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RimWorld

in library

4.5/5

( 258 Reviews )

4.5

258 Reviews

English & 22 more
34.9934.99
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RimWorld
Description
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,...
Critics reviews
90 %
Recommend
GideonsGaming
Yes
PC Gamer
74/100
GameGrin
7.5/10
User reviews

4.5/5

( 258 Reviews )

4.5

258 Reviews

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Product details
2018, Ludeon Studios, ...
System requirements
Windows 10, Core 2 Duo, 4 GB RAM, Intel HD Graphics 4000 or other shader model 4.0, 1 GB available s...
DLCs
RimWorld - Royalty, RimWorld - Anomaly, RimWorld - Ideology, RimWorld - Biotech, RimWorld - Odyssey,...
Time to beat
62 hMain
111.5 h Main + Sides
319 h Completionist
102.5 h All Styles
Description
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.
  • 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.


(All non-English translations are made by fans.)
System requirements
Minimum system requirements:


GRAC 15+

ACCEPTANCE OF END-USER LICENCE AGREEMENT REQUIRED TO PLAY


GRAC 15+

ACCEPTANCE OF END-USER LICENCE AGREEMENT REQUIRED TO PLAY

Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Time to beat
62 hMain
111.5 h Main + Sides
319 h Completionist
102.5 h All Styles
Game details
Works on:
Windows (XP, Vista, 7, 8, 10, 11)
Release date:
{{'2018-10-17T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Size:
237 MB

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User reviews

Posted on: January 18, 2021

erthad

Verified owner

Games: 175 Reviews: 4

Very nice survival with good stories

I don't like survival simulators much — they seem pointless and grindy to me (I don't like Factorio for example). This one is epic — it combines base building, people management (think Majesty or The Sims), resource management and crafting, good bit of automation (only when required), on demand direct control mechanics, procedure-generated world and veeery nice stories that emerge around all the characters in the game. Losing a character or a pet makes me sad as it would have been when reading the book — I'm rarely as such compassionate to game characters (randomly generated characters!). I'm doing my first run and am now in the mid-late game (first spaceship techs and mechanoids) and still I'm not bored while playing — usually I feel like I'm grinding in a couple of days of play. I'm start to lack overall goals in the game though — I guess I need to increase difficulty (which works like a charm here) or start playing from scratch in a different scenario.


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Posted on: March 4, 2020

DrOSwaldo

Games: 128 Reviews: 2

That is why RDR2 has to wait

I just coming back to this game, especially since the dlc was released. Rimworld should be played in the commitment mode, although you will wish for a reload constantly. But without that possibility the Rimworld magic happens, for example just yesterday: Quest was running to house a noble guest and his 3 fellows. Another quest popped up where I should distract an army, but would get 5 bowmen to help me. I thought my 4 people colony could be defended by 13 people now, easy... First two waves of the army gone without a problem. Some diggers entered from the side, no problem. I was waiting for the final wave and did not saw that a dead body of a digger stuck in a door and was holding it open. So the the last wave did not enter through my main defences but through that now open side. Still an easy fight but one of the fellows of the noble guys got injured. 2 days later he died from an infection. I lost not only the quest but my royal reputation dropped by half. That is the kind of story Rimworld writes!


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Posted on: September 5, 2020

MainDash

Verified owner

Games: 154 Reviews: 3

Unexpected gameplay and funness.

Hi fellow gamers, I would like to begin by stating that the only real time strategy games I've played are Age of Empires and Warcraft 3 (two of the greatest games of its genre according to some people), and I really didn't enjoyed them that much. That being said I felt like the genre wasn't for me, until I played Rimworld. This game's crude take on survival, resource management, and injury system seems unfair at times, but when you prepare and manage to hold off a great treat it's so satisfying. THIS GAME IS NOT FOR EVERYBODY!! The game demands a great sink of time to build up your colonist's skills, research (what you can build), and colony. I highly recommend to DOWNLOAD quality of life MODS and AI improvement. The game is still being updated because it hasn't reached its final state. Some mods even get integrated to the base game when they are deemed important to improve the player experience. Overall a great game and unique game (at least to me is unique), but you really need to download mods if you don't want to micro management every action of your 5-13 colonists every 10 seconds.


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Posted on: June 9, 2021

Starwalker828

Games: 80 Reviews: 24

So Good - Some Scenario Examples

One of my favorite games - it's a really brutal survival sim, very inventive and full of endless hours of gameplay (seriously, if you like the game it is an endless experience). It's focused on management of your citizens, their bases, and dealing with situations and conditions that affect your colony. As apposed to controlling one or a group of characters, you control the faction, and the game keeps going as long as just one citizen is alive, meaning that all your characters are temporary and there can be alot of changes in terms of battles. Characters are unique, with skills, backgrounds, ages, working differently, fight differently, and have personality quirks that can be good and bad (such as the damn pyromaniac citizens always burning down my wooden bases for kicks). It's kind of like the sims, with a more intense focus, since the fighting and wounds can be really vicious, and all your people can die and the game will keep going, and often there will be conflict and violence. There will often be relaxing moments too, and drama, and art, since your citizens are needy and will get pissed off if conditions suck. They'll chat with each other, form relationships, and other things. The controls are a challenge when starting, getting used to how everything works is hard, though it's a really a great experience. You will get so sucked in. And the game is pretty tough, the A.I. has improved alot since the earlier versions, meaning situations are more diverse. Examples: - The biggest gang i've had is about 20 people plus half that in animals, with a huge farm - game with 5 colonists who all had missing leg limbs, making it very hard moving to another base, armed with heavy weapons - Nomadic trade caravan setup w/ animals, selling wares and doing mercenary work - Snow terrain mountain gang in drunkard's refuge (the game chose that name), with pack of huskies (in the winter the dogs dined on the bodies of raider gangs that came to steal from us) - Island life


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Posted on: April 22, 2020

octalot

Verified owner

Games: 91 Reviews: 10

4 or 5 star game buried under a bad UX

It's easy to play until dawn yet only feel the rewards that you would get from playing a better implemented game for an hour. Your brain is on auto-pilot for the rest of the time working around quirks and poor integration between the UI and the engine. This isn't part of the challenge in the way that input timing is part of the challenge in almost any other game; this is a game where you would have to pause it even if it were better implemented, the quirks just mean more mouse-clicks while it's paused. Areas where colonists can go are selected by highlighting the allowed parts of the map, which feels like a simple painting application, however it's limited to painting rectangles of at most 51x51 cells per click-and-drag. Suppose I want to my colonists to avoid the top 80 rows of the map - the UI knows what I'm telling it to do and shows that I've dragged over a 250x80 area as well as showing the limited 51x51 area which will be affected, but it requires 10 or more separate click-and-drags before the game engine knows that. This process has to be repeated for each zone (colonists, herbivores, carnivores, animals that haul stuff into the food areas, etc), so it ends up being around 50 click-and-drag operations. Colonists only repair items in the home zone. When you right-click on the item outside the home zone, the UI knows what you want to do but can't tell the engine to do it. Instead the UI tells that you need to expand the home zone, so you have to switch to the painting application and paint that bit. You'll then wait for the repair to finish and manually reset the home zone afterwards, as otherwise colonists will spend time cleaning that area, or run out to repair it again while enemies are shooting at it. Choosing what should be stored in each stockpile feels like a database UI wizard written by someone who is so familiar with the database that they no longer notice the extra effort to work around its quirks.


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