RimWorld is a critically acclaimed sci-fi colony sim that blends strategy, simulation, and storytelling into a unique gaming experience. With an AI Community Rating of 88.24%, players praise its addictive gameplay, deep mechanics, and endless replayability. Inspired by Dwarf Fortress and Firefly, RimWorld challenges you to manage a group of crash-landed survivors on a distant planet. Build colonies, manage resources, and navigate complex relationships while fending off pirates, harsh weather, and alien threats. The game’s intelligent AI storyteller—Randy Random, Cassandra Classic, or Phoebe Chillax—ensures every playthrough is unpredictable and engaging. Players love the modding community, which adds hundreds of wild and creative mods to enhance the experience. However, some note that late-game content can feel repetitive, and the single-core performance may cause FPS drops in larger colonies. Despite these minor flaws, RimWorld remains a must-play for fans of strategy and simulation games, offering a rich, story-driven experience that keeps you coming back for more.
rich man's game, do not trust the 35 dollar price tag, don't even trust the DLC prices, you will burn your house down if you try to have fun with your mandatory 600 mods. That said, even without mods it gets pretty addicting and you start seeing nutrition bars above your family members and pets. you will either refund with 1 hour or grow old with 10,000.
What can you say about Rimworld in 2024 that has not already been said. I have about 500 hours in and I have enjoyed every minute. I started playing again today 29/08/24 after not playing since 11/22. This is one of those games that you can always go back to when the disillusionment with contemporary AAA games (garbage) gets too much for you. Great game, play it.
[i]RimWorld[/i] is all about building up a nice little colony after crashing on a distant planet. The goal is to survive and advance far enough to be able to escape that strange planet you crash landed on. [b]RimWorld:[/b] The basic war crime simulator with a bit of colony sim attached to it. [b]Royalty DLC:[/b] It's all about committing war crimes while you build up your royal lineage - sounds like the UK innit? [b]Ideology DLC:[/b] Committing war crimes in a cult that thrives by brain washing people into your believes. [b]Biotech DLC:[/b] Committing war crimes with the addition of children - you can also modify genetics and build mechanoids to commit war crimes more efficently! In all seriousness, I put like 85 hours into [i]RimWorld[/i] so far and even the base game offers a lot of replayability. I haven't touched any mods yet but scrolling through the workshop page alone made me realize that there is a lot of stuff to mess around with. I would recommend trying out the base version of [i]RimWorld[/i] first before buying any DLCs or adding mods, since it's probably best to learn how the game works before adding a bunch of stuff that makes the game more complex or that makes changes to how the game works. [i]And no, giving prisoners some weed and booze before releasing them is not a crime - but shooting them in the back afterwards might be.[/i] If you found this more meme-y review helpful, feel free to visit my [url=https://store.steampowered.com/curator/38665896/]curator[/url] page. I usually write more serious reviews but sometimes enjoy writing the more simple or meme-y ones.
I've heard so many people say that this game is like Dwarf Fortress mixed together with Prison Architect. Is that true? Probably. But having played both those games, I would have to say this is more like something else altogether. I've had this game for a long time; much longer than it has been on Steam. If you're looking for a game that delivers on 'cost to play time value', buy this game, and go have fun for hours on end. There's also so many mods that let you do whatever kind of playthrough you want. Watch as your settlers fall in love. Cry as they get mowed down by raiders. Laugh as the pyromaniac sets fire to your kitchen. Chase elephants off your medical crops with a light machine-gun. Start it all again when the sun sets.
Rimworld players are well aware that when times are tough, you have to swallow first, then comes morality, cannibalism is always in store. Tynan Sylvester game. [h1] 15/10 [/h1] Behind the scenes, it's a regular Rimworld Storytellers routine. Phoebe and Cassandra are sitting on the couch drinking hot tea, discussing and figuring out new ideas and options for what to add in the next updates. And in Tynan Sylvester's room, they are preparing for this moment of renewal. Outside, through the window, you can hear Randy running away from hundreds of disgruntled [Players] that he made a bad joke that led to a massive event. An end to the memories and daily life of Rimworld.
Rimworld = great game. My problem: 35$ for base game is a really, REALLY good deal, but it doesn't make sense for all the dlc to add up to $125 with the base game price, even just adding content that should've been a part of the base game.
