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A sci-fi colony sim driven by an intelligent AI storyteller.
9,498 backers pledged $268,132 to help bring this project to life.

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RimWorld Alpha 9 - Tales 'o' Drinking released

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Alpha 9 is out! This time we’ve added alcohol, drunkness, binges, hangovers, multiple sculpture types with generated art based on historical events, personal shields for melee fighters, and dozens of smaller improvements. A full change list is at the end of this post.
 
If you own the game, you can get Alpha 9 by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at this thread.

Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 8 colony.

Change list:

Alcohol
  • Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
  • Added special 'binge' mental breaks
  • Added teetotaler and chemical fascination traits
  • Added hangovers

Tales and art

  • There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2x2 cells.
  • Sculptures now have generated descriptions of what they depict.
  • Sculptures will depict events that happened earlier in a colony's life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
  • High-quality weapons have art engraved into them.
  • All weapons now have quality levels, including guns and bows.

Age

  • Old characters now appear at a low but regular rate.
  • Old characters have gray hair and tend to have age-related illnesses (cataracts, bad back) which reduce their effectiveness.
  • Old characters tend to spawn with higher skills.
  • Since people don't age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
  • Dates are now relative to specific years. The game starts in 5500.

New stuff

  • Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
  • Artillery shells are now needed by artillery cannons. Shells on the ground can explode.
  • Siegers will come with shells to use to bombard you.
  • Shells can be crafted at the machining table.
  • Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
  • Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon's medical skill and the quality of the medicine.
  • You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
  • Guns now have quality levels which affect accuracy.
  • Added Heavy SMG
  • Added psychic foil helmet
  • Added corn and rice crops.
  • Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
  • People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
  • Game now records total real playtime per colony.
  • Added 'pause on load game' option.
  • Many new sound effects from Alistair Lindsay for UI, work, and combat.

Misc improvements

  • Deep optimization on various systems - especially AI. This should make big colonies run much more smoothly.
  • Added bad thought for wearing tattered clothes.
  • Apparel becomes damaged when owner dies from violence.
  • Apparel actually takes the damage it absorbs as armor.
  • Apparel wears out over very long periods of use.
  • Uranium ore now appears as a minable natural rock.
  • Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
  • Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
  • Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
  • Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
  • Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
  • Reworked ship takeoff sequence into a proper whiteout with nice credits.
  • Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
  • Temperature now equalizes through both walls and roof/floor.
  • Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
  • Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
  • Colonists are now bothered by people walking around inside the room while they sleep.
  • People newly woken from cryptosleep have cryptosleep sickness for a while.
  • Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
  • Fonts are now nicely antialiased.
  • Tons of other refinements, rebalancings, and bugfixes.

Alpha 8 - Winter is Coming released

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Alpha 8 is out! This time we've added a seasonal cycle and temperature simulation, snow, two more biomes (boreal forest and tundra) with all the attached animals, art sculpting, crafted item quality, weapon and apparel crafting, home-grown medicine, wind turbines, and more.

If you own the game, you can get Alpha 8 by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at this thread.

Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 7 colony.

 Change summary below:

Temperature and seasons

  • Certain clothing can protect against temperature discomfort/harm.
  • Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
  • There are special heat wave/cold snap events.
  • Added heater and cooler buildings.
  • Food spoils. This can be slowed or prevented with refrigeration.
  • Snow falls and accumulates over winter. It slows down movement.
  • Snow can be cleared manually, and will melt if heated.
  • New apparel: Parka and tuque.
  • Added new biomes: boreal forest and tundra.
  • A new temperature system tracks temperatures indoors and outdoors.
  • Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.

Art and crafting

  • Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
  • Apparel crafting now allows crafting any kind of apparel.
  • Can now craft any kind of melee weapon from appropriate materials.
  • Created 'unfinished thing' step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
  • Added art trading.
  • Sculptor's table added. Colonists can create abstract sculptures.

New content

  • New plants: pine tree, birch tree, moss, xerigium
  • Xerigium plants can be farmed and refined into herbal medicine.
  • New power plant: wind turbine.
  • New weapons: triple rocket launcher, doomsday rocket launcher.
  • New items: Glitterworld medicine, herbal medicine.
  • Alphabeaver event creates alphabeavers who will consume trees until stopped.
  • Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare - the occupants may not be friendly.
  • Economy and trader stock generation reworked and rebalanced from the ground up.Stats inspector allows inspecting more things in more places, and provides more, clearer info.
  • Several new songs from Alistair Lindsay.
  • You can now release prisoners. This gains you goodwill from their faction.
  • You can now configure your keyboard hotkeys.
  • Dozens of other fixes and improvements.
  • New animals: elk, hare

Alpha 7 - Things Made of Stuff released

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Alpha 7 is out! This time we’ve added artificial limbs and prosthetics, jungle biome, new trade system, organ harvesting and trading, and a whole ‘stuff and stats’ system where certain things can be made of other things. 

If you own the game, you should get an update email from us. You can also get Alpha 7 by re-downloading from the link you used before (it is a permanent link and always has the newest version). Anyone still having trouble should start at this thread.

Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 6 colony. 

