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Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

RimWorld

Integrating Anomaly more with the rest of the game

Hi everyone - Ty here.

We’re loving your Anomaly stories! Please keep it up with the duplicated babies, shambler babies, and gray labyrinth baby drama. This expansion explores new ground creatively for RimWorld and it’s been incredibly gratifying to see people having new kinds of stories in the game.

Releases like this bring massive amounts of feedback, which is always incredibly valuable for us to understand how the game is playing and what people want. This time around, many players have said they’d like to be able to mix Anomaly content more into the rest of the game so it feels like less of a self-contained experience, and more like something that integrates into a normal playthrough.

Originally, we had Anomaly throw a ton of content at you guys because we wanted to be sure people would experience all the new stuff and see how much was really there. We may have pushed a bit too far there - Anomaly has tons of content and exposing it all too fast was saturating the experience. This is great for a certain type of intense, focused playthrough, but the game should also support other playstyles.


Today’s update addresses that with some key changes and new features:
  • Anomaly content is less dominant by default while the monolith is active. You’ll see more incidents from the base game and other expansions now.
  • You can customize how Anomaly-focused you want your playthrough to be. We added sliders to the game settings that let you choose how much you want Anomaly horror events to dominate the game. If you want it to be pure horror when the monolith is active, you can. If you want the horror to be a light sprinkle on top of the rest of your RimWorld, you can do that. You can alter these settings any time in the options menu by opening the storyteller settings (and this is possible on games started in previous versions).
  • You don’t need to see every entity on every playthrough. We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but it’s your choice now. This spreads the experience further over more playthroughs, if you choose.
  • We've updated the Anomaly scenario to start with three researchers and a ghoul (up from two). This gets you into the meat of the game quicker when using this scenario.

We’re making other ongoing minor changes as well - see the full changelog below for details.

We’re still watching and considering other changes, so please keep telling your stories! And thanks for your effort in writing useful and rich feedback.

If you’d like to help test or report bugs, please join the official RimWorld Development Discord.

Join us on Reddit to discuss the update here.

Also, please don't hesitate to review Anomaly on Steam! (Expansions don’t get many reviews since there’s no button prompt in the Steam library.)

Thanks all,
Ty

Changelog


- Added storyteller options to increase or reduce inactive and active presence of Anomaly events.
- Reduced entity codex entry count required for monolith level 3 from 17 -> 12.
- Drastically reduce the chance of getting a faction leader from skip abduction.
- Reduced metal horror infection chance when an infected doctor performs surgery.
- Skulls can now be consumed by harbinger trees.
- Minor optimizations for food searching.
- Added safety checks to RoofCollapserImmediate to prevent out of bounds.
- Reduce revenant flammability to prevent it being trivialized by fire.
- Increase the upper end of blood rain duration for both the incident and psychic ritual.
- Added missing default constructor to PawnRenderNode_Apparel.
- Added some null checks to getting invisible versions of materials.
- Prevent strange signal quest from firing if the monolith has been disrupted.
- Removed awoken corpses from scenario editor.
- Clarify that ghouls created by the ghoul infusion operation aren't hostile.
- Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing.
- Remove min threat points for obelisk incidents to allow discovering more incidents with low colony points. Increase the earliest day that they'll occur to compensate.
- Update The Anomaly scenario to start with three (up from two) researchers and a ghoul.
- Clarify Anomaly threat settings tooltip.
- Adjusted active monolith threat frequency calculations to allow for 100% anomaly incidents in all active levels if desired.
- Added a dev tool to force end revenant hypnosis.
- Removed "Simulate not owning X" options to prevent mods from disabling expansions in users' games.
- Reduced entity count required to advance to waking monolith level from 8 to 7 to avoid softlocking in ice sheet biomes.
- Pocket maps count towards the wealth of their parent map.
- Corpses now have a 6 hour window before they'll resurrect in a death pall.
- Improved target highlighting for incinerator and beam verbs.
- Updated player creative rewards content.

