

RimWorld
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About RimWorld
RimWorld is a science-fiction colony sim where an AI storyteller shapes events into stories about your settlers. You care for survivors, build a colony, and respond to needs, injuries, illnesses, and relationships. Weather, raids, and other events disrupt daily life, while different biomes bring distinct conditions. The Steam PC version supports Simplified Chinese, Traditional Chinese, English, French, German, Polish, Russian, Italian, Spanish, Czech, Danish, Dutch, Hungarian, Japanese, Norwegian, Portuguese, Portuguese-Brazil, Swedish, Turkish, Ukrainian, Finnish, Korean, Romanian, and Spanish-Latin America as interface languages. 97% positive from 210,349 Steam player reviews.
Credits
Lowest recorded in 36 months
$24.142024-07-01 · FanaticalBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 21 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| German | Yes | — | — |
| Polish | Yes | — | — |
| Russian | Yes | — | — |
| Italian | Yes | — | — |
| Spanish | Yes | — | — |
| Czech | Yes | — | — |
| Danish | Yes | — | — |
| Dutch | Yes | — | — |
| Hungarian | Yes | — | — |
| Japanese | Yes | — | — |
| Norwegian | Yes | — | — |
| Portuguese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Swedish | Yes | — | — |
| Turkish | Yes | — | — |
| Ukrainian | Yes | — | — |
| Finnish | Yes | — | — |
| Korean | Yes | — | — |
| Romanian | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language
The Steam PC version lists multiple interface languages, including English. Full audio support is not specified.
Play style
Steam lists single-player. The description also mentions generated worlds and mod support through Steam Workshop.
03Frequently asked questions
What is the game about?
Three shipwreck survivors begin on a distant world. Their colony and its events unfold as play progresses.
Can I play solo?
Yes. The Steam PC listing identifies single-player.
Does it support mods?
The description mentions an active modding community and Steam Workshop.
“An AI-driven colony simulator generating emergent narratives through thirty thousand mods, deep pawn trait systems, and a decade of continuous expansion.”
Our Verdict
# Verdict
Context: a living sample of indie design philosophy
When RimWorld launched Kickstarter in 2013, the indie industry still occupied an early "small budget plus simple gameplay" stage. Tynan Sylvester used $268,000 seed funding plus his book Designing Games as theoretical backing to create a living sample of the "story generator" philosophy. This "designer plus textbook plus own game" trio of influence is exceptional in indie history.
In 13 years RimWorld has sold over 3.5 million copies, generated $90 million in revenue, holds 203,000 reviews at 98% positive, averages 211 hours playtime, peaked at 62,000 concurrent, shipped 5 major DLCs, hosts 30,000+ Steam Workshop mods, accumulated D.I.C.E. Strategy/Simulation nomination plus Indie DB game of the year plus Steam's top user-rated game. The work's design philosophy has been widely referenced by successors like Going Medieval, Palworld, and Ascent of Ashes.
More dramatic is its influence on the entire simulation genre. The colony sim before RimWorld was led by Dwarf Fortress with extreme ASCII barrier and narrow audience. RimWorld used minimalist 2D to land the "story generator" philosophy in the mass market, spreading "emergent narrative" from hardcore circles to mainstream. Later works like Going Medieval, Songs of Syx, and Stranded: Alien Dawn all borrow from RimWorld's design language.
Who should buy it
Group one — strategy players who want to author their own space colony comedies and tragedies. If you love "emergent narrative" (player-system co-created story), RimWorld is the most complete work in this lane over 12 years. Three AI storytellers plus 100+ colonist traits plus full relationship plus 5 DLC themes give you the canvas to write hundreds of unique stories.
Group two — simulation management veterans. If you played Dwarf Fortress, Oxygen Not Included, The Sims, Stardew Valley, or Factorio, RimWorld is the 12-year cumulator of this lane. It fuses survival, social, industrial, psychological, medical, trade, combat multi-dimensional simulation into one unique formula.
Group three — indie myth believers. If you love chasing "individual developer miracle" stories, then Tynan Sylvester and RimWorld are indie's most complete case study — from Kickstarter $268K seed money to $90M revenue and 12-year longevity. Tynan's design textbook is also required reading.
Group four — hardcore players seeking to enter mod development. The 30,000+ RimWorld mods on Steam Workshop are the best learning samples for modders — from simple item additions to complex system rewrites, all difficulty levels have ready-made reference code. Many professional game developers wrote their first mod as a RimWorld mod.
