The release of RimWorld – Royalty has been a great success! Thanks to everyone who’s bought it so far, the testers and translators, modders, streamers and video makers.
I thought it would be a good idea to write a bit about what to expect next. In the past I’ve rarely written about the future because release dates and game designs often change unexpectedly during development. I can’t tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.
Now, though, I think it’s time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what’s coming next.
Hotfixes
We had some great testers play 1.1/Royalty in testing since September to help find issues, but with a game this complex, increasing the number of players by thousands will always reveal new issues. We’ve released a few hotfixes for issues that have cropped up, and we’re going to release more as needed. These should be compatible with savegames and mods.
We’ll hotfix as long as we need to to solve the noticeable bugs that are interfering with players’ enjoyment of the game, but I am hoping this phase will be done in a week or two
Royalty content add-on
We’re going to release a content add-on mostly focused on expanding Royalty content. It’ll be compatible with savegames and we’re going to try hard not to do anything to disturb mods either (which should be feasible if we stick to just adding new things).
With a huge amount of feedback available from the community, we’re in a better position than ever to find the best ways to improve the game, but the process is still iterative. So it’s not yet decided exactly what the content add-on will contain. Below is a list of things I’m considering, but I’ll emphasize that none of this is decided 100% so please don’t take any of these are promises. These are just concepts we’re looking at:
- A way to renounce or otherwise get rid of a royal title you don’t want.
- More bulk production recipes similar to cooking, for things like drugs.
- Additional combat psycasts: I’ve got designs written for a few psycasts that seem like they could add a lot of interest. Testing will reveal how beneficial these actually are.
- A new element or two for mech clusters. Specifically, I’m looking at ways to to make it sometimes optimal for players to *not* fight a mech cluster for a long period of time, and instead leave it sleeping. The dramatic tension of having a mech cluster present on the map, but not yet fighting it, seems valuable. So, if we can find more ways to have players intentionally keep clusters around it could add a lot of interest to play stories. This needs gameplay testing, of course.
- Additional quest content: This one is definitely in the ‘maybe’ category, but quests are very expandable and it would be nice to have a few more variations.
We’ll be running public tests of this stuff as we work on it, on Steam’s ‘unstable’ development branch. Everyone is welcome to participate and feedback will be highly appreciated as always, but be aware that this branch is called ‘unstable’ for a reason and everything may break at any moment.
Later updates
We will be updating the game further after the content add-on. While the content add-on will stay on version 1.1 and generally not break mods, there will a version 1.2 some day, nd it will have more breaking changes. We’re going to try hard to avoid unnecessary code breakages and keep documents about changes for all future updates, and without such a big Unity update I hope mods in general will be easier or trivially easy to update than the 1.0 -> 1.1 shift. However, things will still inevitably need updating.
That’s it for now, thanks everyone for reading and for all the excellent feedback we’ve recieved!
-Ty
FAQs
A team of modders responsible for RimWorld's Combat Extended mod went on to create Ascent Of Ashes, a colony simulation game inspired by RimWorld that released as early access in November 2023.
How long is 1 day RimWorld? ›
Real time
In-Game Time | Real Time |
---|
1 Hour | 60 Min | ~42s |
1 Day | 24 Hours | 16m 40s |
1 Quadrum | 15 Days | 4h 10m |
1 Year | 4 Quadrums | 16h 40m |
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Is there an end to RimWorld? ›
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available DLC, there are 4 distinct ways to see the credits screen: Finding or building a ship to take you to the stars. Joining the court of the High Stellarch of the Empire.
How many DLCs will RimWorld have? ›
Rimworld is gonna get 8 DLCs in total and the title of the next one will start with the letter "M". ( ͡° ͜ʖ ͡°)
Why was RimWorld removed? ›
According to the Board, it came to this decision because RimWorld deals with “matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults.”
How big is RimWorld planet? ›
At the equator of the planet, the distance from 18.61 E to 23.70 E is 20 tiles. This means that each degree east-west is 3,929 tiles wide. As the equator is 360 degrees round, the planet has about 1414 tiles diameter.
How many days to beat RimWorld? ›
Powered by IGN Wiki Guides
Single-Player | Polled | Median |
---|
Main Story | 65 | 57h 31m |
Main + Extras | 40 | 95h 9m |
Completionist | 19 | 320h |
All PlayStyles | 124 | 77h 15m |
How fast do people age in RimWorld? ›
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11.
Which country banned RimWorld? ›
Anyone else only here because RimWorld was banned in Australia?
Is RimWorld still banned? ›
Ultimately, in April, the Australian Classification Board overturned its initial "Refused Classification" rating following an application review. Good news! RimWorld is now rated and legal to buy again in Australia.
Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties such as cataracts, a bad back, dementia, or frailty.
Is there a 12 faction limit RimWorld? ›
Other factions are permanently hostile and exist only to send attacks. Starting 1.3, you can set which faction can exist for your current gameplay setup when creating worlds. However, at 1.4, the limitation for how many can exist are 12, excluding Mechanoid Hive and Insect geneline.
What does royalty add to RimWorld? ›
The Royalty DLC comes with a variety of high-tech gear, implants, and other items. New ultratech melee weapons. Royalty introduces the monosword, zeushammer, and plasmasword, and their persona variants. Persona weapons come with unique traits that can hinder or help their wielder.
How many settlements can you have in RimWorld? ›
Multiple Colonies[edit]
Since Alpha 16, you can have up to 5 colonies running at the same time (available in Options > Gameplay). The larger you extend the more benefits and difficulties you will gain.
What is the new game by RimWorld modders? ›
Ascent of Ashes is made by a team of former RimWorld modders, the people behind the popular Combat Extended, and takes place on a far-off alien planet after society there collapses in military conflict. Ascent of Ashes will have a demo available before launch as part of Steam Next Fest from October 9-16 2023.
How much will RimWorld Anomaly cost? ›
Steam price history
Currency | Current Price | Converted Price |
---|
U.S. Dollar | $24.99 | $24.99 |
Ukrainian Hryvnia | 370₴ | $9.02 |
Russian Ruble | 900 ₽ | $9.96 |
Indian Rupee | ₹ 899 | $10.70 |
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Is Going Medieval just RimWorld? ›
Unless it does that, however, Going Medieval is just another RimWorld clone, taking small steps in innovation and leaving the true evolution out of its design. If you're looking to waste a few minutes building a medieval colony with some nice graphics, this is worth the sale price.
What is new in RimWorld royalty? ›
The empire is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to betray them, powerful enemies. All empire soldiers are implanted with a death acidifier, preventing players from (easily) looting their high-tech gear.