Fixes


- Fix: Cultist faction not generating with their preset ideoligion on older saves.
- Fix: Drafted tend only tends one injury.
- Fix: Pawns can teleport into very dangerous labyrinth rooms.
- Fix: Error when trying to debug spawn an unnatural corpse.
- Fix: Corpse unburied mood not being applied if in stockpile.
- Fix: Sightstealers won't attack colony mechs.
- Fix: Shamblers sometimes get stuck in rising state.
- Fix: Strange signal quest not ending if the map is removed.
- Fix: Revenants can be infinitely studied by killing them then taking their spine to a holding platform.
- Fix: Kidnappers won't try to dig their way out if they get stuck.
- Fix: Ideology members count does not increase on prison release until save/reload.
- Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances.
- Fix: Resurrection serum fails to draw mote after pawn is devoured.
- Fix: Typo "burner charges" -> "burner charge".
- Fix: Twisted meat is allowed in hoppers by default.
- Fix: Pawn growth points and vatGrowTicks aren't copied when a child is duplicated.
- Fix: Abductor obelisk duplicating pawns.
- Fix: ShipJob error with null ship.
- Fix: Removing an ideology role via meme does not recalculate disabled work types.
- Fix: Recipes not setting random styles correctly.
- Fix: HediffComp.NotifyPawnKilled passing in instigator rather than target.
- Fix: Error trying to duplicate pawn in some circumstances.
- Fix: Duplicates have royalty title of original.
- Fix: Typo in dreadmeld discovery message.
- Fix: Head apparel is using the body mesh set instead of the head mesh set.
- Fix: Icons in FloatMenuOption do not scale with text size.
- Fix: Duplicate translation entries for crawling inspect strings.
- Fix: Duplicated pawns will be the mother of the child if the original was the mother.
- Fix: Messages about cube withdrawal for gone temp pawns.
- Fix: Errors while mouse cursor holds a jumppack jump order while pawn is flying.
- Fix: Rare edge case where a worshipful village spawns without a terminal due to lack of room size.
- Fix: Inconsistencies with shambler tending rules.
- Fix: Raised shamblers getting bestowing ceremony quests.
- Fix: Revenant hypnosis not wearing off in specific circumstances.
- Fix: Typo in hate chant letter.
- Fix: Peeking with an incinerator could sometimes set the shooter on fire.
- Fix: Babies could have void curiosity.
- Fix: Containment tooltip flickering when changing.
- Fix: Situational pathfinding error when studying.
- Fix: Temp quest pawn corpses counting as colonist corpses after save/load
- Fix: Error on taking ghoul on caravan regarding drug policy.
- Fix: Ghoul tried to be a part of a marriage ceremony.
- Fix: Harbinger stump descriptions mention wood.
- Fix: Error with psychic harmonizer.
- Fix: Analysis projects would throw an error if attempted after finishing event.
- Fix: Conversion warning from prisoner guest tab.
- Fix: Refueling campfire canceling dance party.
- Fix: Nociospheres sending unstable letters after already departing.
- Fix: Books in scenario parts not being initialized.
- Fix: Colonists unable to take items in containers into portals.
- Fix: Bioferrite not showing up in ingredients list for ceremonial hood.
- Fix: Typos in backstory.
- Fix: Carry to biosculptor pod job fails on colonist prisoners.
- Fix: Starting animal edit interface not displaying correctly on large UI scales.
- Fix: Performance drop calculating containment strength for outdoor holding spot/platform.
- Fix: Analyzable gizmo disabled if no research bench available.
- Fix: Void provocation unable to fire harbinger tree sprout incident.
- Fix: Error when rendering belt node with null wornGraphicData.
- Fix: Duplicates' unborn babies not inheriting source unborn baby's xenogenes.
- Fix: Caravan ambushes ending despite colonists having death refusal.
- Fix: Prisoners getting both “monster by bed” and “imprisoned with entity” mood debuffs.
- Fix: Creepjoiners can be enslaved without responding.
- Fix: Returning from labyrinth not using the correct map when selecting the return cell.
- Fix: Revenant causing permanent stun.
- Fix: Shard inhibitors can be rotated.
- Fix: Desiccated deer artwork had incorrect scaling for North/South directions.
- Fix: Colored text broken in mod config for some translations.
- Fix: Error when targeting empty colonist bar entry.
- Fix: Monolith spawning too close to geysers in rare circumstances.
- Fix: Player shamblers show up in the schedule tab.
- Fix: Able to order monolith activation when there is no path.
- Fix: Cubes enthralling pawns on different maps/caravans.
- Fix: Nociosphere not returning to its original location on activity activation.
- Fix: Metalhorrors not emerging once enough of your colonists are infected.
- Fix: Deathless pawns dying without correct injuries from failed surgery.
- Fix: Child shamblers can arrive with children disabled in storyteller settings.
- Fix: Child ghouls causing errors on attempting to get body graphic.
- Fix: Chaos skipping into a fogged area doesn't clear fog.
- Fix: Incinerators with shield belts cause "shield user has ranged weapon" alert.
- Fix: Error when wastepack infestation occurs near map edge, attempting to spawn outside of map.
- Fix: Custom xenotypes lose their custom icon when duplicated with obelisk.
- Fix: Gender typo in creepjoiner letter.
- Fix: Text formatting for nociosphere gizmo inconsistent.