 Change summary:

  • Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
  • New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
  • There are now multiple types of stone: sandstone, granite, marble, slate, and limestone. 
  • There are now multiple mineable minerals: metal, silver, gold, plasteel.
  • Leather harvesting from animals, and cloth harvesting from cotton crops.
  • Special space-tech cloth types.
  • Make clothing from arbitrary fabrics or leathers.
  • Reworked damage deflection chance per-damagetype armor system.
  • Some animals and mechanoids have natural armor.
  • New biome: tropical rainforest. A choking, disease-infested jungle.
  • Disease rates are linked to biomes.
  • Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
  • Organ harvesting and transplanting.
  • Diseases: flu, plague, malaria, sleeping sickness.
  • Chronic conditions (age-related): Cataracts, bad back
  • A bunch of new traits. Brawler, prosthophile, and more
  • New trade system and interface.
  • Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
  • Neutrotrainers: Matrix-style instant training devices.
  • Lockable doors
  • Melee weapons: Club, knife, spear, shiv, short sword
  • New animals: cobra, monkey, camel, tortoise, boar, rhino.
  • Storyteller redesigned and rebalanced.
  • Visitors carry their own food and hopefully won’t raid your food supplies.
  • Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
  • Rewritten credits system integrates translator credits from each translation automatically. 
  • Piles of other additions, fixes, and tunings.

Alpha 6 – Whole New World released

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It’s a whole new world! Here’s Alpha 6, the update with world generation, biomes, a medical system that tracks every wound and body part, and personality traits. You can follow our day-to-day work on the changelog.  

If you own the game, you should get an update email from us. You can also get Alpha 6 by re-downloading from the link you used before (it is a permanent link and always has the newest version).

Anyone still having trouble should start at this thread. Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 5 colony.

 A quick recap of improvements in Alpha 6:  

  • World generation added. You can now generate a world from a seed value and choose where to land your escape pods.
  • Biomes added. There are six biomes on the world map, but only three of them are implemented so far - desert, arid shrubland (the only choice, previously), and temperate forest. Obviously, biomes have distinct animal and plant life which present unique challenges and opportunities.
  • Coastlines added. If you land on a seashore, your map will have a coastline in it (though it doesn't do much, it's fun to play on the beach.)
  • Medical system added. Instead of simply having hit points, characters, animals, and mechanoids have a body health tracker that records every wound and every body part and how they interact. Wounds will affect specific abilities, so someone with eyes burned out can't shoot or do surgery well, and someone with leg wounds will move slow. Wounds can also become permanent if left untreated, or kill someone due to bleeding.
  • Pain level is tracked. A character in too much pain will become incapacitated.
  • Doctors and medicine now have a purpose! Your doctor will attempt to heal wounded colonists and prisoner (if the prisoner is marked to receive care). If there is medicine available, he will use it to increase the chance of giving quality care. Wounds treated with quality care are much less likely to become permanent.
  • Delicate body parts like brains or eyes usually end up with permanent damage when harmed. 
  • Characters now have personality traits which affect gameplay! Enjoy playing with colonists who are lazy or hardworking, neurotic, psychically sensitive or deaf, bloodlusty, or nudist.
  • EMP weapons added. Useful for fighting mechanoids, and for enemies attacking your turrets. 
  • Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.
  • More translations added and existing translations updated.
  • Lots of other small improvements and dozens of bug fixes, as well as new bugs to discover!

Alpha 5 - Under Siege released

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This will likely be the last Kickstarter update. RimWorld is an ongoing project which has grown past its Kickstarter beginnings - for future updates check the Ludeon blog.

We’re back with another alpha of RimWorld! Alpha 5 brings on lots of juicy new features and improvements. If you own the game, you should get an update email from us. You can also get Alpha 5 by re-downloading from the link you used before (it is a permanent link and always has the newest version). Anyone still having trouble should start at this thread.

A quick recap of improvements in Alpha 5:

  • Sieges added. Raiders will now sometimes besiege the colony by setting up a fortified position nearby and bombarding you until you die or come out to break the siege. Of course this also means there are now researchable and buildable mortar weapons – both explosive and incendiary.
  • Escape ship added. You can now, at great cost, build a ship to escape the planet if you wish.
  • Crashed ancient ship part incident added. Sometimes this bad boy will crash-land nearby and start emitting an ever-increasing psychic drone that slowly drives colonists insane. Attack it to make it stop, but beware its defenses.
  • New mechanoid type added – the scyther.
  • Many new sound effects from the illustrious Alistair Lindsay.
  • A new gear system allows changing out of clothing. Clothing now has basic effects, like reducing damage or movement speed.
  • There is now an info card you can view for most things in the game. For weapons, it shows statistics about damage, accuracy, and so on. For animals, it displays health, damage, meat amounts. Lots of other things can be inspected as well.
  • A game history tracker records the history of your colony in graphs of wealth, population, and happiness, as well as recording individual important events.
  • Game history is now uploaded automatically to our servers after an opt-in prompt is agreed to. This uploads your game history – the same one you see on your history graph – to us to help us balance future versions.
  • More translations added (Arabic, Chinese, Japanese, others) and existing translations updated.
  • Language can now be switched by clicking the flag on the main game screen.
  • Lots of other small improvements.

Thanks for the ongoing support everyone!