New trailer!

Posted April 13th, 2016 by Tynan Sylvester

I’ve just uploaded a new cut of our trailer showing some of the newer features added since the last trailer. Now you get to see animal taming and training, infestations, marriages, and more!

Alpha 13 – Trapped With Your Ex released!

Posted April 6th, 2016 by Tynan Sylvester

Here’s Alpha 13 – Trapped With Your Ex!

To get your update, you can re-download from the same link as last time. Your personal download link never changes. Update emails with your links are being sent out over the next few hours. If anyone lost their download link, they can also get it resent at the automatic link resender.

Old saved games and worlds won’t work in this update, I’m afraid. So please don’t try to load them; they’ll just generate errors.

The end-user license agreement has been fully released this time, so be sure to take a look at it before downloading. It’ll apply to you when you download the update, and is also included with the game.

Below is the video and the major additions list, including permadeath mode, which I forgot to mention before. Have fun!

Permadeath

  • New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played.

Relationships

  • Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
  • Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
  • Family members out to cousins and beyond
  • Lovers, fiancees, marriages, ex-lovers, ex-spouses
  • Lovin’
  • People may get in social fights with those they dislike (even neutrals and enemies do this)
  • Animal bonding
  • People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
  • Marriage ceremonies and parties

Prison breaks

  • Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.

Infestations

  • Self-reproducing, spreading underground insect hives
  • Insect hives are dangerous but produce succulent insect jelly

Animals and predators

  • Many more animals, some of which will hunt people
  • Some animals are now predators, including colony pets (e.g. cats catch squirrels)
  • Animals can gnaw corpses apart directly now

Threat response mode

  • Decide how colonists should auto-respond to threats: flee, attack, or ignore?

Economy

  • ‘Components’ resource used for machinery and electronics
  • Ground-traveling trade caravans from other factions
  • Deeper research tree with more low-tech options and more things to research
  • New fueled buildings: stove and generator
  • Various new lower and higher-tech production buildings
  • Two research tables: simple and hi-tech. Hi-tech is required for some projects.

Misc

  • New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
  • New chronic diseases: Carcinoma, asthma, hearing loss
  • New “firefoam popper” provides a way to combat fire besides punching it.
  • Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
  • Extreme desert biome
  • Colonists in relationships can share beds
  • New double bed; royal bed is now gold-trimmed and fancy
  • New flatscreen and megascreen TVs
  • Colonists can now visit sick people in bed to cheer them up
  • Sick people in bed can now watch TV
  • Building damage overlays
  • Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
  • The year is now split into seasons instead of months.
  • Animal kibble
  • Deep rooms stay cool in the heat
  • Richer tale recording and better art descriptions
  • Hundreds of balance improvements, optimizations, tweaks and fixes

Features summary of the upcoming Alpha 13

Posted March 24th, 2016 by Tynan Sylvester

Hey all, just a quick update here.

Here’s a quick rundown of the features you can expect in Alpha 13. We’ve got no release date for it, but it’s in the testing and polishing phase. However, keep in mind that this is a big update and even with smaller updates this phase lasts for weeks.

On to the features!

Relationships

  • Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
  • Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
  • Family members out to cousins and beyond
  • Lovers, fiancees, marriages, ex-lovers, ex-spouses
  • Lovin’
  • People may get in social fights with those they dislike (even neutrals and enemies do this)
  • Animal bonding
  • People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
  • Marriage ceremonies and parties

Prison breaks

  • Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.

Infestations

  • Self-reproducing, spreading underground insect hives
  • Insect hives are dangerous but produce succulent insect jelly

Animals and predators

  • Many more animals, some of which will hunt people
  • Some animals are now predators, including colony pets (e.g. cats catch squirrels)
  • Animals can gnaw corpses apart directly now

Threat response mode

  • Decide how colonists should auto-respond to threats: flee, attack, or ignore?