Anomaly expansion and update 1.5 out now!

The RimWorld - Anomaly expansion is out now!



https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

We're celebrating Anomaly's release with a sale on all previous RimWorld releases: Get 20% off RimWorld and 10% off the Biotech, Ideology, and Royalty expansions!

UPDATE 1.5


RimWorld’s free update 1.5 is out now! This update adds a ton of content, improvements, and fixes. Read about it here or check out the full changelog here.

ANOMALY ORIGINAL SOUNDTRACK


We've also released the RimWorld - Anomaly Soundtrack which contains 11 tracks of awesome ghoulish tunes by RimWorld composer Alistair Lindsay.

COMPATIBILITY FAQ


  • Unmodded savegames from 1.4 will load in 1.5.
  • If you want to keep playing on version 1.4, use Steam beta branch "version-1.4.3901". To do this, right-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.
  • A large number of mods have already been updated to version 1.5 by our amazing modders. However, some mods are not yet updated and won't work on 1.5.

ANOMALY

We want to hear all about the horrifying adventures, so share them with us on Reddit!

If you need to report a bug, please join the RimWorld official development Discord.

Anomaly is available in the following languages: English, German, French, Japanese, Korean, Polish, Russian, Latin Spanish, Simplified Chinese, and Traditional Chinese.

We covered a lot of Anomaly's content in our preview blog posts, but you can also go in blind and avoid all spoilers!
Thank you to everyone for supporting RimWorld over the years - the community, modders, translators, artists, volunteer testers, team members, and developers have all helped make Anomaly happen. I wanted to make something new and creative this time around, and we can't wait to see what you think.

Have fun!
Ty

Anomaly bonus preview: Ghouls, ghouls, ghouls

Hi folks!

Only ONE MORE DAY until RimWorld - Anomaly, free content update 1.5, and the Anomaly OST are out! They all release tomorrow Thursday, April 11 at 10 AM Pacific time.

This is super-bonus content just for you on Steam. (The cube didn’t say we couldn’t, which is as good as permission, right?) Today we’re talking about ghouls.

🚨 SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨



You can also check out our previous preview blogs:

GHOULS


The aptly named ghouls are former humans, turned into maddened, flesh-craving idiots by the bioferrite forced into their living bodies. (I bet they can pick up 5G too.)

You'll usually first see these when one attacks your colony without warning, brandishing its bioferrite spikes. Ghouls are ravenously aggressive and never feel pain, so hit them hard from a distance.

If you’re luckier, one might crashland a transport pod nearby - having presumably left devastation wherever it came from. The ghoul will start in shock, but will soon recover and attack anyone it sees. It can be captured to a holding platform for further study. Capture it, or kill it, before it wakes.

This being RimWorld, you can create your own ghouls using your harvested bioferrite and a surgical procedure. Be warned, this is irreversible. For those you dislike, it’d be kinder to mindwipe or lobotomize them.


If the hideous surgical procedure is a success, this once-human becomes a strong, relentless melee combatant, useful for fighting tougher enemies and tanking in larger-scale battles. Ghouls only fight - they cannot work. And if they are killed, you can revive them with an injection of a ghoul resurrection serum!

THE GHOUL IN YOUR CROWN


Ghouls cannot carry equipment - they’re too far gone for that. However, given the unnatural resilience of their half-dead bodies, ghouls can be augmented with a variety of dreadful implants.


Implants are the height of mostly-dead fashion. They can be protective, like bioferrite armor plating or a metalblood heart, both of which improve the ghoul’s survivability at the cost of speed. Aggressive implants include a corrosive heart that enables it to spray acid, an adrenal heart that lets it move and attack impossibly quickly, and barbed bioferrite spikes which improve its melee damage while slowing it. (You try running with bioferrite railroad nails stuck through your body…)

Get a ghoul-friend today!

ANOMALY’S RELEASE DAY


https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

Yippee, it's almost release day! Remember to wishlist Anomaly so you get notified when it's out. You can check the store page to see the countdown timer too.

You can chat about this bonus post with us on Reddit here!

I'll see everyone tomorrow!
- Tia

Anomaly preview #4: Cubes, spheres, obelisks, soundtrack and languages

Hi folks!

Only 2 more days until RimWorld - Anomaly and free content update 1.5 are out! They both release on Thursday, April 11 at 10 AM Pacific time. (There’s also a timer counting down on the store page!)

https://store.steampowered.com/app/2380740/RimWorld__Anomaly

The RimWorld - Anomaly original soundtrack will be available on April 11th as well! This OST comes with 11 tracks and nearly an hour of awesome tunes made by RimWorld composer Alistair Lindsay.