Who should not buy it
Group one — players hating complex interface reading. RimWorld's UI is its most criticized aspect, with newcomers spending the first 5 to 10 hours mostly reading popup bubbles and menu trial-error. If you expect "pick up and play," you will be repelled fast.
Group two — players demanding fast pacing. RimWorld single sessions start at 2 to 4 hours, with colony building, crisis response, and long-term progression all requiring extended investment. If your purchase motivation is "I want quick matches," you should skip.
Group three — graphics purists. RimWorld is minimalist 2D top-down, faceless legless blob characters, no 3D modeling or lighting effects. If you have been spoiled by The Witcher 3 and Cyberpunk 2077, you will find RimWorld "too primitive."
Group four — one-and-done story players. RimWorld has no traditional main story, all narrative is player-generated. If your purchase motivation is "I want someone to tell me a complete story," you should look to Disco Elysium or The Witcher 3. GOG and Epic versions have grown in some niche fan communities, but the Steam ecosystem remains the main path for any serious RimWorld experience.
Recommended versions and discount lines
First choice — Steam base plus all 5 DLC full set. Base $35 plus 5 DLCs $130, total $165 list. Steam seasonal sales typically discount 30-50% to $80-115. If budget-tight, buy base game first, play 100 hours, then selectively buy DLCs by interest — medieval flavor get Royalty, faith system get Ideology, sci-fi get Biotech, horror get Anomaly, space get Odyssey.
Second choice — PS5 / Xbox Series via backward compatibility with Console Edition. Console Edition base plus DLC prices match PC. Controller operation is thoroughly redesigned, more suitable for couch players than mouse-keyboard. Downside: no Steam Workshop mod support, only official content.
Third choice — Steam Deck. Verified rating allows long handheld sessions, headphones deliver full stereo stage. The best portable and value option for non-PC players.
The version not to buy is GOG or Epic — these platforms lack Steam Workshop integration, mod installation requires manual download and management, experience far inferior to Steam. Tynan also stated "Steam is the core RimWorld experience."
Overall, the 2026 optimal RimWorld experience path is PC plus Steam plus selective DLC plus dozens of must-have mods plus weekend long sessions. If you accept the 10-hour learning cost and the "story generator" philosophy, RimWorld will become one of the most worthwhile titles to keep in your PC library — many veterans still mine new play styles at 1000+ hours.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
My entire colony was saved by a tortoise. This won't be a review like the ones I normally do, going over the pros and cons. Rimworld's a story generator, so I thought I'd share my story. I bought rimworld around two weeks prior to writing this, and set up a small colony. The first animal my colonists tamed was a 212 year old tortoise, who I named "Old Timer." We set up a small farm, and once we found a female tortoise (who I named "Henrietta Peach"), they had kids. And their kids had kids. Soon enough, I had too many tortoises than I knew what to do with, so i tried selling them, and the nearby colonists loved them. But things took a darker turn. Around 5 days after buying rimworld, my IRL dog, of 15 years, passed. It was sad, but what hit extra hard was old timer's death only a few hours later. Both were blind, both had bad backs - it hurt, and I cried. I dug a big tomb in a mountain for old timer, and laid him to rest in it. But this is not where his story ends. A few ingame hours later, I got a quest with a ressurection serum as a reward. In that moment, I knew what I had to do, as the end goal of my playthrough. I couldn't save my dog from old age, but I sure as could save this turtle. Old timer was going to space. After quickly gunning down some tribals and getting the serum, I needed a way to keep old timer from dying all over again while I aquired the supplies for the ship. Luckily, an ancient ruin was on my map, and after an intense fight with some killer robots, I safely placed him in a stasis chamber the robots were guarding. Not much happened relating to him. Henrietta died of old age herself, and over the four or so years it took me to complete the ship, old timer's children numbered over 500. i made regular trips to the nearby towns to trade tortoises for the ship's supplies, like plasteel and uranium, and at long last, I placed old timer in the now-finished ship and turned the reactor on. When you power on the escape reactor, rimworld basically becomes a sort of wave defense game, with a new posse of enemies coming every day for 15 days or so while the reactor charged. This wasn't a big deal - I had troops in power armor with miniguns, and we made it to the end of the 15 days without any deaths. Right as the reactor was at full power, and I told my colonists to enter the ship, things took a dramatic turn. A solar flare knocked out all my defences, leaving me without any kind of fire support. I hurredly got my colonists in the ship, but right as the last one was making his way across the fields to get to it... Pirates airdropped into my base. I was screwed. I was about to launch without him, when salvation came in a way I hadn't expected: A tortoise (number 493, to be precise) didn't take too kindly to someone coming out of the sky and attempting to shoot his keepers, and bit a pirate enforcer on the leg. This caused the pirate to hit him with his club, and after that the OTHER pirates started shooting the hundred or so turtles in the base, who promptly attacked back. And, in the ensuing chaos, my last colonist boarded the ship and we escaped. Old timer, a blind, crippled, undead tortoise repaid me for saving his life - by birthing countless decendants to not only fund my escape, but who also protected me in my darkest hour of need. This game is a gift, and I cannot reccommend it enough. Even if you reload saves to keep the story going how you want, it's still a story worth telling. 10/10: The first game to make me cry.Show moreShow less
