RimWorld

RimWorld

Whats next? Future of Rimworld
Just a post to see if anyone else has any ideas of future DLCs after Biotech. I've played them all so far and really enjoy the game and just curious if anyone else has any ideas on where they would personally guide the game next.
Last edited by RexPlayz123; Dec 4, 2022 @ 5:25pm
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grapplehoeker Dec 4, 2022 @ 5:18pm 
Originally posted by RexPlayz123:
Just a post to see if anyone else has any ideas of future DLCs after Biotech. I've played them all so far and really enjoy the game and just curious if anyone else has any ideas on where they would guide the game next.
Ask Tynan, he'll know... don't hold your breath expecting any answer to that question though ;)
The Blind One Dec 4, 2022 @ 5:39pm 
ZZZZZZZZ LEVELS!!!!!

(and space combat for SOS)

I hope
Last edited by The Blind One; Dec 4, 2022 @ 5:40pm
auamoti Dec 4, 2022 @ 6:56pm 
id prefer no more DLC no more major updates. if the game ever settles again pls leave it alone
Astasia Dec 4, 2022 @ 7:15pm 
What we know is Ludeon hired a bunch of new developers to help work on Biotech, leading to the largest expansion yet, including hiring modders with experience working on RimWorld specifically, and it's unlikely those devs were only hired to kick out a single expansion. This kind of investment to me suggests we have many more expansions to come, which is pretty exciting.

Trying to guess what they are is nearly impossible, but what we know is there are a few features from the kickstarter not really in the game yet, depending on interpretation. These weren't "promised" features, but they were "proposed modules" listed on the main kickstarter page and all the other "modules" were implemented. The main one is Archaeology, which was proposed as a major module, "unearthing ruins" and "researching artifacts," now you could say this is ancient shrines and tech prints, but I wouldn't really call that a major gameplay system like it was proposed on the kickstarter. Another one is "void gods," this is getting kind of close to ideology so I'm not sure how it could be added at this point, but worshipping and summoning void gods was part of the "beliefs and religion" module. The last one is a "cops" faction, the faction relations module mentions interacting with pirates, tribals, and cops. I could see this as a new faction that watches you closely and if you do stuff like harvest organs or sell slaves, even if they were pirates, they might become hostile to you and start sending powerful raids.
ShadowTani Dec 4, 2022 @ 7:51pm 
I would love an expansion that explored terraforming. It could improve the farming mechanics a bit among other. Sure we got mods that let you improve the fertility of the tiles, but I don't want it to be a perfectly irreversible system. I want there to also be a system that erodes the land according to various factors, for example hydration in addition to the fertility. As an example heat waves could more rapidly decrease soil hydration, rain would improve it. Tiles who hit zero hydration would start to erode. Sand don't hold hydration and require more advanced terraforming. Soil next to sand erode faster. Crops claim a bit of fertility when fully grown, which varies from crop to crop. Rich soil lose fertility faster than regular soil etc.

I also always disliked how geysers basically end up an obstacle to how you design your base, a piping system that would lead the steam output somewhere else would be welcome. Obviously there should be drawbacks to this, like for example the further you take the pipes the less power output you'll have from the steam generator, but it gives you more control and flexibility in regards to how you design your colony.

Also, creating road projects for the overworld map so that you can connect settlements that aren't connected by road, tunnel projects to get through otherwise impassable mountain ranges etc.

The list of features that could go into such an expansion is quite extensive. Some people might even say it would be the perfect time to add Z-levels. I'm personally not a huge fan of that idea and I know Tynan have his own reservations about it, so less likely, but at least thought to mention it.
Last edited by ShadowTani; Dec 4, 2022 @ 7:51pm
The Blind One Dec 4, 2022 @ 9:29pm 
I think most of the kickstarter modules have been achieved or full-filled to a reasonable degree.

Kickstarter page for reference: https://www.kickstarter.com/projects/tynansylvester/rimworld

You have to take into account that these are wild card ideas and not necessarily going to be held to the T in details.

We dont have void gods (I could care less as well) and I think that would divert the game into a completely different direction from where it is at now. Then again we got vampires now too sooo idk. I like the way the ideology / beliefs system actually went. The current ideology is way better than just generic void god worship.

Cops as a faction hmm they are kinda like empire, I can't imagine another faction as 'cops' when we have the empire already on the map. It wouldn't make a lot of sense imho.

Archeology could use some touchups but for all intents and purposes I think it's been covered. Yeah there could be way more options and interesting locations but overal you got your ancient complexes.

HIstorical characters too could use a bit of work, in general faction interaction and saving your own pawns / relations should be a bigger emphasis to improve the story generator of the game.

None of the features in the modules actually cover what any of the DLC's brought.

I don't think future DLC's will focus at all on what was written down in the kickstarter modules.

I hope Tynan does go the route of Z levels and space eventually. I can only hope.

Dwarf Fortress goes into the ground ... Rimworld should go into the sky :P
Last edited by The Blind One; Dec 4, 2022 @ 9:30pm
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Date Posted: Dec 4, 2022 @ 5:13pm
Posts: 6