Also, Anomaly is launching with full support for 10 languages! On release day, you can play Anomaly in English, German, French, Japanese, Korean, Polish, Russian, Latin Spanish, Simplified Chinese or Traditional Chinese. (Huge thank you to our community translators for helping us out with these!) All of these translations will be editable via the translation GitHub pages to allow for changes and improvements.

🚨 SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨



Today’s preview blog talks about the less-obvious and more-insidious threats you’ll face in Anomaly. Terror comes in all shapes and sizes.

Also, check out our previous blog posts below:

THE CUBE


Obviously, the golden cube is no threat. It’s no more than a beautiful gift sent by a good friend. This hand-sized cube shines like gold, but is impossible to scratch. As everyone knows, cubes make perfect companions.


It’s always invitingly warm to the touch, like a trusted pet or a hug from a good friend. If you look closely, you’ll see more than gold in the delightful way light plays across its surface. If you love the cube like we do, why not make a sculpture of the cube?

Don’t listen to the others who say that we’re unhealthily captivated by the cube. Ignore those who claim that our curiosity progressed to fascination and into obsession. That we’re psychically compelled to interact with it, and we feel sick if we can’t. They’re just jealous of our perfect, wonderful cube.

THE NOCIOSPHERE


The nociosphere is very much not as lovable as the cube. Even being near it hurts. It’s made of dark metal, covered with curved and jagged grooves, and emanates sensations of pain.

More worryingly, when it appears, the sphere appears to be increasing in activity. It’s not clear what will happen when this peaks but, if you capture it, you can decrease its activity by suppressing it. Then, you can study it.


If you study the nociosphere, you can learn that it has a single purpose - to inflict pain. If you can keep it suppressed, you will learn how to intentionally activate it, turning it into a weapon to use against your foes.

When activated, the nociosphere will teleport to a remote location of your choice and unleash a barrage of pain on anyone nearby. The nociosphere will continue to hunt down living creatures until it is destroyed, or it chooses to depart. This leaves you free to love the cube.

THE OBELISKS


We’ve gone from squares to circles and now to triangles. There are three varieties of obelisk, each with a different horrific effect. They all arrive from space, and they all radiate the same putrid psychic energy, which gradually intensifies as it approaches some dangerous limit.

You can send colonists to suppress an obelisk to prevent it from activating. You can also mark it for study to try to learn its purpose and perhaps make use of it. Or, you can attempt to destroy it - but doing so may unleash dangerous phenomena.


Once you’ve completed your research, your colonists will discover that it is a fragment of a much larger archotech structure that can act on organic matter at a distance. You may discover its function sooner than that, though - sometimes the obelisk self-activates, and sometimes merely suppressing or studying it is enough to unleash its power.

Love the cube.

The warped obelisk can turn living organisms including animals and people and trees into bloody flesh monsters. A colonist can be mutated in several different ways, from growing a bone-bladed tentacle to twisting their internal organs into something thoroughly alien.

Less monstrous but just as terrifying is the twisted obelisk. This doesn’t change an organism. Instead, its crackling energy seems to pull on nearby living things, eventually snapping them away to “somewhere else”. If a colonist is taken, you’ll have to hope they can find their way out of the endless rooms and hallways.


The final monolith-wannabe is the corrupted obelisk. This uses its inhumanly complex power to duplicate intelligent creatures, theoretically without limit. Your colonists’ twins are not always hostile, but the duplication process is imperfect and any twins will need the finest medical care to survive.

THE ENDGAME


The monolith is the source of everything. The monolith is the conduit. Its power must be defeated. It threatens to twist and destroy everything we know.


But the only way out is through. You must grow the monolith’s power, widening the conduit that leads into the void, until you can finally crack it open and face the world-twisting hell it unleashes. Only then will you be able to step through into a place of nightmares, touch the machine god, and choose your fate.

ANOMALY’S RELEASE DAY


That’s all for now! RimWorld - Anomaly and free content update 1.5 release this Thursday, April 11, 2024.

Please wishlist Anomaly on Steam and share the news with your friends! We’ve seen how excited people are and all of your awesome comments, videos, fanart, and threads.

You can chat about this post and count down to release day with us on Reddit.

Thank you so so much for your support everyone! See you on Thursday!

- Tia
Worship the cube.

Anomaly preview #3: Cultists, hate chanters and rituals

🚨 SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨



We’re releasing RimWorld - Anomaly on April 11, 2024! (That’s 1 week away!) You can read the announcement here.

https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

Check out our previous blog posts below:
Today, we’re talking about the new rituals you can perform in Anomaly, as well as the followers of the void.

