RimWorld
Ludeon Studios · Simulation, Survival, Strategy
Overview
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.
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RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.
You begin with three survivors of a shipwreck on a distant world.
- Manage colonists' moods, needs, wounds, illnesses and addictions.
- Build in the forest, desert, jungle, tundra, and more.
- Watch colonists develop and break relationships with family members, lovers, and spouses.
- Replace wounded limbs and organs with prosthetics, bionics, or biological parts harvested from others.
- Fight pirates, tribes, mad animals, giant insects and ancient killing machines.
- Craft structures, weapons, and apparel from metal, wood, stone, cloth, and futuristic materials.
- Tame and train cute pets, productive farm animals, and deadly attack beasts.
- Trade with passing ships and caravans.
- Form caravans to complete quests, trade, attack other factions, or migrate your whole colony.
- Dig through snow, weather storms, and fight fires.
- Capture refugees or prisoners and turn them to your side or sell them into slavery.
- Discover a new generated world each time you play.
- Explore hundreds of wild and interesting mods on the Steam Workshop.
- Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, 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.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert flat, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
Travel across the planet. You're not stuck in one place. You can form a caravan of people, animals, and prisoners. Rescue kidnapped former allies from pirate outposts, attend peace talks, trade with other factions, attack enemy colonies, and complete other quests. You can even pack up your entire colony and move to a new place. You can use rocket-powered transport pods to travel faster.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
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. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active modding community on the Steam Workshop.
From the game's Steam store page.
THE GAMEQ VERDICT10,000 reviews analyzed
What players are actually saying
1. Summary
96% of these reviews recommend RimWorld. Players praise the stories its systems produce: colonists with traits, grudges, marriages and breakdowns, and raids or disasters that land at the worst moment. They get attached to their pawns, and they talk about the Steam Workshop constantly, with several calling it the best modding community they know. Replay value comes up often, usually next to a joke about how many hours the reviewer has lost. The difficulty sliders and the three storytellers let people play it as a relaxed builder or as a punishing survival game, and several mention that it runs on old laptops and the Steam Deck.
DLC pricing is the most common complaint in the negative reviews, and plenty of recommenders raise it too. Reviewers put the full expansion set at several times the price of the base game, say discounts are small and rare, and feel that features like children and fishing belong in the base game. Players with large colonies describe late-game slowdown, and several blame the simulation running on a single CPU core. Mods break on major updates, and some veterans say vanilla needs quality-of-life mods to be comfortable. Opinion splits on the learning curve, on whether the random events are good drama or unfair dice, and on which DLC is worth buying.
2. What keeps coming up
What players praise
Stories that write themselves, and colonists you get attached toHigh
Reviewers retell whole colony arcs: a doctor who died defending the gate so the others could rally, a grieving widow sliding into addiction, a frail old man who started a chain of fist fights that wiped out the colony, a pet dog avenging its owner. They credit the way traits, moods, relationships, health and random events collide, so no two runs play out alike. Some say the simple graphics stopped mattering once they knew their pawns ("They're not colonists they're my family and I love them."). Longer reviews often compare it with Dwarf Fortress, usually as a game of similar depth that is much easier to read. One player described why losing still feels fair: "Every failure is legible. You always know which decision killed you". A minority question how deep these stories really go (see the random-disasters split below).
The modding sceneHigh
Mods and the Steam Workshop come up throughout the reviews, and players often name them as the reason they are still playing after a thousand hours. They describe running 200 to 1,000+ mods and name favourites (Vanilla Expanded, Combat Extended, Medieval Overhaul, Camera+, Performance Optimizer, the RimSort and RimPy mod managers). Some have turned the game into medieval, Warhammer-style or zombie settings. "Vanilla Expanded is basically part of the game to me now." Several say the ease of modding keeps RimWorld fresh between DLC releases. Complaints that the base game leans on modders to fill gaps are covered in the vanilla-versus-mods split and the frustrations below.
Replay value and a time sinkHigh
"Without exaggerating, this game has the most replay value of any other game that I own." Reviewers describe starting new colonies for years, rarely or never finishing a run, and coming back after long breaks to a "whole new game" of mods and DLC. Addiction jokes are common (4 a.m. sessions, failed semesters, "I CAN STOP WHENEVER I WANT"), and the point under them is that the game holds attention for hundreds or thousands of hours. Some players who expected the art style to put them off say it hooked them within days.
Storytellers and difficulty make it any game you wantMedium
Players praise how far the settings stretch: Phoebe Chillax and peaceful mode for a relaxed builder, Cassandra for steady escalation, Randy Random for chaos, plus commitment mode, custom scenarios and difficulty changes mid-run. "Can be anything from super relaxed vibes to an intense challenge." Several newcomers say they learned on the easiest setting and then moved up. Randy Random is a running joke, and he is the storyteller players blame when a colony falls apart.
