Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
p.s. I like your position on DLC re: not splitting the community. Seems like that's increasingly been a problem in other popular games lately.
Nice job on getting more peps to help.
Also gotta say that you guys made such a malleable (Aka you can change it however you want to) for us players that its simply impossible to ever finish rimworld in our lifetimes (of course when we include every mod for rimworld) which is really good.
I love being able to tailor the game to what i want or simply add so much stuff that i can play fir thousands of hours without getting too bored.
On behalf of everyone
THANK YOU! "Muah"
There was no update yesterday, not sure what you're referring to. Note: The rev number relates to the time of day the build is made, while the build number (2552) relates to which day it is made.
Must be a steam thing then, with delayed updating of a couple files from 1.1 unstable -> 1.1 stable. (it downloaded a couple new dlls for me earlier today but nothing else changed) Thanks!
edit: Figured out what was confusing me. 'version.txt' says 1.1.2552 rev601, but the 'Player.log' file after running the game reports RimWorld 1.1.2552 rev605. Verified everything was up to date with steam verify files.This is probably what is causing some mods to report a version mismatch because they check the version.txt file. Posted in case it helps some mod authors with troubleshooting.
Thanks for discovering that and noting it!
Happy to help! Just figured it was worth noting because I saw some mod authors were relying on the version.txt, what with all the post-1.1 mod update frenzy the past couple days.
You're the most dedicated developer I've ever seen, and also very well-spoken, there's eloquence all throughout every last syllable you typed. You definitely support the modding part of your work very well, and I just .... well, thanks for making the stuff you made.
Best of luck to you.
I realize this might sound ungrateful after such a massive launch...however would you be willing to say if you are going to be continuing to work on new future content for the game? My friends and I are excited to hear your reply on this!
So yeah sorry to be all sappy but I genuinely applaud you and your team and congratulations on the X-pac launch!
Have a great day!
I just want to say "Thank you" for showing up in the Steam forums.
"Thank you."
;)
And, to also say I don't have an criticisms for anything you've done with the DLC. It's up for the market to decide, now.
Though, one thing I'll point out that you've already acknowledged - A little bit of preemptive marketing would have certainly made this whole thing much better and decidedly smoother. You could have easily generated some excitement, support, positive feel-good expectation for the rewards to come, a bit of an uptick in base-game sales as friends work their social networks, quite a bit (Literally bajillions of tons) of absolutely free marketing going on, everywhere, all leading up to "The Day" when everyone's favorite hat-wearing simulator gets its first DLC!
Instead, you basically walked into the room and announced without any foerwarning that all the Rimworld players were now pregnant... That kind of news needs a bit of a softer approach. At least a glass of wine and a movie or something would have been nice.
PS - Thanks a ton for putting all of those new mechanics in the 1.1 update and not locking out new mechanics as exclusive for the DLC! That is friggin' awesome news and you need to market that 100% right this moment. Get out there so people know what you've given them for free and that you're not splitting the mod system due to versioning/DLC mechanic problems! Great job and thanks for that! 100% Gold and fans need to know about this.
Some of the stuff that has come up are things I really never would have thought of. Like the idea of taking a bunch of mods uncredited and just selling them. I can't imagine any serious developer doing that; I've never heard of a developer doing that; it would never even cross my mind. We did a long period of testing with players and modders (in secret) to try to get these outside perspectives but some of them still never came up. I agree with you that a slower, staged public release might have brought such concepts to the fore earlier where they could be headed off more effectively.
Anyway, I'll definitely be going over everything for lessons learned in the future.
What worries me is this is just the start, and you will have a store page with multiple small expansions worth 100 euro+, untouchable by most people, targeting fans, the dark path some big and small companies have taken. Your marketing guy might take his info from the wrong places.
But this is how a capitalist society works. It's clearly not too expensive or it wouldn't be sitting at the top of the Steam charts. So I think his marketing guy was spot on.
Tynan created a great piece of software and the world has decided that an addon that costs 14 eur is worth it.
I applaud him charging this much for it.
As for "stealing mod ideas" , Larian Studios more or less incorporated popular mods with Original Sin 2. Frankly most people here would be estatic if you made Allow Tool and Wall Lights as vanilla features. While I doubt Save Our Ship or What the Hack! will be vanilla anytime soon, I'd really don't mind for more QoL support.
Price is subjective, but I think it's just a very small minority being angry. Don't mind paying 20 bucks for it.
Anyway, leaving that aside, if a comparison will be made it needs to be to something comparable. Ubisoft sells in a different market using different strategies, at a much larger scale. Odyssey probably cost $40 million to make. By that standard, if you want to match the input budget of those games against price, it would mean RW itself should cost like $2.
More reasonable comparisons are to comparable niche games from Klei or even Paradox. Stellaris DLC are about $17.50 and they were made in 6 months. We spent 16 months on Royalty, so should it thus cost $45? But, our team is smaller than theirs, so is it a real comparison? Then you run into the problem where everything is compared againt the top few most value-efficient games in existence, like comparing to Factorio (or RimWorld). But we can't be angry at every developer for not making every product comparable to the top few most value-efficient games ever made. And a developer can easily point to niche products with high prices for low dev costs in other games as a counterpoint (like $20 airplanes in a flight sim, or even $20 skins).
I think comparing games with each other on price is fraught because it's ultimately arbitrary whether you want to take into account dev time, dev budget, player count, sales, company size, other games in the series, or which other product you want to compare to.
The thing is - Whether a price is right is entirely relative to a particular consumer's budget, alternatives, and desires. What's a high price for one person is super cheap for another. e.g I wouldn't buy AC Odyssey for a dollar, because I'm just not interested in that kind of game now. But I'd pay $80 for Factorio because it's fascinating to me. I'd never buy a plane in a flight sim, but for lots of people they seem to make sense. More power to them.
That's what I mean when I say the expansion makes great sense for fans. I don't think it's reasonable to ask me to try to price something so low that every single RW player should get it (at least on release - for future sales, who knows). There are lots of people who have played RimWorld, who would probably get more value out of grabbing AC Odyssey on sale instead of Royalty, and they should do that. I'd rather make a few niche products that are great for the people they're great for, and make those players really happy.
Anyway I appreciate the question because although I've thought about this extensively for months and discussed it with various people, pricing is still a complex and important issue so anything that sparks discussion is interesting and useful to me (short and long term).