Ludography
85/100
Players307 ratings
75/100
Critics2 reviews
More scores
Metacritic9 critic reviews
87/100
Metacritic usersuser score
88/100
GameFAQsJust Right-Tough
4.14/5
Player reviews
97% positive210,869 reviews
Steam Deck
Verified
Runs on
Windows, Mac, Linux
Price
US$34.99

Where to get it

RimWorld cover

2013 · Ludeon Studios · Business simulation · Hard science fiction

RimWorld

A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.

Released
4 November 2013
Platforms
LinuxWindowsmacOS
Genres
Business simulationHard science fictionIndieReal-time strategyScienceSimulationStrategySurvival
Developers
Ludeon Studios
Publishers
Ludeon Studios
Modes
Single-player
Perspective
Bird view / Isometric
Themes
Science fictionSurvival
Country
Canada
Age ratings
CLASS_IND 14ESRB TACB R 18+GRAC 15+PEGI 16
Languages
Chinese (Simplified), Chinese (Traditional), Czech, Danish, Dutch, English, Finnish, French, German, Hungarian, Italian, Japanese and 10 more
Time to beat
66hmain story279hcompletionist

About

RimWorld is a construction and management simulation video game developed by Canadian game designer Tynan Sylvester and published by Ludeon Studios. Originally called Eclipse Colony, it was initially released as a Kickstarter crowdfunding project in early access for Microsoft Windows, macOS, and Linux in November 2013, and version 1.0 was released on October 17, 2018. The game was ported to the PlayStation 4 and Xbox One as RimWorld Console Edition on July 29, 2022, with development and publishing being handled by Double Eleven. Rather than a test of skill or a challenge, the game is intended to be a "story generator" run by different computer "storytellers", where the game is used as the medium for players to experience narrative adventures.

›Story

RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.

Manage colonists' moods, needs, thoughts, individual wounds, and illnesses. Engage in deeply-simulated small-team gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or exotic, futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals and ancient killing machines.

Discover a new generated world each time you play. Build colonies in biomes ranging from desert to jungle to tundra, each with unique flora and fauna. Manage and develop colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

The objective of the game is to ensure the survival of a colony of people ("pawns"), fighting against various environmental and internal events through randomly generated events in a customizable world. As the game progresses, events become progressively harder and the player can unlock more advanced technology through research. The game is two-dimensional, viewed from a top down perspective.

In-game events are procedurally generated by a "storyteller" algorithm; game difficulty, event difficulty, and difficulty progression depend on its settings. The storyteller will analyze the player's current situation and choose events based on what it assesses will make the most interesting narrative. The game has three pre-configured storytellers: "Cassandra Classic", who follows traditional storytelling techniques of rising and falling tension; "Phoebe Chillax", who allows for additional downtime between events; and "Randy Random", who forsakes a narrative altogether in favor of randomness and excitement. There are 6 different preset difficulties to choose from, along with a custom difficulty option. These presets influence the severity and frequency of events, as well as the balance of positive and negative events.

Story

The game is set in the distant future, where humans are spread across the universe but cannot travel faster than the speed of light. Planets and star systems develop in isolation from each other, and while some societies advance technologically, others regress due to war or disease. As a result, there is a massive range of technological levels among societies, from Neolithic tribes to reality-transcending machine gods.

RimWorld has multiple starting scenarios to choose from, although the core narrative is largely the same. The player oversees colonists stranded on a procedurally generated planet located in the frontiers of known space, and must form a functioning colony with the survivors. They must contend with both the environment and hostile inhabitants of the planet to survive and eventually escape. As time passes, more characters may join the colony; they are able to be rescued after crash-landing on the player map, wander in, or be captured after a raid.

Development

Tynan Sylvester (born 1986 in Canada), the lead developer for RimWorld, had his first experience with game design by creating custom levels for Unreal Tournament as a middle schooler. In 2008, he joined Irrational Games and helped develop BioShock Infinite for four years before leaving the company in February 2012 to become an independent game developer. As he tried to figure out what sort of game he would develop, Sylvester made a series of prototypes of games resembling Project Zomboid, Smash TV, Football Manager, and Hitman. He settled on the RimWorld concept after a game test with friends one evening, during which two of them became so absorbed that they couldn't bring themselves to leave until 2 AM: "People were falling asleep but they still wanted to play". RimWorld was inspired by Dwarf Fortress and Firefly, and its art style by Prison Architect.

RimWorld was publicly revealed on September 15, 2013. A Kickstarter campaign was launched for RimWorld on October 2, 2013, which earned CA$268,132 in 30 days. The first public alpha build of the game came out on November 4, 2013. From 2013 to 2018, the development team hovered between two and three developers.

Reception

RimWorld has received "generally favorable" reviews for Windows according to Metacritic, a review aggregator; the Xbox One version received "universal acclaim". Nomura Hikaru of IGN rated the game 9/10, describing it as "an all-in-one package for management simulation", and writing positively of the way it handled the player failing and its ability to tell a story. Sam Greer of PC Gamer gave a generally positive review, declaring that it was "a rich colony sim" and finding that its mid and late games were entertaining, while disliking the early game. Brendan Caldwell of Rock Paper Shotgun wrote positively of the game, commending its ability to create drama. RimWorld has been favorably compared to other management-survival games, including Dwarf Fortress.

In February 2018, Sylvester announced that RimWorld had sold over a million copies. By August 2020, it was estimated that RimWorld had accumulated well over 100 million dollars in revenue, making it one of the most popular indie games on Steam.

Releases by platformdates and regions as published

PlatformReleasedRegions
macOS17 October 2018Worldwide
Windows17 October 2018Worldwide
Linux17 October 2018Worldwide

Editions and related releases

Downloadable content
RimWorld: RoyaltyRimWorld: BiotechRimWorld: Ideology
Expansions
RimWorld: AnomalyRimWorld: Odyssey
Ported as
RimWorld: Console Edition
Built on it
RimWorld: RoyaltyRimWorld: IdeologyRimWorld: Console EditionRimWorld: BiotechRimWorld: AnomalyRimWorld: Odyssey

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Description adapted from its source, CC BY-SA 4.0.