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But it's not as sandbox as Factorio for example. They both just got one destination - survive and build a rocket, then leave the planet. But different to Factorio, Rimworld will force events you have to beat during that journey.
For example, the game starts an event where you lose all your crops outside, everything is poison and now you got to think about how to setup a new food supply. But the game itself does not tell you what to do, or even that you have to think about it. Only thing it's telling you is, everyone will die if you don't do anything.
People who say there are no goals have never truly played this game. Did you not have the goal of.... getting power? a working fridge to store food? Enough food for the winter? etc.
There are short-term goals in this game, there are also long-term goals. This all happens while you are trying to survive, AND the game throws QUESTS ( to go travel to )at you, it also has EVENTS, and all of these things can be enhanced/changed w/ the workshop etc.
So no, its not 'aimless' etc. There are clear goals and things you are trying to achieve.
This game creates a randomized set of circumstances paired with a randomized (and scaling) story... this game has "Story Teller AI" of different sorts, you playing the game and how you react to events is what creates the story. This is the exact definition of a story driven game, except that its not linear, or predictable (aka boring) and offers endless replayablility (especially w/ mods).
Your goals are pretty much always the same, but how you get there, the trials you will face, or how many of your colonists survive... if any... is all up to the story teller and the events/quests they generate.
People who say "there is no goal" are most likely using dev mode, or mods that break the base game balance. In reality, you simply CANNOT survive forever because of how things scale (unless you are literally playing on builder or whatever). So yes, you MUST escape the planet, and you must do certain things to even be afforded the right to begin thinking about leaving.
This game is not a sandbox, it just feels that way because of how much replayability there is, the amount of content available in the base game + workshop is obscene. This game isn't a sandbox because you aren't in some vacuum that you designed doing whatever you please without cause or reprecussion, point is -> the game 'forces you to do things' otherwise you lose. The only way this game is a sandbox is if you disable all threats and play on builder mode.
Nerf!
Thanks for that write-up. I always found Factorio interesting, but I haven't bought it yet because I feel like I would get bored after a while. Much easer to just look at videos online of sweet facories. Similar feeling with City:Skylines, but I bought that one.
This game pops up on my store page and it looks pretty cool.. So I'm checking this game out, videos, discussions and the like. Then I find this comment and you've pushed me over the edge.
The story teller AI sounds exactly like what I need in this kind of game. I like the idea of the AI and the player interacting to create a story.
I had to thank you for taking your time to write all that.