CULT RITUALS


Rituals were introduced in the Ideology expansion, allowing followers of different ideologies and religions to gather for ceremonies that would have social effects. Rituals in Anomaly are similar but go further, drawing upon the psychic power of a dark archotech to twist the laws of physics.

Your colonists aren’t the only ones who can learn these rituals. A cult has formed that worships the insane machine-mind. They will arrive and perform a number of rituals to attempt to destroy you.


Sometimes they will form a ritual circle and abduct one of your colonists by teleporting the victim to them (called skip abduction). Other times, they will summon a horde of bloody fleshbeasts to assault you.

They may surround the colony entirely, in a massive crowd, chanting in dark tones as they call forth the essence of hatred. These hate chanters will slowly drive your colonists insane until you go out to stop them.

BASIC RITUALS


Players can use these same rituals, and many more. To perform them, you need a ritual spot. If you can surround it with hideous bioferrite sculptures of the void and archotech shard beacons, so much the better. And dress your worshippers in a ceremonial hood or cultist mask to fit the void aesthetic.


Beyond the two basic rituals that the cultists can perform, the player can perform draw shamblers, draw animals, and void provocation.

REGIONAL RITUALS


These rituals are like listening to a motivational speaker, but even more soul-destroying. These are pleasure pulse, neurosis pulse, and blood rain.

Pleasure pulse is the simplest. Like a region-wide psychic emanator, it makes your psychically sensitive colonists happier. However, unlike the emanator, it also reduces their desire to work.

Neurosis pulse is an inversion of pleasure pulse. It drives your psychically sensitive colonists so that they work faster. However, it also irritates them whilst decreasing their need for recreation, meaning that they’re more likely to have a mental break. Use with caution!


Blood rain is a dangerous ritual. It causes a blood-like psychofluid to fall from the sky that drives exposed animals and humans into a berserk frenzy. Be prepared if you must use this, putting all but the psychically deaf under shelter.

INDIVIDUAL RITUALS


Like skip abduction, many of the more horrible rituals require a living human target. These are imbue death refusal, psychophagy, chronophagy, philophagy and brainwipe.


Imbue death refusal links an individual with the void, preventing their final death. They still need to die for it to work, but it will bring them back near-instantaneously, in good physical condition. It does have side-effects however - notably the psychological impact of having died - and it wears off with use.

The three ‘-phagy’ rituals all have similar cruel effects. With psychophagy, the ritual invoker steals the victim’s psychic sensitivity; chronophagy steals their youth, aging them rapidly, whilst the invoker becomes younger; and philophagy steals their wisdom, giving the invoker their best skill. All three cause brain damage, putting the victim into a coma for several days. Think about what you’re willing to do to a prisoner before using these.



Brainwipe is the final ritual, which erases a person’s memories without giving them to the ritual invoker. Given the many traumas a colonist can suffer in RimWorld, this is sometimes a blessing. They will forget them, alongside any allegiance they had. This will also make any prisoners with it easier to recruit, even unwavering ones. However, like the -phagy rituals, it can induce a long coma if the brainwipe ritual goes poorly.

TO COME


It’s almost time… Anomaly and update 1.5 is only 1 week away! We have one more blog post before then - see you there!

In the meantime, chat with us on Reddit and wishlist Anomaly so you’re emailed when it’s out!

Bye bye,
Tia

Anomaly preview #2: Containment facilities, creatures, and release date

🚨 SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨



Hello, it’s Tia and I’m back with our next preview blog of RimWorld - Anomaly!

Also, mark your calendars: Anomaly releases on April 11, 2024. Wishlist now to be notified when it’s out!

https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

Check out our previous blog posts below:
Today, we’re talking about how you’ll capture, research, and exploit the mysterious phenomena formed by the enraged monolith’s influence. You can build a grand containment facility with strong walls, floors, and doors to keep these entities locked up, and study them to further your knowledge of the madness that’s taken over the world. Exploit your chained horrors to use their power against your enemies - but be careful not to push them too far!

CAPTURE: SHAMBLERS


The first step is to work out how to take down and capture these entities without killing them.

The most straightforward entities are the walking corpses known as shamblers.

Deadlife dust is a cloud of corrupted archites that raises any corpse it settles on as shamblers, repairing their rotting bodies for a time. It’s similar to the old resurrector mech serum, but far more twisted.


Deadlife dust works on all kinds of creatures (even your own dead colonists and beloved pets), but it doesn’t last forever. In a few days, the archites run out of power and the shambler returns to death. Colonists can weaponize deadlife dust as mortar shells and IEDs. Shamblers created this way will not attack your colonists, which means a battlefield of corpses can suddenly become gruesome weapons for your colony.