While Rimworld is fun and engaging, I feel it lacks content for its price (especially the DLCs) and often results in RNG standoffs between your dumb colonists and the even dumber raiders. It is incredibly addicting for the first couple hours however, it declines very quickly, devolving into micromanagement hell where colonists have to be practically manually controlled unable to do the most common tasks like eating, all the while the narrator throws random scenarios to *build tension* by killing your colonists one by one in increasingly unfair situations (entire colony gets the plague, solar flare disables defences as 2000 point raid appears, colonist shoots another colonist in the head despite standing in front of them.) I would not recommend Rimworld for any beginners or anyone on a budget, however, if you have $40 to waste (+ $80 if you want the full game and not a demo), Rimworld is worth a shot.
Pros - Challenging early to mid-game - Imaginative setting - Replay value - Addictive gameplay loop/grind - Interesting trade system. - Surgery and limb health system. You can organ harvest, replace limbs with bionics. This is probably my favourite part. Cons - Runs on one core, meaning massive FPS drops are certain. - Shallow diplomacy. - Slow. Too much "Hurry up and wait", it gets boring. - Interface is clunky and unintuitive. - Once you've figured out the mechanics the magic is gone and winning is pretty simple. - There are no "story events" or anything to narratively spice things up. - Late-game is just dull. - Graphics are basically an animated doodle stuck on a proud parents fridge. - Expensive, especially the DLC - Gameplay has changed very little in eleven years. Conclusion; All in all this is just a colony simulator under the guise of a "story creator". It kills some time and has its moments but the only thing that really makes it stand out is the ability to do quite horrible things to your colonists. Other than that I would say this game is propped up by mods that frequently get broken and a fanatical community fully committed to the sunk cost fallacy. If the price was reasonable that would be fine but as you can see; the price is not reasonable. The developers greed and laziness continues to grow at an astonishing rate. Its up to you whether you pay the price demanded, I would not recommend it. There is simply no good reason for it.
It's complicated. Rimworld is not a bad game. It's engaging, it's highly moddable, the development team is still supporting it even a decade later with thoughtful and deliberate expansion packs. The gameplay lends itself both to being taken seriously and to the sort of comedy from circumstance that can stop you in your tracks. It's not difficult to put several hundred, several thousand, hours into it. Even considering what follows this paragraph it's still worth the base price of admission and for the most part the first three expansion packs are gently qualified successes. But if we are going to judge it on the basis of what its creator has said is the most important part of it, as a story generator, then it's really middling as one. It has outgrown a lot of the core systems and design assumptions that were made ten years ago. Certain parts of the game were never that strong to begin with, most notably interacting with factions on the world map (trade, raiding/conquest, questing) and they've only gotten worse with time and neglect. The entire game is built around one number that scales with how wealthy the storyteller/game master is calculated to think your settlement is which in turn informs it of what severity of threats and misfortunes to apply. The way this calculation was and is made has started to make less and less sense with each expansion and with the changes introduced by Anomaly expansion has completely broken down in my opinion. I don't know where we're going to go from here. It's okay to finish a game, even one with no true narrative end like Rimworld. But I really, *really* wish there was more of it, and there isn't, and it's that powerful sense of missed opportunity that really drove a thumbs down versus a thumbs up.
If this 'story generator' wouldn't kick my ass time and time again just because it is programmed to suppose that kicking my ass is 'a good story' then this game could be fun. I have played the base game for hundreds of hours outside of Steam. The story always generates exponentially larger numbers of enemies, most with higher potentials for my defeat as I amass more wealth and/or research over time. Some people might enjoy that. I do not. Wealth independent mode is NOT better. I play the game to enjoy leading my characters. I do not play the game so that I can read about their ultimate demise as a result of yet another over-powered bullshit event. I still play this game sometimes, because I have beaten it before, and it seems that I could have a chance to do so again. But most times I end up with a story that ends in my death simply because I never had any chance to do anything else but die. Oh, yeah, sure, let me try again? Been there done that. If the same story end doesn't happen again over and over again, the generators make damn sure to generate some story close enough to my demise as to make no damn difference whatsoever as to the end result. Unless I somehow end up with a miraculous ending in which I do NOT get my ass kicked, then I find I have no chance, desire, nor inclination to keep playing that particular game. Joke's on me, or us, in that we think we might have a better run next time. And yet, it does not work that way.
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