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A sci-fi colony sim driven by an intelligent AI storyteller.
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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Alpha 13 - Trapped With Your Ex released!

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Here’s Alpha 13 – Trapped With Your Ex!
To get your update, you can re-download from the same link as last time. Your personal download link never changes. Update emails with your links are being sent out over the next few hours. If anyone lost their download link, they can also get it resent at the automatic link resender.

Old saved games and worlds won’t work in this update, I’m afraid. So please don’t try to load them; they’ll just generate errors.

The end-user license agreement has been fully released this time, so be sure to take a look at it before downloading. It’ll apply to you when you download the update, and is also included with the game.

Below is the video and the major additions list, including permadeath mode, which I forgot to mention before. Have fun!


Permadeath
  • New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played.
Relationships
  • Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
  • Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
  • Family members out to cousins and beyond
  • Lovers, fiancees, marriages, ex-lovers, ex-spouses
  • Lovin’
  • People may get in social fights with those they dislike (even neutrals and enemies do this)
  • Animal bonding
  • People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
  • Marriage ceremonies and parties
Prison breaks
  • Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.
Infestations 
  • Self-reproducing, spreading underground insect hives Insect hives are dangerous but produce succulent insect jelly
Animals and predators
  • Many more animals, some of which will hunt people Some animals are now predators, including colony pets (e.g. cats catch squirrels)
  • Animals can gnaw corpses apart directly now
Threat response mode
  • Decide how colonists should auto-respond to threats: flee, attack, or ignore?
Economy
  • ‘Components’ resource used for machinery and electronics
  • Ground-traveling trade caravans from other factions
  • Deeper research tree with more low-tech options and more things to research
  • New fueled buildings: stove and generator
  • Various new lower and higher-tech production buildings
  • Two research tables: simple and hi-tech.
  • Hi-tech is required for some projects.
Misc
  • New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
  • New chronic diseases: Carcinoma, asthma, hearing loss
  • New “firefoam popper” provides a way to combat fire besides punching it.
  • Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
  • Extreme desert biome
  • Colonists in relationships can share beds
  • New double bed; royal bed is now gold-trimmed and fancy
  • New flatscreen and megascreen TVs
  • Colonists can now visit sick people in bed to cheer them up
  • Sick people in bed can now watch TV
  • Building damage overlays
  • Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
  • The year is now split into seasons instead of months.
  • Animal kibble
  • Deep rooms stay cool in the heat
  • Richer tale recording and better art descriptions
  • Hundreds of balance improvements, optimizations, tweaks and fixes

RimWorld Alpha 12 - Animal Taming released

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Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs. A full change list is in the full post on ludeon.com.

How to upgrade: If you own the game, you can get the new version 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 the support page which includes an automatic link sender tool and our support email. There may be a delay of some hours before your download count resets or your email arrives.

Also note that this build will not load old saved games or old worlds, so please don’t try to load these in the new version. They’ll probably just crash the game.

Alpha 11 - Sappers and Traps released

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It’s here! This update includes clever new AI strategies including sappers who blast and dig around your defences and raiders who burn crops. I’ve also added a number of incidents, including several long-term atmospheric conditions like volcanic winter and toxic fallout. There is also an array of new traps for players to use, dozens of other new features and hundreds of fixes and small improvements. A full change list is at the end of this post on the Ludeon blog.

If you own the game, you can get Alpha 11 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. There may be a delay of some hours before your download count resets or your email arrives. 

Also note that this build will not load old savegames or old worlds, so please don’t try to load these in the new version. They’ll probably just crash the game.

Alpha 10 - Joy System released

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Alpha 10 has arrived! This time we’ve added a new "joy" need with a bunch of ways to fulfil it, new timetable, outfits, and thing filter management tools, and dozens of smaller improvements. A full change list is viewable on the Ludeon blog.

If you own the game, you can get Alpha 10 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. There may be a delay of some hours before your download count resets or your email arrives. 

Also note that this build will not load old savegames or old worlds, so please don't try to load these in the new version. They'll probably just crash the game. 

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.