It's taken me a while to write this review, because I've been (and still am) split very much 50:50 on whether to recommend this title, but on balance in the game's current state unfortunately I cannot recommend it. Certainly there are some good things here, I have over 40 hours logged because the game's world and mechanics are intriguing; the graphics have a certain charm, they are more than adequate for a game like this, and it is set in an interesting and well thought out sci-fi world. Unfortunately I kept finding myself underwhelmed by the content and options that the game actually presented me with. I should state that I have played and enjoyed Dwarf Fortress, and I am a big fan of permadeath and Roguelikes in general - I have ascended in and even contributed to Dungeon Crawl: Stone Soup, which by the way is a free and awesome game so go download it now if you haven't played it :) The problem for me with RimWorld is that while there is a really interested structure of a game here, that structure has not been fleshed out with enough meat. For something that has been in development for nearly 3 years this is quite worrying, especially with the apparent pace of updates released by the developer. I really do hope to eventually be able to change my review, what needs to change for that to happen is that the mechanics need to feel rounded out in the core game without relying on mods. Certainly there are mods available that fix many of my concerns with the current gameplay, but £23 is rather a lot for a title that then requires mods to turn it into something resembling a complete experience. I'll conclude this review by listing some specific things that I think badly need addressing; going through this list it becomes apparent just how nearly every single mechanic in the game feels majorly lacking. Warning, some spoilers ahead, though they are very minor. 1. Some bits of furniture can be "uninstalled" and moved to a different location, but it seems completely arbitrary which furniture this can apply to. It doesn't apply to workbenches, so if you want to move one a single square to the right you have to completely deconstruct it and rebuild it, *wasting* resources. There is a mod that makes them all movable. This mod simply switches some flags in the xml files, no more, so it would be incredibly easy for the devs to enable this (like a 10 minute job) and there doesn't seem to be any logical reason why they don't. 2. Many of the workbenches have only a single option for what you can build. Would be nice to have a bit more variation, when the build queue for each bench technically alllows building many things of different types. 3. Research is too expensive and makes much too big leaps. Would be nice to see a proper research tree with smaller increments of unlocking different builds, rather than typically unlocking an entire bench with all the things it can build. Weirdly there is one research option that unlocks a new type of seed to grow, but *all* the other seeds start unlocked. The research just overall seems bizarre. I can right now research (among not many other things) "carpetmaking" or "ship antimatter reactor" ... the latter only takes twice as much research as the former ... this just seems like not the right decision to be making. 4. Not enough options for surgery and implants. I can harvest someone's heart or kidney but not their limbs or their eyes. I can implant bionic legs, but I can't repair a broken spine. I can't construct these bionic implants myself. It seems like half the options there. Again there is a mod that provides a whole extra set of technologies to enable all this but it just feels the vanilla tech is unfinished. 5. Variation of enemies. Particular the mechanoids, there are only two types. Surely mechanoids could be even more varied than humans or critters? 6. GUI. There are all kinds of odd bugs and inconsistencies and awkwardness in the GUI. Sure it's a massive improvement on DF but It *really* needs some love. There are also some basically usability things missing, for instance being able to compare the stats of two items or two characters side by side, or see a grid overview of the skills of all my colonists. When setting work priorities there is a grid where you have to hover over each cell to see the value of that specific skill, it's really awkward. 