RimWorld the sci-fi colony sim Catch-All

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IMAGE(http://i.imgur.com/eng3B84.jpg)

PC/Mac - $29.99 - 7/15/16
http://store.steampowered.com/app/29...

About This Game

Spoiler:

RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

  • 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.

Note: While the public alpha was released in 2013, the game will launched on Steam as an Early Access title.

YouTube Playlist: GWJ Plays: RimWorld

So RimWorld launches on Steam EA next week.

In spite of learning about the game only months ago, it's quickly shot to the top of my most-anticipated of the year list.

The game seems to be offering up a Dwarf Fortress-lite experience in a friendlier user package. Likely not as deep as DF, but far more complex than genre peers.

I'm glad that it's borrowed the visual aesthetics of Prison Architect (with the PA team's full blessing) as it sports a clean style that reads well. Can't wait to see how the "A.I. storyteller" aspect of the game works out. Looks like there's a lot of possibility when you factor in colonist emotional states, personal needs, and relationship statuses. Building tools look robust as well. Finally, I'll be curious to see how Steam Workshop integration factors in. Apparently there's already an active community churning out content.

Super-excited for the launch next week. I predict a serious time-sink in my future.

RimWorld wasn't on Steam yet? Huh.

garion333 wrote:

RimWorld wasn't on Steam yet? Huh.

They seem to be following the smart example of Starsector and Factorio by relying on direct sales while they develop the game into a near finished state. Only then releasing it onto a distribution patform.

This thread reminds me I have not played this in far too long.

This thread reminds me that, even as a Kickstarter backer, I've yet to play this.

Wishlisted

I paid the $30 usd... I wanted to wait for a sale... really, I did!

I've been having a lot of fun with it. I'm currently "stuck" as I have no gold to finish building the multi-analyzer to progress the research-tree. It seems like my only option will be to buy an incredibly priced gold sword/knife/etc to melt down, and hope that enough will smelt out of it.

I Kickstarted this and so have had early versions of it for a long time, enough that I kinda forgot about it.

Did he hand out Steam keys to backers at some point? Guess I need to go look through my emails.

I kickstarter this and been playing it off and on since alpha releases. It's grown so much since then I'm pumped to finally have it on steam.

tanstaafl wrote:

Did he hand out Steam keys to backers at some point? Guess I need to go look through my emails.

The FAQ from the official site says that any purchases before November 4, 2014 are guaranteed a key as this was the date Steam asked the dev to stop promising customers keys. I've looked through various forum posts and there does appear to be a bit of wink & nod messaging suggesting that anyone who purchased direct will get a Steam key post launch, but the dev can't come out and directly say it due to contractual obligations.

I opted to wait, just to play it safe and ensure I get a Steam key, mainly to secure Steam Workshop integration. But it's been tough sitting on my hands for the past number of months. I've even considered double-dipping if the Steam key thing fell through, but decided to hold off as the release date was so close.

Positive early impressions from the Steam build releasing Friday.

http://www.highdefdigest.com/news/sh...

Seems like the new Scenario Creator coupled with Steam Workshop integration is going to give this game some serious legs. I can't wait to see it in the hands of more imaginative and creative community members.

Oh there is a thread. This is one of the few game that I KSed that I still play. Looking forward to playing as a tribe (that will harvest and sell the organs of their enemies).

^ Hah! My doctor once rolled the cannibal trait. That alone was enough to cement the vision statement/company model for the colony.

I'll be glad to get this on Steam so I don't go a month forgetting about it before randomly seeing one of the original exe files on my work laptop. Now it can blend in with the 50 steam games I keep installed at all times.

b12n11w00t wrote:

I'll be glad to get this on Steam so I don't go a month forgetting about it before randomly seeing one of the original exe files on my work laptop. Now it can blend in with the 50 steam games I keep installed at all times.

You can always add a shortcut to Steam. I had the same problem and do this for most non-steam games.

Mmm... haven't experienced dwarf fortress... but I like firefly, dune and sank a fair old chunk of time into prison architect last year... this may well merit a closer look.

Been waiting a long time for this, and today's the day!

Strangely, the Steam page for me doesn't show a price, or the ability to purchase yet. Wonder what 'random currency conversion rate' they will use from $30 this time.

Either way, I deliberately didn't buy much in the summer sale, and saved all the money from selling Steam Cards specifically to buy this on release day.

Tagging the thread, and looking forward to our stories of RNG hell/hilarity.

omni wrote:

Strangely, the Steam page for me doesn't show a price, or the ability to purchase yet.

Unlocks at 17:00 UTC

Yeah, I saw that much, just usually Steam lets you pre-purchase even if it doesn't actually let you play it. Maybe there's no actual Steam check once you've downloaded the game so there'd be no way to stop people playing the .exe for Alpha 14 right now. Either way, I won't be playing until 18:30 UTC at the earliest, so it makes no real difference.

Bring it on, learning curve incoming.

omni wrote:

Yeah, I saw that much, just usually Steam lets you pre-purchase even if it doesn't actually let you play it.

I don't think Early Access games do pre-purchases before their Early Access release time, right?

I'm glad there is a thread for this! I saw this in Veloxi's "What am I Playing this Weekend" post, and it looks like something I'd definitely like.

All clocked in and ready to stream my first glorious failures steps into this game!

New scenario system is pretttty cool. The three built-in seem like even a lot to play with since I restarted the core scenario(crash in pod) like...20 times. So now there's 2 more I get to play with? Cool. Looking forward to seeing what else gets put out there for it.

^^^ I'm looking forward to seeing what the Steam Workshop community comes up with.

I saw one YouTuber who created a colony of Nudist Cannibal Clowns.

Good times.

Aaron D. wrote:

^^^ I'm looking forward to seeing what the Steam Workshop community comes up with.

I saw one YouTuber who created a colony of Nudist Cannibal Clowns.

Good times.

Ah, Internet; don't ever change...

Spent the weekend mentally unpacking this game.

Didn't have as much time as I might have liked, 5+ hours or so.

Hot damn, this game is good. Like GOOD, good.

There's a lot of moving parts, but it's pretty intuitive. Just mouse-hovering and clicking anything and everything (both objects and menu items) brings up little text info-panes. That helps a lot. Windowed text pops up when new events unfold as well.

RimWorld is deep & crunchy, with a charming presentation and clean UI. The soundtrack is off the charts.

VERY happy thus far and I haven't even scratched the surface!

Aaron D. wrote:

^^^ I'm looking forward to seeing what the Steam Workshop community comes up with.

I saw one YouTuber who created a colony of Nudist Cannibal Clowns.

Good times.

You haven't really played this game until you've done Nudist Cannibal Clowns in the Arctic.

This game, guys... THIS GAME. Seeing lots of people adding it to their wishlists, which is nice and all, but there should be more people buying it and playing it \o/

The problem with this game is that I lose all track of time playing it. I decided to play it for an hour before I had to start work, next thing I know it is lunch.

Seriously who designs games where you lose track of time +-<;-)

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