And a little reminder that you can keep up to date with all things RimWorld on our X, Reddit, and website.
- Ludeon Studios
Get the Terraform Titans Duo: Oxygen Not Included x RimWorld!
Hi there, we're back with the Terraform Titans Duo where you'll get the ultimate survival and strategy experience!
With Oxygen Not Included and RimWorld, you'll master resource management, build intricate bases, conquer hostile planets and face unpredictable challenges. These two critically acclaimed games offer endless hours of creativity, strategy, and survival in harsh, off-world environments on the soil and in the stars!
Get 20% off with the bundle! And if you already own one of the games, get 20% off the other!
Oxygen Not Included: Oxygen Not Included is a space-colony simulation game. Deep inside an alien space rock your industrious crew will need to master science, overcome strange new lifeforms, and harness incredible space tech to survive, and possibly, thrive.
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.
RimWorld’s birthday and community event!
RimWorld turns 11 years old on November 4th! To celebrate, we’re holding a birthday community event to showcase all things RimWorld. 🎂
Please read all of the event rules and giveaway details before participating.
Event rules
1 entry per person.
To participate, share your RimWorld creations with us! It can be RimWorld fanart, in-game screenshots or gameplay videos (vanilla/non-modded content only), writing, and other creative media. Share it with us by replying to the X @LudeonStudios birthday post or share a link on the official RimWorld birthday Reddit thread. All submissions must be human-made works, no AI-generated content permitted.
Participation closes on Oct 25, 11:59PM Pacific. Giveaway recipients will be announced on Oct 28 on Twitter/Reddit by TiaPixel.
Those selected for the giveaway will be contacted on Twitter/Reddit by TiaPixel (and no one else, be careful if someone other than TiaPixel reaches out).
You must respond before Oct 31 or someone else will receive the giveaway.
Here are some ideas/inspiration if you'd like to participate, but don't know what to do. (Of course, you're not limited to these!)
Birthday themes: Birthday cakes, party decorations, presents, and joyful celebrations!
Artwork: Illustrations of your colonists, pets, mechanoids, xenotypes, ideoligions, etc. Comics depicting funny in-game moments or stories of your colonists. Speedpaintings of your artwork.
Giveaway details
1 set of the YouTooz War Queen figure and YouTooz RimWorld enamel pins will be randomly given to 3 different participants.
City-building & colony-building bundle: Foundation x RimWorld
Hi everyone! Our new Steam bundle lets you experience the best of city-building and colony-building with Foundation and RimWorld!
Relax in Foundation as you create sprawling medieval cities with free-form tools and watch as your villages live organically in their world. Dig into RimWorld for an immersive story experience as you grow your colony and survive!
Get 20% off with the bundle! And if you already own one of the games, get 20% off the other!
Foundation: Foundation is a grid-less, laidback medieval city-building game with a focus on organic development, monument construction and resource management.
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.
Necesse & RimWorld bundle now available!
Hello! We're launching a bundle that combines two classic colony-building simulators: RimWorld x Necesse!
Develop your settlements and explore procedurally generated worlds. Go from fighting raiders and sentient robotic beasts to conquering magical dungeons for treasure with your friends.
About 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.
About Necesse: Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!
- Ludeon Studios
The boomrat plush just might explode... with love!
Hi everyone! Our new plushie boomrat just launched on Makeship!
Handle this little guy carefully, he just might explode... with love! His boomy pustules also glow in the dark with special fabric.
The boomrat plush is only available for a limited time, so get yours now on Makeship: https://www.makeship.com/products/boomrat-gitd-plush
Also, the Steam Summer Sale just started and you can grab discounts on RimWorld and three of its expansions!
Hello! We're launching a very special colony simulator bundle today: RimFort x DwarfWorld! Get 10% off the game you don't own to complete the set! The bundle runs until June 26, 2024, and it's one of the best ways to spend 1000 hours in game.
Explore massive, generated worlds with your colonists and your dwarves. Go from fighting raiders and sentient robotic beasts across the planet to vampiric infestations and necromancers deep in your mines!
About Dwarf Fortress: The deepest, most intricate simulation of a world that's ever been created. Build a fortress and try to help your dwarves survive against a deeply generated world. Adventure Mode now available in open beta.
About 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.
- Ludeon Studios
Update 1.5.4104 released
Hey everyone! We're back with a small update containing some changes, improvements and fixes for RimWorld and its expansions. This update should be compatible with all savegames and mods.
