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
Rimworld is more of a simulation, strategy than an exploration game. if you dont enjoy this type of games in general, i doubt you ll find anything to like in Rimworld if your interest is actual exploration. however, if you re into strategy and simulation and overcoming obstacles, this game is great.
edit: oh yeah, and what i actually do in this game that is fun for me: building a base, keeping my pawns alive, fending off stuff, going off the deep end.
You spend an obscene amount of time checking settlements on a full globe map for over 1000 days to get the right genes, and build the obscene sized lab to craft the pack, and then spend more time farming the archite capsules to make them. But in the end it is so very much worth it.. until an enemy mech one shots their head off. I also do not get everything into the pack and every pawn has to have a customized pack to their skills, but I have melee and ranged gene templates saved for psycasts and non psycasts to make it easier to build one for each pawn. And I also get tox resists from the detox lungs and kidneys, and gut worm immunity from bionic stomachs. But otherwise this is one of the general templates I start with. Specializing each pawn to no more than 2 skills and either melee or shooting lets me stack penalties against the other skills to keep the metabolism down. I'll drop things like kindness and happiness to make customizations per pawn as necessary.
https://steamcommunity.com/sharedfiles/filedetails/?id=3000728071
My favorite is my berserker template though. They pretty much just eat and fight, that's it. But they can tank literally anything and sleep it off over night. And still 0 metabolism.
https://steamcommunity.com/sharedfiles/filedetails/?id=3000731362
If it is similar to Terraria, then I'll offer this advice.
The colony / town / camp you have is the main character, and the colonists are supporting characters who ensure it's survival, development and potential expansion.
Once you have proofed your colony, it's self-sufficient, can be defended by a group of colonists; then you can start venturing out with a party (with pack animals) and explore.
It is usually 2 to 3 years of my colony's life before I start venturing out to raid, trade or complete little quests. Pack animals will make exploration and looting much easier.
You won't find anything mind blowing in your explorations, mainly materials, weapons and even furniture. You take this back to your base, process these items and from there your capabilities will grow.
I feel it helps to have a theme in mind, or a direction you want your colony to move towards, this will help you.
Do you want a trading hub? A factory colony? Are your herders, farmers, crashed pirates or even a tribal group that moves with the seasons?
Not many people in their game of Rimworld leave the planet. They build a themed colony and play out a story in a sandbox. People might leave the planet eventually, but that's something ''to do'' on a long list; rather than an objective which has formed their colony's direction from day 1.
Hope this helps =)
Mess with mods. Turn that desert colony into a casino and resort. Make that arctic colony a base for aircraft-based raids on your enemies. Turn that tribe into an empire over time.
Mess with more mods and DLCs. Get really into genetics and mutations. Cybernetic half-monster soldiers who absolutely won't turn on you honest. Command armies of the dead. Develop nuclear weapons.
Get crushed by a swarm of ferocious cannibals because you forgot to close a door.
It's a bit of a sandbox, in other words. The 'endings' are something you do once and then don't bother with most of the time. You try out different scenarios of your own crafting or others' and see how long you can survive or thrive before you get massacred or bored.
There is the action-y part of fending off raids, but that's more...troop management than direct action.
What can't I do to have fun in RimWorld?