7. Combat. The sometimes continual raids that the "storyteller" throws at you get really tedious to defend, you have to micromanage every unit, which is really jarring next to the normal gameplay which is the antithesis of micromanagement. Combat should be set up by giving colonists rallying points or patrol areas, so during a raid they will all go to those locations. Take away direct control of the units, and make the raids a bit easier to compensate. This would much better fit the gameplay of a "colony builder" game and be a lot more fun. Currently the best way to defend against raids is to abuse gameplay mechanics and pathing logic to direct the enemies into killboxes, which to me feels like cheating. Things need tweaking A LOT to make these firefights enjoyable. Also if you have trained any pets then they will get immediately slaughtered, probably by friendly fire. You can’t really mix melee and ranged combat at all because everyone (even those with high shooting skill) aims so badly they will just shoot your own melee dudes and pets instead of the enemy. 8. Balance. The game is very hard, and switching to easier difficulties doesn't seem to change much. The "storyteller AI" basically decides when it wants you to die and there doesn't seem much that can be done about it. Apparently this is the point of the game. I would find these stories much more interesting if my colony had a chance to develop a bit further before inevitably getting decimated by overwhelming forces. It doesn't help that it's extremely slow and difficult to recruit new colonists, so usually losing even one or two (which is very likely to happen in any raid) is a serious detriment to any progress. Maybe I'm missing the point, but I was just not finding it enjoyable. 9. Size of map, travelling to other sectors. The default map really isn't all that big, so resources are strictly finite. When you start the game you pick a spot on a *huge* world map but then you can't visit anywhere else on that map (even though factions from elsewhere can visit *you*). Well ... I think those are all my biggest gripes, I could probably think of more, but this demonstrates the scale of the problem. I could see past one or two of these flaws because there is a really interesting game underneath struggling to get out, but with this many barriers to me enjoying it I just keep not wanting to carry on with my game. I'm not sure how long it will take the devs to fix all of this, if they ever do, but we could be waiting another 3 years.Show moreShow less
If you're thinking of buying this game, stop hesitating and purchase it, immediately. I started an isolated research facility on a frozen wasteland, as a 74-year-old sociopathic scientist called Geckulon Decktar; I researched robotics to begin with, and constructed some automatons to handle the menial tasks like cleaning, cooking and hauling, etc, leaving me free to conduct my research. All was well- until a band of savages laid siege to my settlement. I barely survived- but resolved to increase my security, installing several auto-turrets around my perimeter. This would keep the ruffians at bay for a time, but I needed a longer term solution- so I turned my focus to bionic enhancements. I wanted to turn the human form into the ultimate living weapon. When a faction of slavers passed through my frozen wasteland, I did not hesitate to inspect their wares. I wanted a slave, but not just any slave- he should be foreboding, brutal and utterly without mercy! And that was when I found him. His name was Skint Mcgruff. He was a feared crime lord when they captured him, infamous for killing and then devouring the people who wronged him. I paid the slavers their due and took Skint in. I fed him (alas, not the human meat he desired, but nutrient paste, made from potatoes- poor fare, but such is life in the frozen wastes) and I clothed him. By now I was confident in my ability to improve upon the human form, and so I presented the idea to him the very next day. He was keen- particularly about the notion of having retractable claws- and so the work began. My medical droid handled most of the surgery, but I crafted the bionic components myself. It was a long and grueling process, but eventually, he was complete. More machine now than man, I felt it necessary to rename him... to symbolise his departure from prosaic humanity to something more, and thus I named him C.A.N.N.I.B.A.L (Cybernetic Armoured Neutraliser with Neurally Integrated Bionic Attack Limbs). He is my pride and joy... bionic eyes that can see even in the dark, bionic legs that allow him to sprint faster than a cheetah, and retractable claws with which to tear out the throats of my foes, and of course, I give him leave to feast on their corpses afterward as a reward. Now, I can finally conduct my research in peace...Show moreShow less