We do these updates with the help of players from the RimWorld community! If you're interested in helping us test, or you have a bug to report, please join us on the official RimWorld development Discord.
Bye for now! - Tia
Changelog
Adjusted render node worker to support multiple graphics per node without dirtying/reaching the render tree.
Thoughts for each genetic chemical dependency are tracked independently instead of lumped together into a single confusing thought.
Remove deathless regeneration coma on resurrection.
Tweak some Anomaly incident occurrence rates so that they're less prevalent in ambient mode.
Clarify the label for "anomaly disabled" mode.
Added labelNoParenthesis rule symbol to pawns and things.
Updated Spanish LanguageWorker.
Ghouls can now be ordered to rest in medical beds.
Pawns will now satisfy genetic chemical dependencies when in caravans if their drug policy allows it.
Harbinger trees now consume corpses part by part even if they have no nutrition.
Adjusted distance ranges on some sounds.
Replaced gender-specific words with symbols in schematic texts.
Don't store virtual relationship records which can never imply another relationship.
Changed fade shadows to not multiply together.
Remove healer mech serums from animal operation options.
Fixes
Fix: Minor grammar irregularity with addiction counsel.
Fix: MechbandDish description typo.
Fix: StaggerDurationFactor stat does not work without Biotech.
Fix: Arresting beggars auto-fails.
Fix: Genetic chemical dependency thought not properly nullified by mind numb serum.
Fix: Remote repairer hediff can be duplicated.
Fix: Autobongs making non-organic entities high.
Fix: Creepjoiners have entity faction when enslaved
Fix: Increased carried thing layer to resolve some apparel issues.
Fix: Beam verbs and incinerator hitting cells without line of sight.
Fix: Headgear not always rendering correctly when crawling.
Fix: Preferred xenotypes not working correctly between prisoners and slaves.
Fix: Incorrect label argument used in activity suppression tooltip.
Fix: Various specific save/load errors with awoken corpses and hypnotized pawns.
Fix: No “missing bed” feedback for “take to bed” warden order.
Fix: Mech booster is rotatable.
Fix: Apparel without CompColorable causes errors in styling station.
Fix: High Mechtech can be selected in research without building a multi-analyzer.
Fix: Message spam when capturing an enemy during a psychic ritual siege.
Fix: Left behind pawns dying counts towards "colonists killed" stat if they die.
Fix: Becoming a shambler incorrectly taints utility items.
Fix: Feedback for sky-lantern participants who can't reach any wood, added better ritual feedback functions.
Fix: Unnecessary loading warning appearing for transport pods without colonists.
Fix: Creepjoiner letters not using gendered kind labels.
Fix: Suspending lovin' causing errors.
Fix: Ritual dialog tooltip slightly cutoff.
Fix: Refugees can send leaving messages multiple times.
Fix: Misleading extra warnings if complexes were previously activated before entering
Fix: Some circumstances where temp factions wouldn't be properly hostile to anomaly entities or insects.
Fix: Unable to place non downed pawns in a cryptosleep pod.
Fix: Error when entity dies during bioferrite extraction.
Fix: Error on inspect pane for ghouls without hunger needs.
Fix: Herd animals trained to attack won't target shamblers.
Fix: Psychic ritual failing when invoker gets psychic shock.
Fix: Farskip not working on colony ghouls.
Fix: Several scenarios where collapsed roofs can destroy pit gates.
Fix: Hediff and mutant abilities not saving cooldown.
Fix: Fleshmass stomach not preventing gut worms letter.
Fix: Colony mechs and ghouls can't be selected in split caravan dialog.
Fix: Modded violent work types disabling ghoul melee skill.
Fix: HediffDef aptitudes displaying as active without Anomaly installed.
Fix: Recluse thoughts not nullified properly by mind numb serum.
Fix: Inhumanized not nullifying childbirth related memories.
Fix: Biofuel refinery accepts dye as organic matter, but it doesn't have any nutritional value.
Fix: Sunlamp light radius inaccurate.
Fix: Error using "Damage until down" method on pawn with shield belt.
Fix: More consistent handling of ActivitySuppressionToggleTooltipDesc and ActivitySuppressionTooltipDisabled translation keys.
Fix: High activity alerts display HP percent.
Fix: Activation inspect pane string has hardcoded "s".
Fix: Inconsistent text 'Start' vs 'Begin' bestowing ceremony.
Fix: Newborn babies can generate with parents' PawnKindDefs startingHediffs.
Fixed some scenarios where skyfallers would drop through mountain roofs.
