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2h of doing nothing probably aren't gonna be representative
You will get manhunter packs of random animals. A pack a manhunting rabbits is kinda funny, until you look and see 32 of them.
You might get a drop pod of supplies land nearby which can be any thing. even human meat and leather. Its the implications.
But if your expecting something like a rift to another dimension open up and you have to negotiate with a demon, thats not going to happen.
The interesting stuff people talk about are things like a solar flare hits knocking out your power for a few hours right as a raid happens so you have to fight with out turrets.
Or a mech cluster is chilling on the edge of the map and a trade caravan appears right next to it and they have a big fight.
Or you send some people out to trade and while they are gone a raid hits and you have to fight with half the force or you try to bunker into a building and let the raiders just take what they want and leave.
What im trying to say is the events arent scripted, instead its the interesting combination of things that can cause interest. The timing of good luck or bad luck and how you deal with it.
That's unfortunate. The way the game was described to me made it sound something like "This war of mine" level of emergent story and decision making but with town building.
also skill combos are important, makes no sense to have 14 intellect and high construction. they can't do both jobs at once.
balancing doesnt feel right to me. allowing 14+ on creation but gimping you so hard if you don't min/max ... they even tell you in tooltips to accept lower values for the challenge.
on lower/medium difficulty you can ignore melee and shooting at start, traps will do.
This is what generates the story. Most colony builders don't get this formula correct, and it becomes a game of, do one thing, wait until it's complete, do another thing, rinse and repeat until you finish the research tree or whatever. Then you beat the game.
With Rimworld (esp on the highest difficulties), I'm never given that ultimate sandbox freedom, sometimes stuff just destroys you completely and you're left with nothing. And I love that.
If that's not you, you might not like Rimworld.
EDIT: Oh and the sheer customization of gameplay with mods. No other game beats Rimworld there. If you ever think, "Huh it's be nice have this" there is definitely a mod for it.
POV: you find out the last guy has a traumatic backstory and can't patch wounds so you are ♥♥♥♥♥♥ but you had a glimmer of hope that the game rips out of your grasp.....
I don't enjoy spending a lot of time on one game; I like to try different things. Yet here I am with 800 hours on RimWorld. The game doesn't offer many unique, handwritten stories; it's mostly a combination of events and how you choose to respond to them. These events and encounters are kind of similar to each other, and you'll have seen everything in about 200 hours or so. However, the situations are similar, but the conditions are mostly different, and that's the good part of the game. You can adapt to situations or change the way you play.
For example, you can use bionics to strengthen yourself, set traps around your colony, focus on increasing your numbers, or use explosives (or avoid them because they're dangerous). You can change your pawns' DNA so they don't get a heatstroke in the middle of the desert, harvest prisoners, or treat them well. You can adopt children, use them as soldiers, or ignore them altogether if you dislike children. Use magic or become immortal so you don't risk your colonists dying. There are a lot of things you can do and dlcs are gonna make it even more. You can do all of this at the same time, but each choice has a cost.
You often have to decide what's more important for the colonist wellbeing: a cleaner robot or a flatscreen TV or make a ideology where they are brainwashed so they dont even mind a corpse lying around in the base. Whats more important for the next danger? A implant to deploy sword from colonists arm or a cool looking armor. You will constantly try to utilize various things, but you won't always have access to some of them due to material AND research costs. This game is a story where you decide what to do for your colony during both calm and challenging times.
Two hours is nothing, just saying. If you feel like refunding, you should, because this game might not be to everyone's taste. I can safely say this game offers so much that I now think about RimWorld whenever I play a new colony builder. Additionally, it's easily moddable, so you can add or remove things to create unique scenarios for yourself. Having 25,000 active players on Steam for a single-player colony simulator should mean something.
2 hours is basically nothing. As mentioned above, the greatness of Rimworld is revealed over time as you are forced to deal with the unexpected, and in 2 hours your colony may not have had a single 'unexpected' event yet.
I also would personally recommend that you venture into the workshop once you have the basics of the game down, because a good selection of workshop mods can really enhance that whole "dealing with the unexpected" thing. The most memorable moments in my current game, for example, have all been due to events that are mod-added.
I would recommend just playing vanilla (unmodded) to start, though. Just something to keep in mind when deciding to keep the game or not. Mods add a whole lot to the experience.