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About the game

RimWorld

RimWorld game artwork
RimWorld · Game artwork

About RimWorld

Ludeon Studios calls it a story generator, which sounds like a marketing synonym for a sandbox until you notice that the events really are dealt to you rather than simulated around you.

The storyteller and the difficulty are two different dials

Every thunderstorm, pirate raid and travelling salesman in RimWorld is described by the studio as a card dealt into your story by a storyteller, and you pick which of them is dealing. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax. The storyteller is only half of that choice, though. Difficulty is a separate setting, and it is the one carrying the threat scale: Peaceful, Community builder, Adventure story, Strive to survive and Losing is fun are the presets, with a Custom option that exposes the individual numbers behind them. Both the storyteller and the difficulty can be changed mid-game from the settings menu with no penalty, so a run is not locked into the mood you picked on day one. The choice that is locked happens at world creation, where you pick between commitment mode and reloading whenever you like.

Either way the game is a story generator by design, built to co-author stories about imprisoned pirates, desperate colonists, starvation and survival. That framing matters for what you get out of it, because the events are dealt to you rather than written by you. The interesting part is what you do with the people it sends.

Wealth is one input into the raid formula

The most misunderstood system in RimWorld is wealth, and it is worth getting right before you build the big room. The community reference the studio links from its own site lays out the current formula: raid points are built from wealth points plus pawn points, then multiplied by the difficulty's threat scale, a starting factor, and an adaptation factor that tracks how the colony has been handling recent violence. Wealth is not counted raw either. Items and creatures count in full, buildings count at half, and the total flattens out at the top end rather than climbing forever.

The practical consequence is that wealth is one input among several rather than a switch, and pawn count, difficulty and adaptation all sit in the same equation. A large colony is not punished purely for owning things, and a small one is not safe just because it is poor. If you have ever lost a save to a raid you did not see coming, the difficulty you chose is as much of an explanation as the silver in your stockpile.

Colonists are people, with the paperwork

RimWorld's characters are not interchangeable workers. Backgrounds are tracked and they gate what a person will do: the studio's example is a nobleman who is excellent at social skills like recruiting prisoners and negotiating trade prices but refuses physical labour, a farm worker who can grow food from long experience but cannot research, and a scientist who cannot do social tasks at all. You are managing a group of people who each come with a shape.

They also have opinions of each other, and those opinions decide whether they become lovers, marry, cheat or fight. In a run of any length this is usually the system that produces the story you remember: two colonists who were fine until one of them fell for the surgeon. Moods, needs, wounds, illnesses and addictions all sit on top of the relationships, and the health model is detailed enough to be its own game. Injuries are tracked per body part, so an eye injury makes shooting and surgery harder and a wounded leg slows a person down. Limbs and organs can be replaced with prosthetics, bionics or parts taken from somebody else, and a cheap peg leg gets a colonist walking again while an expensive bionic leg makes them a better runner.

A planet, not a map

The world is generated from pole to equator, and where you land is another decision with teeth. A temperate forest, a parched desert, a steaming equatorial jungle and a frozen tundra all change which problems you have, and the growing window is part of that: a tile's growing period is measured in days out of the year and runs from year-round in the tropics to a short season in the coldest regions. Animals, plants, diseases, temperatures, rainfall, mineral resources and terrain all vary by region, and the studio's point is that survival in one of those places looks nothing like survival in another.

You are also not confined to one tile. Caravans of people, animals and prisoners can cross the planet to rescue allies, attend peace talks, trade, attack other colonies or complete quests, and you can pack up an entire settlement and move it. Add building from metal, wood, stone, cloth and futuristic materials, taming and training animals from pets to attack beasts, capturing prisoners and trading with passing ships and caravans, and the scope is much wider than the first few hours suggest. The learning helper is the other piece: when something new happens, it opens a lesson explaining the concept, so the game does teach as it goes, even if the arithmetic behind the difficulty stays out of your way.

Expansions and platforms

The base game is a complete colony sim, and the five expansions each add a different axis rather than a patch's worth of content: Royalty brings the Empire, royal titles and psychic powers; Ideology adds belief systems that let you define what a colony considers normal; Biotech adds children, families, genetic modification and mechanoids; Anomaly turns the game toward horror with entities to capture and study; and Odyssey adds ship construction, space travel and a mobile colony. The studio's own page for each one is the place to check which appeal to you, because they pull a run in genuinely different directions.

Ludeon distributes the game for Windows, Mac and Linux, and the store entry used here lists single-player, Steam Workshop support for mods and Steam Cloud. The modding layer is worth treating as part of the product rather than a bonus, since the studio's own description points at hundreds of workshop mods and an easy-to-mod design.

Should you play it

Yes, if you want a management game where the failures are more interesting than the successes. The storyteller gives a run a personality, the colonists give it a cast, and the wealth curve gives it a reason to stay small until you are ready not to be.

Skip it if you want the game to stay quiet unless you ask it for trouble, because the pressure is a dial rather than an off switch: you can set it very low, but the storyteller is still dealing. Skip it too if you need the systems explained up front, because the game would rather hand you a lesson after something has already gone wrong.