Before launching into all the reasons RimWorld disappointed me, I do want to say that it isn't a terrible game. It really deserves a neutral review, maybe a 6/10. I enjoyed certain parts of the game, and I've put more than enough hours into it to get my money's worth. At the very least, the soundtrack is great. However, RimWorld suffers from way too many missed opportunities and shortcomings to give a positive review. Colonist Development doesn't offer real choice First off, I could not bring myself to care about my colonists, because player influence over long term pawn development is extremely limited. I think this can be broken down in to 3 main areas. Traits: The system with the biggest effect on pawn behavior is Traits. Unfortunately, traits can never change, and they're decided entirely at character development. Even in places where it seems obvious that you would be able to influence pawn traits, you can't. For example, one possible background is Glitterworld Surgeon, and the description suggests that this character has done a lot of plastic surgery. Why can't I have that pawn fix another pawn with the Ugly trait? Sprites: The biggest way pawns change is through injury or body part replacement. But this only manifests through numbers since pawn sprites are static. Get your jaw blown off? Doesn't matter, same sprite. Get a bionic eye replacement? Nope, same sprite, same eyes. As a means of conveying important information to the player, the UI and overall graphic design of this game SUCKS. Skills: Leveling skills isn’t fun or engaging due to 3 problems. 1) The pawn has to be at least "interested" in the skill for it to be worth the effort to level. Interest is random, and decided entirely at pawn generation. 2) Their skills will always regress down to level 10, so the game is always dragging your pawns down to the same baseline. 3), There's no choice or input, it just happens whenever they use that skill. For a game about managing people and influencing their fortunes, RimWorld does a terrible job of acknowledging the player's lasting influences on the characters. The RNG nature of events and storytelling shatters immersion in multiple ways. Most of the engaging (i.e. not fast forwarding) gameplay comes from random events generated by the “storyteller”, an A.I. director. Most of these events fall into the category of "minor inconvenience", so they're not even things that a player can meaningfully react to. E.g. : Someone got the flu. Good thing health care is completely automated and requires no input to resolve. The only time these issues are critical is when game systems interact in unintuitive and frustrating ways, like your doctor deciding that eating and sleeping is more important than treating illnesses and people end up dying, unless you tediously micromanage the situation (more on this later). The flipside of this is that once your colony accrues a bit of wealth or exceeds a pawn count, it ramps up the difficulty and gives you events that far outclass your ability to handle them, e.g. a robot ship coming to kill you or two dozen man eating muffaloes rampaging through your base. In order to beat these events, you either have to A: accept the RNG and let some pawns die, B: save scum, or C: Construct your base in an extremely “gamey” and immersion breaking way to trick the enemy AI into getting itself killed. The map is pointlessly large, and only serves to make winning harder So there's a neat feature where every major landmark in the world gets a name and a unique climate. This is a legitimately cool feature, but badly misplaced. The problem is that once you choose your starting location, you could cut 75% of the map away and it wouldn't matter. The game doesn't give you any real reason to experience the other 75% of the map. World events always spawn close to your settlement, and you can trade locally for everything you need. Packing up and rebuilding somewhere else is a huge, tedious ordeal, and isn't worth it. The reason for the huge map (as far as I can tell) is that the game’s win condition, escaping on a downed spaceship, is always located far away from your home base. To be fair, that journey can be fun, as finding clever ways to manage settler's moods, always wondering when the next ambush is, and building minimalist bases along the way gives a solid sense of progress, and is generally engaging. However, the game deliberately lets you circumvent that by building your own space ship anywhere, which requires an absurd amount of resources, which increases your wealth, which leads to absurdly hard events, as discussed above. Colonist AI is dumb and micromanagement is tedious. All of these complaints would be forgiven if the actual gameplay was fun and engaging, but it’s not. The solution to most of the game’s shortcomings is either A: install a mod to fix the problem or B: tediously micromanage the problem away. Some examples: Hauling: Pawns are awful at logistics. Every pawn has the efficiency of hearses in Cities: Skylines, which is NOT a compliment. If anything needs to be moved quickly, the player must manually select a pawn, and order them to haul that specific item. Oh, and some pawns have traits that prevent you from doing that. So if that pawn goes hunting, they will usually carry their kill back. But if anything interrupts that action, you can’t force them to go back and bring their kill to the base. As I've said before, sometimes game systems interact in frustrating, unintuitive ways. Crafting: When crafting items that take several ingredients, if you don’t construct your base in a specific way to minimize travel time, pawns will waste 75% of their time just transporting ingredients in the least efficient way possible. In other games, solving logistics problems can be fun and engaging. I love Factorio and Cities: Skylines but in those games, I feel like I'm solving an interesting puzzle. In Rimworld, I'm babysitting idiots that have no personality. Decison Making: Pawns will very often neglect life or death situations to do something like eat or sleep. After a big raid, you might have some injuries. But rather than rescue a