More_Badass
Member
Developed by Ludeon Studios
RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of the galaxy.
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Official Site
Kickstarter
Greenlight
Pre-alpha Trailer
The flavor of RimWorld is a mix between hard sci-fi and the Old West. It's a rim world at the edge of the galaxy, far from the civilized core worlds. The planet is vast and mostly empty, and there are no strong civilizing authorities anywhere nearby. You're on your own.
- Construct buildings to hold living and eating spaces.
- Grow food and mine rooms into the rock.
- Trade with passing ships.
- Decorate your colony to make it into a pleasurable space.
- Defend yourself from pirates and ravenous creatures (especially squirrels).
- Weather storms and fight fires.
- Capture refugees or prisoners and turn them to your side or sell them into slavery.
- There's a cover system that models low cover and leaning around corners.
- There's a really nuanced algorithm for determining and reporting hit chances based on distance, skill, weapon, lighting, angle, and cover.
- Weapons have some pretty deep stats.
- The AI plans and executes tactical moves like flanking while trying to stay out of the enemy's line of fire. It uses a number of heuristic algorithms to analyze the battlefield and use the space effectively. It works with allies and avoids bunching up.
2016 update: Features implemented since Kickstarter ended:
- Factions
- Social relationships
- Personality traits
- Raider sieges
- Various biomes
- Medical system (long-lasting wounds, blindness, doctors, medicine, surgery, organ harvesting)
- Prosthetics (wooden legs to bionic eyes)
- Diseases (flu, plague, malaria, etc.)
- Temperature and seasons (snowfall during winter, heatstroke, weather-appropriate clothing, etc.)
- Habits and interests (artists, sculpting, skygazing, mediation, chess, etc.)
- Aging (cataracts, gray hair, etc.)
- Animal taming
- Ancient artifacts, cryopods
- Storms and seasonal events (lightning storms, toxic fallout, volcanic eruptions, etc.)
- Psychic powers, weapons, armor, traps, defenses
- Dynamic ecosystem (predators, prey, spreading insect hives)
- Economy (space-traveling traders, ground caravans, etc.)
- Mining, farming, trading
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To keep things interesting, the game creates events like pirate raids, trader arrivals, and storms. But these events aren't random. RimWorld uses an AI Storyteller (modeled after the AI Director from Left 4 Dead) who analyzes your situation and decides which event she thinks will make the best story. There are several storytellers to choose from:
- Cassandra Classic aims to create a rising curve of tension over the course of the game.
- Phoebe Friendly is for the player who just wants to build and watch a colony grow.
- Randy Random follows no rules. He may give you some amazing stroke of luck, like a trader selling an advanced weapon for a low price or a group of helpful immigrants, followed by a near-unbeatable pirate attack combined with an electrical fire. If you think losing is fun, you might want to try Randy.
And we're considering other AI Storytellers, too. High population storytellers, starvation storytellers, seasonal storytellers, moody storytellers, and anything the community thinks up are all on the table.
In RimWorld, your colonists are not professional settlers – they’re survivors from a crashed passenger liner. They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers.
Each character has a background that affects how they play. A nobleman will be great at social skills (for recruiting prisoners or negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically-engineered assassin can do nothing but kill – but he does that very well.
You’ll acquire more colonists by taking in refugees, capturing people in combat and turning them to your side, buying them from slave traders, rescuing them, or taking in migrants.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. You can inspect a character's psychology at any time to see what they're feeling and why.
...You may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a revolver, a charged-shot pulse rifle, and a near-magical teleportation device.
About the art style:
Blame my (Tynan's) lack of art skill - especially with characters. I made the character art you see in the trailer as a stopgap, and borrowed the Prison Architect style because I'm not a good enough artist to develop a new one. They were never intended to be final. With this Kickstarter, we'll be able to get a real artist who can sit down and develop an original style for RimWorld.
I've talked with the original Prison Architect artist, Ryan Sumo, and he's fully supportive of RimWorld. We didn't share any art or code with the PA guys.