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Looks alone.
I would say it has a minor simcity style feel, but very minor. Its more of a colony simulator, opposed to a colony builder. Subtle difference, but big gameplay wise.
Its very similar in playstyle (though a lot less complex) to Dwarf Fortress and Gnomoria/Ingnomia, but a little more user friendly and better looking.
Its kind of hard to compare this to other games other than describing what the game is. Which I will do from my perspective:
Boiled down to a quick sentence: stranded on alien planet, collect resources to suvive (food/shelter/defense), increase in wealth/population, collect more/better resources, build rocket, escape.
The last two pieces are optional, which most people dont go to "win" the game, because the fun is in the playing.
It also can be a very difficult game if you chose it to be. You shouldnt ever expect to win. At least not until you have a good number of hours under your belt. Its a game you will learn a lot over time. You play, you lose, you learn, you do a little better next time.
All of this is part of the fun. A good game that focused on gameplay over graphics and some elaborate story - you make your own story. Loads of people have hundreds and hundreds of hours.
Not assets, just asked for their blessing in using the same art style. Which of course was completely unnecessary, that was just Tynan being polite.
Not a single piece of content whatsoever has ever been shared between the games.
Rimworld uses the Unity engine. PA uses their own in house written engine.
Rimworld's smaller, more intimate "colonist level" focus is fairly unique in management/builder/survival games.
In terms of good correlations, I'd say Startopia and Space Colony are the two most easily comparable games. To some extent, "The Spatials" and "The Spatials: Galactology (EA)" might be a next-tier similarity, though not as focused on individual "characters."
"Banished" might be close, but I find that there's not a whole lot of "game" to be had, there. Though, I haven't played it in a very long time and it didn't really hold my attention very long.
"Stonehearth" maybe? Dunno. Have only seen "Let's Plays" of it.
"Clockwork Empires" had promise. But, it's no longer offered on Steam, likely because development virtually "broked." No idea what stage or where that game is, but the last I heard it was practically and unplayable mess. It could have changed, though. ("Abandoned," I think?)
"Kenshi" is interesting, but though I love the setting and enjoy the combat mechanics and all that, it's later game mechanics suck, especially the base building mechanics. It's a great idea of a game made on open-source cobbled-together garbage... "Kenshi 2" is being developed on U.E. so there is great promise there for a full featured game. (Kenshi is so buggy/borked at times that the launcher allows you to relaunch the game to reset all the bugged out garbage... Buy it on sale, for sure, since it's a wonderful experience with lots of good things to say about that. But, "game wise" it's only good for its unique setting and exploring/experiencing different areas in the game.)
The key points for a good comparison are going to be games that focus a lot of mechanics on the individual characters, tend to have a smaller number of them, focus on small-scale bases and with simple survival mechanics with decent crafting that results in craftable solutions for issues/comforts/survival/etc. AND, it HAS to have RPG elements like abilities, skills, etc, that can be improved and augmented. That's a pretty steep set of requirements.
On top of that, it must also have "free form" building down to the detailed "wall" level, allowing players to exercise their imagination and use their skill at that most basic building level. ie: One block makes a difference, no pre-formatted buildings if possible, placeable interior components, etc.
Note: Games like Dwarf Fortress and the like are great. BUT, they don't drill-down, necessarily, to the individual scale that Rimworld does. Every single colonist in Rimworld is very important, even if they're basically an unskilled sack of ambulatory organs operating as life-support for an eating machine...
Mine's more like Defender I think :)
You'll be building a base and protecting that base from raiders. Watch a video on raiders attacking a base if you want an idea for combat. You'll tend to colonists needs and deal with AI quirks trying to keep them alive & happy. Pretty much everything is RNG. There are many just cause issues that you can't directly control and the game loves to throw that kind of stuff at you. There's some resource management that you'll be dealing with tho it's not all that intense in most cases.
The way the "building" activity in PA works "is similar." IOW - You place individual blocks to construct walls, floors, etc. And, rooms in PA can be defined by certain objects which are also individually placed. (But, those objects are not "guilt in place.") In many cases, these objects that come to automatically define a "Room" as a specific space must also be "Researched." Rimworld also automagically, sometimes wrongly, defines interior spaces as certain types of Room areas. Bedroom, barracks, dining room, rec room, etc.
There's also material type, fire and environmental concerns like "temperature" and the like, too.
But, yes, the similarity drops off severely after that. No skill is required to build, no raw materials are being produced by the player (aside from money), etc.
The point being, though, that there really aren't a ton of games that allow that sort of drill-down in detail when it comes down to "base building" games. (A factor of scale, surely, since building actual walls for the individual houses in SimCity would be... very tedious. :).)
You see, I can't think of any other game that has divorce in it.