
RimWorld
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A sci-fi colony sim driven by an AI storyteller
RimWorld’s AI storyteller is the system that dictates the pace and events of the game: it decides when raids, weather and other crises hit, and how hard. A passenger liner is destroyed in orbit and a few crash-landed survivors ride rocket-powered transport pods down to a distant world at the edge of explored space. From there the game generates your story. There’s no script — the intelligent AI storyteller constantly observes your colony and decides what the world throws at it next, whether that’s Cassandra’s slow rising tension or the pure chaos of Randy Random. Every event has logical in-game effects rather than scripted beats, so one unfortunate incident — a downed colonist, a lightning fire, a betrayal — can snowball into either triumphant stories or the quiet death of an entire colony.
It’s a story generator, not a test of skill, and that framing has held since 2013. You set your own goal: escape the planet, build a self-sufficient commune, or run a raider camp. The game generates a new world each time, so no two colonies start the same.
The world
Biomes and environments
Every new generated world is different. RimWorld builds a whole planet of biomes for each run, and where you land sets the tone — temperate forest is the forgiving start, cold northern tundra freezes your growing season, a parched desert wasteland (or the open parched desert flat) bakes your colonists, and a steaming equatorial jungle buries them in heat and disease-infested, choking jungle growth. Mineral resources, terrain and wildlife all shift with the biome.
Wildlife and hazards
The longer a colony lives, the stranger the planet gets. Exotic alien-like lifeforms wander the map, giant insects nest in the dark and tunnel up through your floors, and ancient killing machines — long-dormant mechanoids — wait in buried ruins for someone to wake them.
Watch your colonists develop
Colonist backgrounds and skills
Colonists in RimWorld have their own backstories, skills, passions and psychological traits, all randomly generated. You manage their moods as closely as their work. A colony might hold professional settlers, desperate colonists scraped off a wreck, or a genetically engineered assassin who is lethal in a fight and useless at everything else. You watch colonists develop over time as skills grow and traits surface, and you recruit more colonists from raids, refugees and wanderers. Relationships form and break: family members, lovers and former allies all carry history, and two colonists who can’t stand each other sharing the same room is its own slow-burning problem. Even one ordinary colonist — call him Joe — walking to a bad meal can kick off a mood spiral that leaves sad colonists dragging the rest of the base down.
Health and medicine
Bodies are simulated in detail. Every person and animal has its own body layout, so wounded legs slow people down and wounded limbs cost you a worker mid-crisis. The medicine runs just as deep: replace wounded limbs with prosthetics or bionics, transplant internal organs, and decide whether biological parts harvested from a prisoner are worth the mood hit. Injuries, implants and illness all affect a character’s capacities — moving, manipulation, sight, consciousness — and witnessing death leaves marks that linger for days.
Animals
Wildlife is half ecosystem, half toolkit — you can tame and train different animals for very different jobs.
Productive farm animals
Productive farm animals turn a patch of grass into a food supply: meat, milk, eggs and wool from a managed herd. Cute pets earn their keep too, lifting colony mood just by being around, and most species can be trained for hauling or rescue work.
Deadly attack beasts
The same training turns the right animal into a weapon — deadly attack beasts you release on a raiding party. The flip side is mad animals: a manhunter pack of wild animals, or a single enraged thrumbo, can be worse than any human attack.
Threats and factions
Raids and hostile events
Threats come from every direction. Fight pirates when a pirate raid tests your walls, capture refugees and survivors, and decide what to do with imprisoned pirates: recruit them, sell them to slave traders, or have their organs harvested. Between raids you fight fires, ride out weather storms and toxic fallout, and keep everyone fed. Sit still and the storyteller will still find some genuinely crazy stuff to throw at you.
Diplomacy and trade
When you’re ready to push back, form caravans to attack enemy colonies and attack other factions — or stay diplomatic, attend peace talks and spend real time negotiating trade prices with passing ships and visiting traders. Push too hard and the whole colony ends up at war.
Mods
RimWorld comes from a small independent game developer, Ludeon Studios, and an active modding community has built on it for more than a decade. There are thousands of wild and interesting mods — from quality-of-life tweaks to total overhauls and brand-new factions — and the systemic design means they stack surprisingly well. For most players, the mod list is part of the colony.
Browse the RimWorld mods library →FAQ
When did RimWorld release?
RimWorld 1.0 released on 17 October 2018 for Windows, Mac and Linux. It had been in early access since November 2013, starting as a Kickstarter project. The console edition (PS4, Xbox One) followed on 29 July 2022, ported by Double Eleven.
How many DLC expansions does RimWorld have?
Five: Royalty (2020), Ideology (2021), Biotech (2022), Anomaly (2024) and Odyssey (2025). Each one reworks core systems rather than just adding cosmetics, and each ships alongside a large free base-game update. The base game is sold separately from the expansions.
Do I need the DLC to enjoy RimWorld?
No. The base game is a complete colony sim on its own. The expansions add whole layers — psychic powers and the Empire (Royalty), belief systems (Ideology), genetics and children (Biotech), horror events (Anomaly) and gravships plus space travel (Odyssey) — so they are best bought once you know which direction you want your colonies to lean.
Is RimWorld single-player only?
Yes, the official game is single-player. There is no first-party multiplayer; co-op play exists only through community mods, which are unofficial and unsupported by Ludeon.
Why was RimWorld pulled from sale in Australia?
The Australian Classification Board refused RimWorld classification on 28 February 2022 over depictions of drug use tied to in-game rewards, which stopped new sales and pulled its Steam store page for Australian users — existing owners kept access. On 20 April 2022 the Classification Review Board overturned that on appeal and rated the game R18+, clearing the way for sales to resume.
Can you mod RimWorld?
Extensively. The game is designed as a systemic sandbox that adapts to new content, which is why it supports thousands of Steam Workshop mods, with many players running hundreds at once. Ludeon tests major mods against each new expansion to keep the ecosystem stable. Browse the ones Crit Pick covers in the RimWorld mods library.