dying friend 2 feet from them, pawns might decide that they have to walk halfway across the map to eat, leaving their friend to die. Uncontrollable Mood Modifiers: Hungry pawns will walk across the map to get a meal, but not the extra 3 tiles to eat at a table. This can’t even be manually controlled, so you’re forced to accept the penalty to mood. There are a lot of examples of mood modifiers being outside of player control, this is just the most obvious one I've found. What makes this even more stupid is that there's literally a random modifier that will give a mood bonus or penalty, this is just extra. Cooking: They’ve even added features since beta that only serve to give the player more to micromanage. As of beta 18, colonists get food poisoning if meals are cooked in a dirty kitchen. Yay realism! But apparently no one considered the gameplay ramifications. There is no way to assign individual cleaning locations so players wind up constantly micromanaging pawns to clean the kitchen. Boo tedium. Mods A lot of fans will tell you that mods fix a lot of these problems. That's only partially true. Things like trait interaction and pawn development don't have mods that I'm currently aware of. Regardless, if a game's quality can be judged after other people put work into it, then Unreal Engine would be the best game of all time. TL;DR While Rimworld is fun at times, it's generally too tedious, and too limiting in player choice to get a recommendation from me.Show moreShow less
its so good i bought it after pirating itShow moreShow less
I would have recommended this game very enthusiastically. However they changed the EULA years after i purchased the game and now the new EULA they want you to accept, requires you to sign away rights to the game license. For instance the old EULA did not include the clause where they can arbitrarily revoke your game's license. It literally says in the new EULA to play a game you already OWN you have to agree to allow them the right to revoke your license at any time. They want you to go from OWNING the game, to LEASING. Where at anytime after you paid your lease could be canceled and not refunded. I consider this a breach of contract to prevent me from playing the game unless i agree to a coerced EULA. 0/10. I refuse to renegotiate a contract you already accepted my money for. The contract is closed, unless you want to pay me what i think my rights to the game is worth, any attempts like this is coercive is very illegal in the USA.Show moreShow less
My wife doesn't like or play video games. She loves Rimworld. I've never seen her touch anything else. When "we" play, I set up the base, make sure the power stays on and the healroot is harvested. The mother of my children, the light of my life, sits next to me and plays the game by suggesting things like "The colony could make far more silver if we were to simply imprison raiders, remove organs, skin, butcher and consume their flesh." I thought I knew everything about this lady. Damn. We've spent all 1,176 hours in this game together.Show moreShow less
I'm one of the original kickstarter backers. Owned this game from Alpha 1 (start of 2014). While I appreciate the fact the game falls into an under-served niche, is developed by a small studio, has decent music, etc. There are a number of problems with the game/"studio" (aka Tynan, primarily a one man show). - The game has been in "development" for ~4 years now, and if you picked it up today, and tried to compare it to other price comparable games, it falls short, it always has. And that's part of what bugs me. - Every time there's an update, there are a number of really minor, easy to implement features, that are touted as huge deals. Look at the latest, "Beta 18", Tynan spends a chunk of his trailer/hype video talking about how the game now assigns randomly generated names to regions on the map, as though this is a *major* feature. Frequently things are done to the game, to add more "story", and opportunities for people to "role play" and "use their imagination" (This is the focal point of several major version releases). That's fine and all, but "role playing" with your imagination is a value the player is introducing, the developer spends $0 on that, and shouldn't be touting that as a major game-play feature, you can role play anything, literally. - The dev has repeatedly taken long hiatus' from the game (to the point his own forums were inundated several times with "ok, so is development effectively finished?" threads), because he needed a 3 or 6 month vacation, and he's a one man show. For the amount of money Rimworld has taken in, it really hasn't pumped out that much (I'm sure Tynan has done *REALLY* well, and he's entitled to, but the other games that take in this sort of coin, return much more to the fans). - The reality is, every time there is a major update, it comes after a significant wait (from every 1-2 months a few years back, to 5-6 between versions now, and growing). Updates are typically filled with what are technically minor achievements, without significantly touching the core gameplay "oh, I added a new 'mental break' for your pawns, same mechanic, but this action targets "X" instead of "Y"). - The modding community is great, but it should bug people that a mod written by one or two people can introduce more content in a month or two, than what the developer