The shambling dead you encounter will attack all living creatures relentlessly and their immunity to pain makes them difficult to kill. However, that resilience is useful, because you want to take one “alive”. Work to incapacitate one by firing at it or hitting it with a blunt weapon. Then you can move on to step two: contain (described further down).

CAPTURE: REVENANTS


More difficult to capture is the revenant, a psychically-invisible human hunter that alternates between hunting people and hiding in its lair.

The name “revenant” comes from an old outlander tale about an evil spectre that haunts a village and every night rips a victim’s soul from their body. It leaves the vacant body behind, keeping the soul enslaved in its own personal hell.


Revenants can use psychic influence to appear invisible and enter your colony unseen. Once they get hold of a colonist, they can hypnotize him into an endless nightmare. The revenant will return again and again over time, hypnotizing your people one by one until it is stopped.

There are ways to track the revenant. If you damage it, the creature may leave chunks of flesh behind which you can study to improve your tracking. It can also be detected by proximity alarms, and its invisibility can be disrupted when it’s hit by EMPs, explosions, firefoam, fire or special bioferrite disruptor flares.


After each hypnotic attack, the revenant needs to sleep. Take this opportunity to form your hunting squad and find its lair while it hibernates - and attack it before it wakes.

CAPTURE: METALHORROR INFESTATIONS


Someone is infested. Someone is not who they seem. But who?

Metalhorrors are parasitic creatures that control their hosts with filaments spread throughout the nervous system. They imitate their hosts’ behavior nearly perfectly, manipulating them to find opportunities to secretly infest other colonists.

As they multiply and grow in your colonists, they shed fleshy gray tissue - liquefied remains of their victims. If you find this tissue in your base, it is time to become suspicious and afraid.


There are many ways you can identify the infested. Analyze the gray flesh you discover to identify the metalhorror’s host, then perform surgical tests on your colonists… but can you trust your doctors? You could quarantine colonists to their rooms to see who the flesh comes from, or imprison and interrogate suspects to see if they give anything away. Of course, this all takes time, and the infestation could be spreading…

If detected, the metalhorror will cut its way out of the host and attack. Be careful when investigating – you may have a fight on your hands.


CONTAINMENT PROTOCOLS


So you’ve damaged an anomalous entity enough that it’s incapacitated? And some of your colonists are still alive? Well done! Now you can contain it and experiment on it! 🧪

Have one of your colonists carry the downed entity to a holding spot. These primitive roped locations can briefly restrain the weakest entities. Here your colonists can study them for uncanny research.


However, if you don’t actually want them to escape and tear your colonists to pieces, a mere holding spot won’t do. Build a proper secure facility, starting with a containment platform, which comes with built-in restraints. (You need one platform for each entity.)


To prevent an escape, colonists can also suppress entities or build an electric inhibitor to suppress them automatically. Wise colonists will also build separate containment cells, using special bioferrite flooring and walls that further suppress the creatures.

Be sure to lay out your containment facilities carefully. Keep an eye on each entity’s suppression level. Have killing fields and layered defenses prepared for when they escape. Because they will, inevitably, and every containment plan is only as strong as its weakest point.

RESEARCH & HARVEST


Once an entity is restrained, colonists can study it. To do this, you’ll need to ensure a colonist is assigned to dark research.

This separate technology track gradually increases your knowledge of the dark archotech behind the incursion. It also teaches you more about rituals, archotechnology, serums, and weapons.


Each entity can also be harvested. Build an electroharvester to draw electric power from the entity. A bioferrite harvester will generate organic metal which can be used for later power generation, sculpture, or outdoor heating, or for crafting at the new bioferrite shaper.

Note that both of these activities increase the entity’s rage, making it more likely to escape and take its revenge.

DARK ARTS AND CRAFTS


Now you have a regular supply of bioferrite, you can have fun with it - if your idea of fun is creating impossible monsters and strange machinery. (We know ours is.)

If you build a bioferrite shaper workbench, you can craft new gear and weapons from the organic metal. The weapons include:
  • Nerve spiker: A crossbow loaded with toxic spikes that stun organic creatures.
  • Incinerator: A terrifying flamethrower with an alternate-fire mode that produces a giant gout of flame (shared by the Hellcat assault rifle).
  • Deadlife IEDs, mortars and packs: Distribution packs that allow you to raise shamblers from nearby corpses.
  • Disruptor flares: Short-lived bioferrite beacons which stun psychic creatures and reveal invisible ones - useful for sightstealers and revenants.
Bioferrite can be used to make psychic weapons with various effects, from driving enemies into berserk rages, to sending them into psychic shock, to biomutating them into fleshbeasts. Other psychic pulsers can make every animal in the region either turn into a fleshbeast or go into a manhunting rage.