Economy

  • ‘Components’ resource used for machinery and electronics
  • Ground-traveling trade caravans from other factions
  • Deeper research tree with more low-tech options and more things to research
  • New fueled buildings: stove and generator
  • Various new lower and higher-tech production buildings
  • Two research tables: simple and hi-tech. Hi-tech is required for some projects.

Misc

  • New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
  • New chronic diseases: Carcinoma, asthma, hearing loss
  • New “firefoam popper” provides a way to combat fire besides punching it.
  • Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
  • Extreme desert biome
  • Colonists in relationships can share beds
  • New double bed; royal bed is now gold-trimmed and fancy
  • New flatscreen and megascreen TVs
  • Colonists can now visit sick people in bed to cheer them up
  • Sick people in bed can now watch TV
  • Building damage overlays
  • Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
  • The year is now split into seasons instead of months.
  • Animal kibble
  • Deep rooms stay cool in the heat
  • Richer tale recording and better art descriptions
  • Hundreds of balance improvements, optimizations, tweaks and fixes

Full steam ahead towards Alpha 13

Posted March 11th, 2016 by Tynan Sylvester

Hey everyone, just a quick update here. I’m back from travelling and am now working full-time on RimWorld. I’ve largely dealt with the paperwork tsunami that awaited me upon my return, so with my near-full attention as well as ongoing work from Piotr, the game is making smooth progress towards the Alpha 13 release.

The private testers are currently banging on the test version, while we fix bugs and sneak in some final improvements. Usually this phase takes a couple weeks, though this one could last longer because there is so much stuff in this update. Because of the long period since the last alpha (when Piotr was working and I was working quarter-time), this is the largest update since the initial pre-alpha in 2013.

I don’t have a release date, I’m afraid. I just wanted to let you all know that everything is moving along well. And I’m quite excited to see what you guys think of the new relationship system, marriages and lovers and breakups, social fights, fueled buildings, animal bonds, much more research, more better art, prison breaks, insect hives, on-foot trade caravans, and hundreds of other improvements to the game.

After Alpha 13 comes out, we’ll probably target doing the Steam release. However, the Steam release is a game’s most important moment. One does not simply release a game on Steam. It takes a lot of effort and time to prepare a proper, decently-marketed Steam release, plus any time Valve might take to approve the final build. So there’s no date – just know that it is coming.

Progress continues!

Posted January 28th, 2016 by Tynan Sylvester

Everything is rolling forward smoothly just as it was described in the last blog post. I’m working reduced time, keeping up with website, PR, paperwork and legal essentials, while writing designs. Piotr is working full time, slamming those designs into the game and refining the technicals.

Things are progressing as fast as they ever have, so the next alpha will be the biggest jump in features you’ve seen by far.

Here is a quick overview of some stuff that’s been added:

  • Colonist family and social relationship system.
    • Brothers, sisters, parents, children, aunts, uncles and so on are all randomly generated. So e.g. your colonist’s brother can appear as a refugee (or a raider!)
    • Colonists develop lover relationships – and break them off.
    • People have opinions of each other which change with circumstances (e.g. you botched my surgery and cut my eye out – I hate you! Or, you’re my brother – I love you!).
    • Social interactions play out different ways with different effects, depending on who is communicating and what they think of each other.
    • People can have “social fights” from social interactions gone wrong.
    • Marriages with ceremonies. Divorces. Love and heartbreak.
    • Multi-person beds.
    • Social bonds with animals.
    • Tons more in this system. But no kids (yet – that’s a whole other ball of wax).
  • People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
  • New diseases with new mechanics.
    • Carcinoma (on any body part).
    • Fibrous mechanites, sensory mechanites.
    • Gut worms.
    • Muscle parasites.
    • Trauma savant.
    • Asthma.
  • New “firefoam popper” provides a way to combat fire besides punching it.
  • Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.
  • Tons of other over and under-the-hood improvements.

Can’t wait to get it to you guys. I’ll be back in March. (edit: I’m not sure when the alpha will actually be finished. It could be after March – just to be clear).

Ongoing progress

Posted November 12th, 2015 by Tynan Sylvester

Hello everyone! As I’ve mentioned in previous posts, I’m still on a bit of a break here until early next year. However, I just wanted to update you on our ongoing progress.