does in over a year. If the developer was doing major rewrites to the core of the game, the actual framework, I'd understand, but that's not what's going on here. Numerous mods make far more drastic changes to the core of the game, than the games updates, do so on a regular basis, in a fraction of the time. - It's like RW development hit a brick wall several years ago, any new features are "too hard" and out of the technical reach of the developer; The bag of tricks is exhausted, and the developer is too proud of his personal project to bring in more talent. The only thing that gets added is a sprinkle of the same old in a slightly different flavor. - The full released content/game base grew by a <14MB in the past year, over two major versions (including all assets, art, music, etc.), honestly, what does that tell you? - Last, but not least, the toxic community. This isn't unique to RW, but there are a slew of "fanboys" who can't take this sort of criticism, and will shout down any negative reviews, name call, etc. It's like people are worried that we'll hurt Tynan's feelings, and he'll stop all work (as he has in the past). It's childish, and really off-putting. Tl;DR: It's an ok game, and it's not terrible by any means. But with that said, it's a terrible value for the price and I can't recommend it. Don't expect any major development beyond what you see, because it'll be years out, if it ever happens. The closest mirror to this is Prison Architect, it's built on the same engine, has the same gfx/gfx designer, is half the age of RW, the technical and game play complexity dwarfs RW,, far more content, and is currently 1/4 the price (admittedly on sale right now, and has been repeatedly, while RW has *never* gone on sale once).Show moreShow less
When I was first recommended this game, I thought to myself, "Man, $30 for some indie game I have never heard in my damned life. Sounds like a scam to me." Well, as it turns out, I bought it anyway. And for what the $30 is worth? It's a ♥♥♥♥♥♥♥ scam. The game plays out where you have a couple people on a ship, or something, and crashlanding into what is pretty much a space version of the wild west. These pawns are what pretty much what you use to play the game. You essentially kind of psudeo-control these pawns that don't have functioning brains, and you set up schedules, work priorities, all that colony simulator stuff. The entire game is just based around managing your colony; at least, that's what my first impressions were. A random bandit raid comes 30 minutes into the game. Only one guy. Probably a self-proclaimed pirate. No big deal, my pawns just gunned him down. Now, we have this unslightly guy outside of our base, bleeding out because he thought he could 1v3 my colony like he was some Metal Gear assassin sort of guy. Oh, then I checked his stats. You see, in this game, pawns have these designated stats that are all trainable. These stats are sort of like an RPG trope ordeal where you have to train them at those skills so they get better stats. The pawns I started out with, one was an okay constructor, the other a doctor, and the third one was not good at anything, but she could still kind of get the job done. Now, this pirate? He had the most atrocious stats I have ever seen in my life. In fact, he was only good at one thing, which was punching. Couldn't even help with the farm or anything because he was 'incapable' of doing so. Any sort of skilled labor just wasn't his thing. Still, I decided to tidy him up, and try to recruit him. After all, you may be only good at one thing, but we sure as hell need a janitor to clean these dirty as hell rooms, since the dirt and grime was pretty much pissing off my pawn's moodlet bars. Few hours go by, and I'm already invested into this brawler janitor guy. You see, my colonists wanted everything. They wanted a good looking bedroom, a place to lounge in, some horseshoes to play with, but not the janitor dude. He was an ascetic. Gave him a garbage room with dirt as his floor and an awful bed. He didn't mind it. No, in fact, he was happy with it. This guy pretty much never had a crappy mood and just did his work, no questions asked. Cleaned the kitchen, the dining room, the bedrooms, the farms, the outside, without a single complaint. I liked him. He was cool. Our colony started booming. Naturally, when any colony starts to get rolling, they start rolling hard. And when the colony gets rolling, the money starts rolling right in. You see, we were the biggest dealer in corn that the world had ever seen. Every time a trading caravan from a neighboring colony came in, we got ourselves a giant wad of cash for every harvest of every year. And with that giant wad of cash, as any functional human being would do, we started spending that on a bunch of cool as hell stuff. Shield belts. Charge rifles. Bionic body parts. Gigantic statues. And of course, an EXCESS amount of chocolate. Because why the hell not. Well, of course, since we were pretty much balling on money, people started to take notice. And, unfortunately, not all of them were good people. Pirate raids started to come in, and we fought them off every time. Every time we finished a raid, we'd go ahead, and try to recruit some of these guys. Some of them joined, others were still hesitant. Sooner or later, we had a massive prison size of 11 people, and 7 people