Fixed some situational issues with creepjoiners leaving after being ghoulified.
Fix: Genes and traits that increase skills on growth moment stack.
Fix: Schematic generation error if only remaining projects are excluded.
Fix: Activity suppression and studying not respecting allowed areas when selecting an interaction cell.
Fix: Some undesired behavior with creepjoiner letters.
Fix: Include common book symbols in book doer rule pack grammar requests.
Fix: Relaxing socially not respecting standard seat reservations.
Fix: Lay down driver sometimes causing errors on load.
Fix: Having "give psylink" debug action on debug palette without royalty active causes errors.
Fix: Deadlife shamblers opening doors.
Fix: Unable to place non downed pawns in a cryptosleep pod.
Fix: Error when entity dies during bioferrite extraction.
Fix: Errors for ghouls without hunger needs.
Fix: Sun/Edge shadows not always drawing if off-screen to the right.
Fix: Tending pawns get medicine after using initial stack even if they have more.
Fix: Security doors count as 2 doors for prisoners, reducing their prison break mtb by 50%. Added informative text explaining that having only security doors in a prison multiplies escape mtb by 110%.
Fix: Error when turning pawn with ideoligion role into a ghoul.
Fix: Harbinger tree provocation not working on ambient horror mode.
Fix: Pawns leaving allowed area to rope animals.
Fix: Luciferium addiction doesn't cause a medical emergency alert when a pawn is deathless.
Fix: "BlockedByRoof" translation key in Royalty instead of Core.
Fix: Scaria isn't removed on shambler resurrection.
Fix: Colony mutants in buildings don't show on the colonist bar.
Fix: Auto activate monolith scenario part doesn't have edit interface.
Fix: Some music sequences ending harshly instead of fading out.
Fix: Luciferium addiction remains on turned mutants.
Fix: Turret packs can replace other turrets when throw misses.
New ambient horror setting and tribal Anomaly support
Hi everyone!
We're here today with a new feature update to Anomaly. Today's update adds a new way to play with all Anomaly content threaded into the entire game, instead of being linked strictly to the monolith quest. This resembles more how other expansions all interact together continuously over the course of a long game. No need for Anomaly to take over an entire playthrough!
We’ve also added some new economic pathways to make it more feasible to progress through Anomaly content as a low-tech tribal colony.
Take a look:
Ambient horror mode
Now, when you start the game, you can select from three ways to integrate Anomaly into your game:
Standard with monolith: The original Anomaly experience. Anomaly threats are linked directly to the monolith.
Ambient horror: In this new mode, the monolith does not appear. Instead, Anomaly threats are threaded into the rest of the game. All Anomaly threats can occur, even the most dangerous ones. Anomaly threats are relatively uncommon compared to normal raids by default, but this can be adjusted before and during the game. This is a good mode if you want to enrich your story without Anomaly becoming the focus. (Note that since there is no monolith in this mode, the monolith endgame won’t occur.)
Disabled: Anomaly threats do not occur, and there’s no monolith. Anomaly tools like security doors, incinerators, hellcat rifles, turret packs, and serums are still in the game.
Study efficiency setting: We added a "study efficiency" slider to the difficulty settings. Higher settings give more research points each time you study an entity. By default, study efficiency is better at lower difficulties, so even when there are fewer entities to capture, you can still make steady progress. As always, you can customize study efficiency how you like, including changing it during a run.
Better support for tribal playthroughs
In previous versions, it was hard to progress through Anomaly content as a tribal. We’ve added new economic pathways to use for players who want to stay low-tech:
Bioferrite extraction research project. We've added a new research project that allows doctors to extract bioferrite directly from captured entities without a 'bioferrite harvester'. This is less efficient, but doesn't require electricity.
Bioferrite can be obtained from harbinger trees. Chopping down harbinger trees will give twisted flesh and bioferrite, adding a new way to obtain bioferrite without capturing entities.
Updated research tree to not require electricity. We've rearranged parts of the Anomaly research tree to allow researching more projects without electricity.
Some Anomaly items can be made at crafting spots. The following items can now be made at a crafting spot, as well as the bioferrite shaper: Ceremonial hood, nerve spiker, ritual mask, ghoul plating, ghoul barbs.
Note: For existing saves, you will need to unlock bioferrite extraction, even if you’ve previously researched bioferrite harvesting.
Thanks to all
Big thanks to everyone who has given feedback! We're always crawling the subreddit and Discords, so whatever you said, there’s a decent chance one of us was lurking and taking notes.