can\'t repair conduits through blocked corners.\n
- Fix: Can\'t extinguish fires on walls that are only diagonally reachable.\n
- Fix: Gravship rotation code not respecting default placing rotation of modded content.\n
- Fix: Fire on full impassable edifices exposed to vacuum not decaying.\n
- Fix: Error when trying to enter pocket map with no home map.\n
- Fix: Shuttle mass doesn\'t update when using unload all gizmo.\n
- Fix: Collection modified error on gravship launch.\n
- Fix: Possible to have gravcore subquest fire while in flight.\n
- Fix: Potential fix for trader stock getting cleared.\n
- Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.\n
- Fix: Ancient mercenaries spawning outside building on cave maps.\n
- Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.\n
- Fix: Bugged quest generation with refugee betrayal offer after changing maps.\n
- Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.\n
- Fix: Clean room float menu option is now visible in ancient stockpile.\n
- Fix: Modded substructure variants not linking properly.\n
- Fix: Flesh tentacle on statue no longer moves.\n
- Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.\n
- Fix: Archaen tree was able to be planted on floors.\n
- Fix: Terrain blueprints showing up during gravship landing.\n
- Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.\n
- Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet\'s surface.\n
- Fix: Power grid not updating properly when gravship leaves map with grav anchor.\n
- Fix: Translation issues in credits.\n
- Fix: Splashes and watermills were not respecting river flow direction.\n
- Fix: Ideo apparel no longer overrides vacsuits in pawn generation.\n
- Fix: Several issues with fish changing and other water body logic.\n
- Fix: Error when camping after merging shuttle caravans.\n
- Fix: Outdated description on ancient mining charges and ancient explosives crate.\n
- Fix: Throne room requirement error spam on gravship jump.\n
- Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.\n
- Fix: Ancient and mech drop pod textures not consistent.\n
- Fix: Prevent vacsuits from spawning on planetary pawns.\n
- Fix: XML tags are now stripped out of search results.\n
- Fix: Possible for pawns to fish through bridges/substructure.\n
- Fix: Mechs can get grav nausea.\n
- Fix: Typo in cerebrex node description.\n
- Fix: Issue with baking atlases that are smaller than 512x512.\n
- Fix: Possible manhunter quest generation error on polluted ice sheet.\n
- Fix: Beam repeater not considered ultratech for ideology.\n
- Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.\n
- Fix: Passenger shuttle skyfallers wrong size.\n
- Fix: Clean up some cutscene vars causing error on load.\n
- Fix: Dev hack gizmo not firing quest event signals.\n
- Fix: Error while loading mech resurrection bills without a mech.\n
- Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.\n
- Fix: Prevent archean trees from being planted on ice.\n
- Fix: Gravship shield generator not blocking mortars.\n
- Fix: Minified electric inhibitor produces error.\n
- Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.\n
- Fix: Dormant charging mechs aren\'t loaded into shuttles.\n
- Fix: Birds don\'t fly out of the map when trapped and starving.\n
- Fix: Added back-compat support for infestation quests loading with invalid maps.\n
- Fix: New xml reader does not read the \"Class\" attribute on dictionary elements.\n
- Fix: Some textures are invisible on Linux.\n
- Fix: Potential fix for grav engines being destroyed due to landing under a mountain.
Minimum Setup
- Processor: Core 2 DuoMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000 or other shader model 4.0
- Storage: 1 GB available space
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