Rimworld - strategy base building sci-fi indie game

Since I bought the game of their site, I have a feeling I won't get a steam key :(

Edit. Just read that list. Not much in the way of new content but sure looks like they've changed a lot. No more multi-stacking on the same square looks like a good change.
 
Picked this up Sunday morning. Struggled at first, as I started on the mode where you start building from scratch, rather than having crash-landed. The difficulty of the raids ramps up too fast to be able to get the research done for electricity, turrets and air-con.

Watched a decent YouTube vid and discovered that building your base into a mountain is a good idea. Started a new game and the next thing I know, it's almost 4am!

Can't wait to get home from work and carry on.
 
What do you think of the new update?

I'm a bit disappointed to be honest. For all this scenario stuff I would have thought you could at least edit your colonists at the start of a new game.
 
Yeah not being able to edit colonists is something he badly needs to add. Spend far too long spamming randomise looking for someone that doesn't suck. We've had a mod for it for a while but the author stopped working on it :( Thankfully published the source so hopefully gets picked up soon.
 
Seems you can actually sorta edit them through the scenario editor. You can designate certain fields for starting colonists like age range, traits and other stuff. At least now when you keep clicking for a random colonist it'll have attributes within what fields you've specified.
 
Tynan Sylvester (the creator of Rimworld) did an AMA on Reddit last night, some quite interesting stuff I thought. I liked hearing about how he created and discarded many prototypes until he settled on Rimworld

https://www.reddit.com/r/Games/comments/4tm6i1/i_am_tynan_sylvester_developer_of_rimworld_ama/

davetheallthing
I know you tested a bunch of smaller games before settling on Rimworld - how did you evaluate those prototypes and decide that RW was the one to go with?

TynanSylvester RimWorld Lead Developer
It was really hard, actually.
Because the games were really junky. All the art was just gray boxes and shapes. No sound. Bad interfaces. Terrible bugs. Poor balance. Very little content.
It's hard to look at something like that and know if it's fundamentally awesome or not - whether, if it were polished, it would be really fun.
Basically I just played them. I tried to get a feel for whether the design had fundamental flaws (failure traps? repetitive? fiddly? unclear?) and whether they'd be fixable. I tried to imagine real games I liked, reduced to this crappy state, and compared them mentally. I also looked around for competition and at market conditions to try to get a sense for where the broad player base out there was hungry, and where they were already satiated.

Once RimWorld (then called Eclipse Colony) started to come together a bit I got my friends to play it. I already felt like it was stronger than my other prototypes. The characters were still little yellow dots, and few game systems were in. But I had two of my friends over to play it and they just zoned into it for like 3 hours. They came in the evening and were still there at 1am. That's when I knew it was going to work.
 
I'm liking this game a lot. It is pricey, but to be honest I've paid this sort of money for big name games and been finished after about 15 hours, whereas this I can see my spending upwards of 100.

My last colony only grew to 6 members before one member snapped. Left me with an old lady, two fields of crops and a pet cobra. :D
 
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