Bioferrite is also crucial for making serums at the new serum lab workbench. The serums include:
  • Voidsight serum: Increases dark research speed at the cost of mood.
  • Juggernaut serum: Increases strength, speed, and recovery time.
  • Metalblood serum: Makes a person resilient to damage, but vulnerable to fire.
  • Mind-numb serum: Deadens emotions, preventing mental breaks at the cost of stopping inspirations too.

Using bioferrite, humans can be surgically (irreversibly) transformed into ghouls. These are mindless flesh-craving killers and fearless melee combatants who can be augmented with a variety of dreadful implants. (Ghouls will be discussed in a future blog post!)

TO COME


We’ve still got more horrifying reveals to come for Anomaly, and April 11th is only 2 weeks away!

Let us know what you think on Reddit and please wishlist Anomaly so you’re notified when it’s out!

- Tia

Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld

🚨 SPOILER WARNING: Reading these blogs will reveal some of the surprises in the expansion! Read at your own risk!



Hi everyone! Tia here with the first of our Anomaly feature blogs where we go over the expansion’s content in detail. We’ll be posting these blogs leading up to release - which is in 3 weeks!

If you missed RimWorld - Anomaly’s announcement, read it here! And please wishlist Anomaly!

https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

In the narrative framework of Anomaly, there are many threats. Some are mysterious and attractive, like the delightful golden cube. Others are insidious and progressive, like the metalhorror infestations. Finally, some threats are direct and aggressive. Today’s feature blog covers the latter - a family of new fleshy threats in the expansion: the squealing flesh beasts, their disgusting momma, and the all-consuming fleshmass heart.

THE FLESH BEASTS


You intercept a distress signal from a nearby camp. The frantic voice begs you to save them from something horrible and offers everything at their camp in return, including shards of dark archotechnology.

As the voice tries to explain what’s happening, the signal goes dead.

If you choose to help this poor soul, assemble your caravan and come well-armed.


You arrive - and it’s a massacre. Bodies everywhere, fleshy creatures roam freely, and throbbing tissues cake the walls of the encampment. Giant burrows dot the ground’s surface, connecting to tunnels deep in the earth.

These cancerous enemies are an amalgamation of many tissues and parts. When you destroy a bigger one, it explodes into several smaller creatures. This means one flesh creature can become many and easily overwhelm your soldiers and defenses.

Embedded in the organic mass are fleshbulbs, organs that store and refine nutrients. This chemical process generates a soft bioluminescent glow, allowing you to see the full extent of the horror, day or night.

If you’re fortunate when investigating an area blighted by the fleshmass, you might stumble across a swollen lump with something inside. These are fleshsacks - stationary fleshbeasts that act as digestive organs, supplying the surrounding fleshmass with nutrients. Note that fleshsacks are unable to break down non-organic matter, meaning that valuable items can occasionally be found within - if you want to go rummaging in there!

There are many approaches to clearing out a flesh infestation: you can focus on systematically slaughtering the remaining flesh beasts with guns, or bring out the incinerator to properly cleanse the area (with the risk of destroying flammable loot), or work on filling in their burrows first to prevent further reinforcements.

THE FLESHMASS HEART


If you’re unfortunate enough to encounter the fleshmass heart, it starts with a small circle of terrain that shifts and cracks apart, pulsating rhythmically as something digs upwards. Eventually, the fleshmass heart will emerge. It is a cancer-like creature that grows flesh across (and under) the surface.

From the heart, grows the fleshmass. This is an enormous assimilating creature that spreads across the landscape, consuming and covering the whole map with a quivering mass of meat. It defends itself with beasts and acid. You must fight it to acquire samples of its nervous system, then study them until you can venture to its heart and kill it for good.


The resulting fleshmass is a solid wall of twisted flesh, which throbs and shivers with horrible life. As it grows from the heart, it puts arterial roots into the ground in its quest for nutrients.

For any nearby colonists, the choices are simple - flee the colony or discover how to destroy the fleshmass. Whilst the heart itself is invulnerable due to rapid regeneration, the mass is susceptible to attacks. However, that doesn’t mean that it’s without weapons...


Embedded in the mass are spitters, defensive organs that filter toxins from the surrounding biomass, concentrate them into potent acid, and then spit it long distances. You don’t want your colonists to get hit by those.

The second line of defense is fleshbeasts, which normally emerge from temporary pit burrows that connect to a cave network deep below. These can be roughly categorized, depending on their mass. Toughspikes are man-sized lumps of roiling flesh with 2 spiked ‘limbs’ and a keratin-armored carapace. Trispikes are smaller three-pronged entities, which break down into the singular fingerspikes when killed. All of the ‘spike’ entities also throw hardened keratin or bone spikes.