as colonists. With that population, food was bound to dwindle, but I figured that it wouldn't have mattered since we were in a tropical rain forest, where food was everywhere, and farming season was pretty much all the time. I was woefully unprepared for the events to come. Some other city thought that it was an absolute GENIUS idea to use their chemical radioactive fuel or whatever, and as it turned out, it wasn't so genius after all. My entire region was poisoned. By toxic fallout. Thing is, it's impossible to grow crops outside in a toxic fallout. So my entire crop system started dying out. Well, I figured, maybe we can hold out on food stores for a while, and I did just that. Food stores cut in half after the first week. Toxic fallout wasn't letting up any time soon, so I was forced to let go of the prisoners outside to fend for themselves. My colony was going to be eaten out of food, and I wasn't going to let my colonists starve just to feed some idiots who do not understand the gloriousness of my colony. Luckily for me, the fallout lifted right before our food stores would hit zero. Of course, right after that happened, I started hauling ass, telling my pawns to get to work farming right away so we would have food again. Then, a ship crashlands straight into the north side of my base. I had no idea what that thing was. It sat there for a few days, humming some weird crap, then I noticed that it was making snow. And killing plants around it. It was the same ♥♥♥♥♥♥♥♥♥♥ 'toxic fallout' thing, but this time, it was spreading from the ship. I hated toxic fallout. It forced me to let go of all the prisoners I was about to recruit. It made me lose farming time that could have been spent farming corn. So naturally, with my hate for this poison ship, I woke up my colonists, and then attacked the ship. What happened next, I couldn't believe it. Robot aliens. Counted 4 super-sized centipede slug things and 5 scyther robot things. I have never seen robot aliens up until this point, so I had no idea what these things were capable of. We started shooting them down. The mechanoids were not fazed. One of the scythers took a shot. Aimed it. Fired. My best shooter instantly died as the charged weapon shredded his brains out. I was forced to move retreat back to the base, where the sandbags were so they could take cover. Meanwhile, the centipedes just arrived as reinforcements after the scythers were sniping my main defending force off one by one. The centipedes started mowing everyone down; colonists died left and right. The only people left at this point was the doctor, who was bleeding out fast, and the janitor, who was rescuing the doctor to the hospital. In a last ditch effort to try to save what I had left, I sent my janitor to rush into the fray. As he charged in, a scyther instantly broke his shield with a well-timed shot. The janitor cleanly swiped off the scyther's neck, downing it, and then moved onto the next scyther. A bystanding scyther, watching this take place, takes fire only to accidentally shoot his ally directly in the thorax. With it down, he moved towards the last scyther. This time wasn't so lucky for him. The fourth scyther sliced at his right arm, destroying it, as the scyther dodged his attacks, and sliced again at his neck, swiftly decapitating his head clean off. In a manner of minutes, my entire colony was dismantled. The buildings were razed in an inferno, and all my colonists had died, save for one. The doctor, whimpering in the corner of the hospital; the floor soaked in her own blood. I watched for the last few minutes as she bled out, and died right there. Alone, as the building around her burnt into ashes and crumbled. I felt bad. My colony was short-lived. I thought I had it all. I thought I was invincible. Hell, I survived a toxic fallout. Of course I thought I was invincible. And I was so invested into that colony too. So, I decided. This game is a ♥♥♥♥♥♥♥♥ scam. What kind of sane developer makes me feel this emotion, in a video game no less? A crook, that's who. For $30, you made me suffer. You made me addicted to this game, to the point where I have played for a total of 300 hours as of this review. All I can say, Tynan Sylvester, is that you are a crook. A damned good one, at that.Show moreShow less
The game developer clearly overvalues his DLC's and it feels like a rip-off. The game was never too expensive, despite never going on sales, so I was happy enough to purchase it at its full price. But then I saw the DLC's slowly get released, and each one just felt like it copied popular workshop mods I had been playing for free and suddenly wanted me to pay almost the same price as the original game! The DLC's all-together cost over $80 CAD - which is obscene! That's more than the price of a triple-A game - and just for DLC's. This is, of course, an entirely personal opinion and I would probably change it if anything for Rimworld ever went on sale, but honestly I regret buying the base game now. Most of the mods I enjoyed are DLC-locked so I can't even appreciate the normal, non-DLC version. Terraria is a much more enjoyable game, and that goes on sale for $2.50 and doesn't force "DLC's"! Horse Armor truly was a mistake that broke gaming. Rimworld is not worth paying over $120 for. I could buy 2-3 Triple-A games for that.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.