Runs on almost anythingLow
Players report running RimWorld on old laptops, MacBooks, Linux and the Steam Deck, and some recommend it for weak PCs. "RimWorld runs on basically anything and barely eats system resources, even with mods." The big-colony complaints below are about late-game simulation speed, not graphics.
The soundtrackLow
A smaller group singles out the music ("Why does this game have an amazing soundtrack for no reason"), with a few saying they hum it away from the game.
Where players are split
Vanilla or modded: does the base game stand on its own?Medium
Plenty of recommenders enjoy vanilla and treat mods as a bonus, and one calls the base game itself a "masterpiece". A vocal minority, many with hundreds or thousands of hours, disagree. They call vanilla bare and list the quality-of-life mods they consider mandatory: a better camera, smarter construction and hauling, colonist common sense, stockpile and work-priority tools, even a wall light. One says the game is "held up" by its modding community. Another put it plainly: "Half of the mods exist to fix shortcomings in the base game rather than serving as actual modifications." A few negative reviews from veterans judge the unmodded game alone and give it a thumbs down for that reason. Advice to newcomers differs: some veterans say start with a few QoL mods, others say learn vanilla first.
The learning curveMedium
Positive reviews often warn that RimWorld is hard to get into. Players describe losing their first colonies, not knowing why colonists ignore orders, and needing outside help: "YouTube videos and google are basically essential to play this." Several call the tutorial outdated or too thin ("The tutorial isn't helpful, so make sure you have google pulled up"), and one veteran points out something the game never makes clear: "Raid difficulty is based on colony wealth." One sums the game up as "great after you learn all the basics". A cluster of short negative reviews comes from players who quit within the first hour or two, saying the interface and controls were confusing and the game was boring.
Random disasters: great drama or a slot machine?Medium
Plenty of players enjoy the unfairness: losing a colony to a manhunting squirrel pack or a lightning fire becomes the story they tell afterwards. A distinct group of negative reviews says the opposite. They describe hours of progress wiped out by events they could not control, raids scaled to wealth whatever they do, combat that hinges on lucky shots, and mental breaks chaining into colony collapse. "Games can HAVE RNG in them, but when RNG defines a game, it is less a game and more a glorified slot machine." A few longer critiques argue that the "story generator" label hides a gamey tower-defense meta (killboxes, wealth management) and that the world is not really simulated. Several of these players say they like the game but cannot recommend it.
Which DLC is worth itMedium
Price aside (see below), players disagree on the content. Biotech is the expansion reviewers mention most, often as a must-have for children, genetics and mechanitors ("if you're planning on getting the game, get biotech too."), and Ideology usually comes second. Opinions on Royalty are mild. Odyssey divides people: some say gravships, fishing and new biomes flesh out the late game, others call it skippable. Anomaly draws several warnings that its horror events change the core experience, though it has enthusiastic fans. One veteran gives a buying order that others echo: "Good game. In terms of DLC, buy Biotech first. If you like it, buy Ideology or Royalty. Do not buy Anomaly or Odyssey." A few suggest adding DLC one at a time, because enabling all of them at once can overwhelm a new player.
The late game: more to do, or a grind?Low
Plenty say there is always something more to do. A smaller group finds the mid and late game slow: long waits for components and resources, repetitive raids, and runs that feel the same once you know the meta. "Crack in game form. Amazing game, however has an absolutely abysmally boring mid-late game." Some admit they restart before ever reaching that point.
What frustrates players
DLC pricing and features locked behind expansionsHigh
71 of the 406 negative reviews complain about DLC prices, more than any other specific complaint, and recommenders bring it up as a caveat as well. Players quote totals of $115 to $150, £120 or €140 for the full set, say each expansion costs close to the base game, and describe discounts as small and rare ("dlc is overpriced and rarely ever on sale. very little content for what you get."). A second complaint is what sits behind the paywall: pregnancy and children, ideology and religion, fishing, and Workshop mods that need a DLC to run. "Colonist pregnancy, starting families, and races beyond humans? Locked behind DLC." A few long-time owners say they switched their review to negative over DLC prices, and a few accuse the expansions of repackaging ideas from popular mods. Others defend them, saying each DLC adds a lot, is worth it on sale, or supports a small studio ("The DLCs are a little pricey, but the amount of content offered in each one is worth it."). Hardly anyone calls the base game itself overpriced; the complaint is about the total cost of the full set.