Once your colonists have defeated the fleshbeasts and killed enough fleshmass nerve bundles, they will have gathered several neural lumps. Research these and you’ll discover the secret to defeating the heart, allowing you to capture and study it…





…oh, what? You thought that was the end? That’s just one way it could go.

THE PIT GATE


Another time, the ground might shake with a different result. Now a larger piece of terrain has begun sinking into the depths, forming a deepening hole, much wider than before. Inhuman shrieks rise from the depths. It'd be wise to move your colonists, buildings and items away from the emergence point.


Within a day, the pit’s floor will vanish from sight, falling into the depths where the fleshmass heart came from. A pit gate has formed and will remain open until you collapse it, occasionally releasing foes. To celebrate, a horde of fleshbeasts emerges, along with a noxious stench of rot…

To close the gate, the colonists must descend into it. Under the ground all is flesh, having infested a massive cave system. The tunnels are so crammed with biomass that it’s supporting the ceiling and walls, making it thoroughly unstable. Defeat the motive force of the fleshmass and the tunnels should collapse.


That motive force is housed in a dreadmeld - a mammoth leader creature made up of dozens of smaller fleshbeasts and buried inside the stinking fleshmass.

Its psychic connection to the fleshmass filling the cavern is strong. So strong that killing the dreadmeld will destabilize the whole organism! If you manage to take down the flesh momma, grab what you can (particularly the strange archotech shards it drops) and flee before it collapses and buries you all!

MORE TO COME!


So that’s the fleshmass, an amorphous, expanding cancerous blob from the dark-beyond. Whether it arrives as a distress call, bursts from the ground as a fleshmass heart, or lurks beneath in the twisted form of a dreadmeld, it just wishes to be loved - or rather, consume all life and turn it into more of itself. Who can’t empathize with that?

We hope you enjoyed our darling flesh-things. Please wishlist Anomaly on Steam and join the Reddit discussion for today’s preview blog!

Gaze into this twisted, dark space for more information (not too closely, lest it gaze back into you.)
Be back with more blogs soon!
- Tia

RimWorld & Medieval Dynasty bundle now available!

Hey everyone! We're excited to announce a limited edition game bundle between RimWorld and Medieval Dynasty running from Feb 15-Feb 22.

Get 20% off when you buy the game bundle, or 20% off the game you don't own to complete the set!

https://store.steampowered.com/bundle/38635/RimWorld__Medieval_Dynasty/

Survive through time! Begin in the Middle Ages and endure hard yet wonderful times, then continue your adventure on a sci-fi Western-themed world in the far future! Medieval Dynasty meets RimWorld - a unique opportunity to experience both of these top indie hits.

About Medieval Dynasty: Hunt, survive, build and lead in the harsh Middle Ages: Create your own Medieval Dynasty and ensure its long-lasting prosperity or die trying! Play alone or team up with friends to enjoy the ultimate medieval experience.

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.



Good luck on your medieval and sci-fi adventures!
- Ludeon Studios

Winter Sale, Merry Christmas and Happy New Year!

Tis the season to be merry!


We had a great 2023 together with you guys! Thank you for sharing your love for what we've all created. We see your mods, art, writing, videos, screenshots, Reddit posts, lore analyses, bug reports, comments, suggestions, Steam reviews, memes... all of it!

In 2023, we released our first ever official plushie (the Thrumbo), the Ideology expansion came out on consoles, and our team grew again. Also, RimWorld turned ten years old in November - that even surprised us. How can time go by so quickly?!

You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter. Please don't hesitate to leave RimWorld or its expansions a Steam review if you enjoy them!

Merry Christmas, Happy Holidays, and Happy New Year!
Ludeon Studios

Steam Winter Sale


Steam's running their annual Winter sale and RimWorld, Ideology, and Royalty are all on sale. Grab them as a holiday treat, or share the spirit of RimWorld this season with your friends.


Ten years of RimWorld, it's our "Labor of Love"

Hey everyone. RimWorld turned ten years old on November 4, 2023, and it's just in time for the 2023 Steam Awards. You can nominate RimWorld under the "Labor of Love" category!

It's been ten years of content from the Kickstarter, alpha, beta, and Steam greenlight days, plus game updates, lore, fanart, videos, streams, memes, Royalty, Ideology, Biotech, Steam Deck, console release, and much more I didn't cover. We're really proud of RimWorld and our community. Here's to more RimWorld!

The Steam Autumn Sale just started as well, and we're running discounts on RimWorld, Royalty, and Ideology until Nov 28.

Happy ten years!
- Ty & the Ludeon team