Impressions: RimWorld

After becoming a bit impatient with Oxygen Not Included, I decided to buck my principles and buy the never-on-sale RimWorld. Technically though, I did get a discount through the Humble Store (10% off), so that’s the way I’d recommend going.

RimWorld_Base

My most successful colony.

If you have not heard of it before, RimWorld is a sort of colony-management game in the vein of Dwarf Fortress, with the visuals of Prison Architect. In the default scenario, you pick three survivors of a starship crash, and shepherd them through the trials and tribulations of life on a titular RimWorld. There is technically an end-goal of researching technology/production far enough to send at least one person back into space, but it’s a bit more of a sandbox than that.

Much like with Oxygen Not Included, your colonists are basically controlled via a granular priority system, augmented by their own mood and predilections. You can request that trees are cut down and the wood used to build a new room, for example, but it’s possible your colonists will start playing horseshoes or lay down on your solar panels to gaze at the clouds.

They can and will also do things like plop down a stack of turkey leather right in the doorway to your freezer, letting out all the cold air and potentially ruining your entire meat supply. There’s no real way to force a person to do one particular thing (aside from Drafting them for combat) – the best you can do is prioritize one thing to the maximum level, disable everything else, and hope for the best.

If the above examples seem silly… that’s kind of the point. Each colonist has an entire background narrative, with expanding needs and desires that influence their actions at any given point. Romances will form between two people, then a break-up, and suddenly one or both might experience a mild (or major) psychotic break due to the mood penalty said break-up causes.

Well, that social interaction plus seeing the colony pet terrier get killed by a Cobra, the fact that their bedroom is too small, and a number of other interactions over the last few days. Butchering the dead dog for its meat and then turning the leather into a hat probably also didn’t help things.

RimWorld_Lovin

“Lovin'” provides quite the stat boost.

The emergent narrative formed by these random, interacting systems is the heart of RimWorld.

Speaking of “random,” at the beginning of the game you get to choose the AI Storyteller and difficulty of your game. The default AI will throw increasingly difficult encounters your way (modified by game difficulty), ensuring that you never reach a point at which you become entirely stable. The other two AI choices give longer periods of calm, and completely random ones at random intervals, respectfully. I can appreciate the transparency of the system, even though it makes things… a bit game-y, I suppose.

In any case, I am enjoying my time thus far. There are still a lot of game elements that do not make complete sense – the Research system in particular is difficult to wrap my head around – but the sort of little narratives that emerge are pretty interesting. So, we’ll see.

Posted on April 2, 2018, in Impressions and tagged , , , , . Bookmark the permalink. 2 Comments.

  1. Pretty sure you are going to enjoy this one above the others like it.

    That said, the 1.0 release is coming ‘soon’, so a bit of bad timing starting it now, though I haven’t kept up with the news and don’t exactly know what 1.0 brings over the current version of the game.

    Also the game has a pretty strong mod scene, which again I think will need redoing once 1.0 is out.

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    • Yeah, I wrote this particular post about two weeks ago – my current play time is north of 35 hours at this point. I have indeed been keeping track of some of the upcoming changes planned for 1.0, and it’s difficult to feel too attached to my current playthrough as a result. It’s the same issue with Oxygen Not Included, really, although they explicitly tell you when the next release is planned (e.g. “5 weeks, 2 days”). I think what I’m most excited about thus far are some mystery changes to the Caravan system. And hunting. And supposedly hydro power.

      I haven’t tried any mods yet, but there are several I have been keeping an eye on for next time.

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