Slowdown on big coloniesMedium
Players with large, long-running colonies describe falling game speed, stutters and TPS drops, and several point to the simulation running on one CPU core. "For the love of God, Ludeon. Multithreading, please." Others put a number on it ("After 30 colonists unplayable") or say even strong PCs slow down late, and heavy mod lists make it worse. A few reviewers say the 1.6 update brought clear gains ("Amazing performance improvements on 1.6, looking forward for more!"), and several rely on performance mods. The players raising this tend to be long-time owners with big colonies.
Mods breaking on updates and long load timesMedium
The same mods players praise cause their own problems. Players say each major update breaks their mod lists for weeks, saves become unusable, and big lists take anywhere from a few minutes to 40 minutes to load. "The only reason I don't play this nonstop is because every time the game gets a major update all my mods break." Others describe crashes they cannot trace to a mod, black screens on launch, and long stretches spent sorting load orders ("I have 1000 hours in this game. 300 of which was spent on the loading screen because of mods."). Some accept this as part of heavy modding and keep playing.
Pawn AI, micromanagement and a clunky interfaceMedium
A steady stream of reviews complains about colonists who ignore urgent work, eat in the middle of combat, wander into insect caves, starve near food or haul inefficiently, and about the effort of steering them through work priorities and zones. "But it quickly becomes an exercise in babysitting." Some find the UI overwhelming or awkward, and stockpile management, combat commands and notifications draw specific criticism. Many players find the chaos funny. In several negative reviews it is the reason the player gave up, and veterans cite it when explaining why they install QoL mods.
No official multiplayerLow
Fans and critics alike ask to share a colony with friends without relying on community mods. "I shouldnt have to do mods just to play with my friend." Some already use the Multiplayer and RimWorld Together mods and ask for them to be made official ("Please integrate Multiplayer mod into the Game.").
Shallow world and factions, no verticalityLow
Some long-time players say the world outside the colony is thin: factions only trade or raid, diplomacy is simple and enemy bases are small. "Factions are lifeless and bland" is how one veteran put it. A few want multiple floors or map layers ("No multi-level building. Everything exists on one flat plane.") and point to Dwarf Fortress for comparison.
No Steam achievements, and the console versionLow
A handful ask for Steam achievements and trading cards ("Plz add achievements tho."). A few players who started on Xbox or PlayStation say the console edition lags behind the PC version ("i wish the console edition got more love").
3. The player conversation
The tone is affectionate and very jokey. Many reviews are one-liners about war crimes, organ harvesting, eating without a table, Randy Random and addiction, and the longer ones mostly read as love letters with a caveat or two at the end. Negative reviews make up about 4% and fall into a few groups: newcomers who bounced off the interface and learning curve within the first hours, players who found the random disasters unfair or the micromanagement tedious, and long-time owners (often with hundreds or thousands of hours) who turned negative over DLC pricing, or who judge the vanilla game without their mods.
Who raises what depends on how far in they are. Early players talk about the tutorial, confusing controls and losing their first colony. Players a few hundred hours in talk about DLC choices, storytellers and their favourite mods. The thousand-hour veterans write about single-threaded slowdown, mods breaking on every update, shallow factions and the cost of the full DLC set. Pricing comes up at every stage.
The weekly positive share never left the 94% to 99% band, and the themes did not shift. A few older reviews were edited to add later praise for the 1.6 update and Odyssey, and a few to switch to negative as more DLC arrived.
4. What the developers could do
- Rethink DLC pricing and discounts. DLC price is the most common specific complaint in the negative reviews and a frequent caveat in positive ones; players cite $115 to $150 for the full set and say discounts never go past 20%. Deeper sales, a bundle discount or cheaper older expansions would address it.
- Move a few basic features into the base game. Players name children and pregnancy, fishing and Workshop mods that require DLC as things that make the base game feel incomplete, and a few long-time owners say DLC is why they switched their review to negative.
- Improve late-game performance on large colonies. Long-time players describe TPS drops in large colonies and ask directly for multithreading, while a few praise the gains reviewers credit to 1.6.
- Make major updates easier on mod lists. Reviewers describe mod lists breaking on major updates, long load times and hard-to-trace crashes; better update compatibility, faster loading of large lists and a stronger built-in mod manager (several mention needing RimSort or RimPy) would help.
- Build the most-installed quality-of-life fixes into vanilla. Veterans list camera, construction, hauling, stockpile and work-priority mods as mandatory, and complaints about pawns ignoring urgent jobs recur; folding the common fixes in would answer the criticism that vanilla needs mods.
- Expand the tutorial and explain wealth-based raids. New players say they needed YouTube and Google to learn the basics and were never told that raid size grows with colony wealth, and some of them quit in the first hours.
- Offer official multiplayer. Players ask to play with friends without mods, and some ask for the community Multiplayer mod to be integrated.
- Add Steam achievements and support the console edition. A smaller group asks for achievements and trading cards, and console players say their version has been left behind.