With the magic of laptops and Internet, and excellent work from coding prodigy Piotr ‘ison’ Walczak, progress on the game itself is continuing at full speed even while I’m not at home. Currently I’m working something like quarter-time on finance, business, game design, PR and code consultation, while Piotr provides most of the mental muscle and keystrokes to actually write and refine the code. The end result is that we’re adding features almost as fast as we ever have.

We work iteratively, so things change a lot, often in unexpected ways. So I won’t go into detail about exactly what’s being added. But I can offer some generalities. So far, we’ve added:

  • Self-reproducing, spreading underground insect hives
  • Social relationships with friends, rivals, family, chats, arguments, and fights
  • Many more animals, some of which will hunt people
  • “Components” resource used for machinery and electronics
  • Ground-traveling trade caravans from other factions
  • Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
  • Extreme desert biome

I appreciate all discussion but please don’t ask for more details on these! Check the FAQ for more info on why we don’t release detailed descriptions of unreleased designs.

I’m afraid there won’t be any releases until I’m back. I want to be fully present to manage the tricky and sometimes hectic process of testing and release. So I’m sorry you won’t see these goodies for a while. But that should mean the next version will be a bigger content jump than any before.

RimWorld original soundtrack by Alistair Lindsay released

Posted October 28th, 2015 by Tynan Sylvester

Alistair Lindsay’s original soundtrack for RimWorld is now available for purchase!

Check it out here

It includes all the songs in the currently-released game, as well as several that aren’t yet out (but will be included in future builds).

Have a listen. Let Al’s dulcet synth-backed guitar tones accompany you during work, relaxation around the house, or other games without such an awesome soundtrack. You won’t regret it.

Tiny hotfix to Alpha12d

Posted August 29th, 2015 by Tynan Sylvester

I’ve just released a tiny hotfix. For compatibility info and how to update, see this post on hotfixes.

This is just a balance update to solve issues with unlucky flashstorms ending the game in a rather un-entertaining way. The only change is:

  • Flashstorms are much less intense

This bring the game version to Alpha 12d, build 0.12.914.

 

A Man and His Dog

Posted August 27th, 2015 by Tynan Sylvester

Fan video by IskOtter.

Hotfixed to Alpha12b (now Alpha12c)

Posted August 26th, 2015 by Tynan Sylvester

I’ve just uploaded a hotfix to version Alpha12b. This is purely a fixing and balancing hotfix.

Compatibility:

  • Your saves from A12 should still work. Hooray!
  • Data/XML-only mods from A12 should still work. Yay!
  • Mods with code from A12 may work, or they may break. You may need to recompile them with the new DLL. Aww.

To get the update: Download using your previous link from your last email and install to a clean empty folder. There will not be a new email sent. Your personal download link is permanent and always has the latest version. If you need help with anything, please go to ludeon.com/support.

Changes in Alpha12b:

  • Rebalanced animal hauling, traps, charge rifle, assault rifle.
  • Rebalanced animal hunger rates and plant nutritions so animals need larger grass pastures to be sustainable.
  • Thrumbo is much more powerful in combat.
  • Sleeping pawns now wake up when harmed.
  • Float menu column is wider to avoid cut-off text.
  • Ship part incidents won’t occur so early.
  • First raid comes a bit earlier on Cassandra and Phoebe.
  • Fixed: Manual work priorities being used after switching to non-manual priorities.
  • Fixed: Colonists have ‘colonist left unburied’ thoughts when tame animals were left unburied.
  • Fixed: Eggs can only be used for simple meals
  • Fixed: Trade items dropping in weird places.
  • Fixed: Colonists incapable of violence can slaugher animals.
  • Fixed: Alphabeavers leave the map after they sleep because they get hungry.
  • Fixed: Date changes over at 6am, not midnight.
  • Misc other fixes and improvements.

Change in Alpha12c:

  • Poison ship part event now only drops one ship part instead of 2-3.