Survive through time! Begin in the Middle Ages and endure hard yet wonderful times, then continue your adventure on a sci-fi Western-themed world in the far future! Medieval Dynasty meets RimWorld – a unique opportunity to experience both of these top indie hits.
About Medieval Dynasty: Hunt, survive, build and lead in the harsh Middle Ages: Create your own Medieval Dynasty and ensure its long-lasting prosperity or die trying! Play alone or team up with friends to enjoy the ultimate medieval experience.
About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Good luck on your medieval and sci-fi adventures!
Tagged and categorized as: UncategorizedComments Off on RimWorld & Medieval Dynasty bundle now available (Feb 15-22)
We had a great 2023 together with you guys! Thank you for sharing your love for what we’ve all created. We see your mods, art, writing, videos, screenshots, Reddit posts, lore analyses, bug reports, comments, suggestions, Steam reviews, memes… all of it!
In 2023, we released our first ever official plushie (the Thrumbo), the Ideology expansion came out on consoles, and our team grew again. Also, RimWorld turned ten years old in November – that even surprised us. How can time go by so quickly?!
RimWorld’s second expansion, Ideology, is out now on Xbox and PlayStation!
The Ideology expansion gives every person in the game a belief system. Expand your RimWorld Console Edition experience with a ton of new additions and features! Everything is customizable. You can build mind-bending temples, hold unforgettable rituals, hunt the venerated relics of your belief system, and seek transcendence beyond reality in the new, epic archonexus endgame.
Hello! We just launched these adorable plush thrumbos on Makeship! They’re delightfully fluffy and only available for a limited time – the campaign ends May 17. (They’re also our very first official RimWorld merch.)
Hello hello! There’s a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes. 🙂
– Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
– Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
– Updated player name-in-game content.
Fixes
– Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn’t taking the whole stack.
– Fixed some typos.
– Fix: Magenta square fetus graphics when reloading.
– Fix: Pawns leaving map have their assignments reset.
– Fix: Error on corpse destruction when completedObligations is null.
– Fix: Gibbet cage description mentions they are made of “steel” but can actually be made of any metal.
Tagged and categorized as: UncategorizedComments Off on Update 1.4.3704 released
Spring is here, so we’re springing into action with a (small) update of fixes for RimWorld and its expansions.
The changelog is below, but here are the highlights! We fixed an issue where captured prisoners were escaping from your caravans and another issue where siblings became unrelated to each other if their parents were removed from the game.
– The bestowing ceremony lord will now be removed once the last pawn has left the map.
– Removed 2 second damage stagger from tunneler mechs. Staggering is based on weapon stopping power as with all other pawns.
– Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
– Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
– Updated player name-in-game content.
Fixes
– Fix: Incapable of violence pawns can activate rocketswarm launchers.
– Fix: Error when shield belt on ground is hit by EMP explosion.
– Fix: Captured prisoners escaping from reformed caravans.
– Fix: Slaves freed on exiting map.
– Fix: Ranged weapons that don’t do bullet damage don’t display “Headshot” text on head hit.
– Fix: Dead calm pawns go berserk when arresting fails.
– Fix: Embryo skin color not preserved in growth vat between save/load.
– Fix: Pawns incapable of manipulation are able to strip targets via float menu option.
– Fix: Caravans holding relics cause “relic lost” thought on map exit.
– Fix: Rare exception occurring when attempting to start a queued job with a null def.
– Fix: Rare error when attempting to dye buildings.
– Fix: Items in fogged areas counting as complete for bills.
– Fix: Invalid destination for shuttle causes errors.
– Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.
– Fix: Pawn sibling relationships disappearing when parents are removed.
– Fix: Long range mineral scanner tune command has no description.
– Fix: Hard-coded English string “No description.” for commands without a description.
– Potential fix for TKey system suggesting long-form translation aliases.
– Fix: Missing period in legionary description.
– Fix typo: “Do really want to hack…”
– Fix: Awkward wording in dirtmole description.
Tagged and categorized as: UncategorizedComments Off on Update 1.4.3682 released
Hi again, just dropping by with another small update. We addressed some issues with Biotech and fixed a UI scaling issue that occurred when players had DSR enabled. (UI was way too big!). The changelog is below for you to read.
The update is small and should be compatible with all RimWorld savegames and mods.
Just a reminder that you can share any bugs you find and even help us test builds on our official RimWorld Development Discord! Our community helps us a ton with getting these updates and fixes out quickly. 😀
Until next time! – Tia
Changelog
– Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
– Don’t display owner types for cribs since cribs don’t have their owner types changed as the room changes.
– Updated name-in-game content.
– Colonists can now put unadopted babies born to prisoners in cribs.
– Moved speech letter translation keys to Core from Royalty.
– Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
– Ageless gene stops aging progress at 18.5 instead of 18.
– Unassign beds from pawns that have grown too large to fit in them.
– Added an alert for babies from other factions which have no local caregivers and can be adopted.
– Moved some speech-related translation keys from Royalty to Core.
Fixes
– Fix: Recommended screen resolution incorrect when using DSR.
– Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280×720)
– Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock.
– Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed.
– Fix: Colonist in labor letter doesn’t have look target set.
– Fix: Error on releasing space refugee prisoners.
– Fix: Pawns considered free when using shuttle/pods, causing “Relic lost” thought if equipped.
– Fix: Generated immediate family relationships unable to generate.
– Fix: Fabricors not making medicine.
– Fix: Paramedics not fighting fires automatically.
– Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor)
– Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected.
– Fix: Psychic suppression targeted by healer mech serum.
– Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
– Fix: Error when non-human pawn reaches growth moment age.
– Fix: Exception when trying to get mech with no energy need for tooltip in niche circumstances.
– Fix: Inactive sterile gene affects fertility.
– Fix: Gauranlen and polux seeds can be planted on hydroponics basins and plant pots.
– Fix: Beard and genes offset incorrectly based on rotation in some situations.
– Fix: Growth stat appearing on humans.
– Fix: Lancer shoulder parts labels inconsistent.
– Fix typo “crytosleep”.
– Fix: Typo in config error when pawn kind appears in more than one BossDef.
– Fix typo: “means that so”.
– Fix typo “forth body ring”.
Tagged and categorized as: UncategorizedComments Off on Update 1.4.3641 released
Hi folks! We have a pretty small update with just a few changes and fixes to get 2023 started. This update should be compatible with all savegames and mods.
Big thanks to our community for submitting bugs and testing our updates over at the official RimWorld development Discord. If you encounter any issues while playing, please share them with us on the Discord.
Hope you’re having fun out there!
– Tia
Changelog
– Improved performance of apocriton’s resurrection ability on maps with many mech corpses.
– Shuttles trying to land on a map that was despawned will fallback to using one of the player’s home colonies instead.
– Xenotype name is locked when loading custom xenotypes from gene assembler.
– Updated name-in-game content.
– Moved “Person” translation key to Core.
– Removed duplicate stat entry RestFallRateFactor.
Fixes
– Fix: Styling station can instantly change hair and tattoo styles by pressing Escape or Enter while the dialog is open.
– Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
– Fix: Fence-blocked animals attempting to reach food that is diagonally accessible but cannot path to become stuck.
– Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
– Fix: Odd ordering of animals on animals main tab in certain circumstances.
– Fix: The “No trait” option on growth letters does not save and load correctly.
– Fix: Releasing pawns from prison sometimes automatically recruits them.
– Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
– Fix: AI trying to use tox gas on immune targets.
– Fix: Baby to child dialog becoming locked.
– Fix: Newly purchased and downloaded game sometimes has extremely high UI scale, making the game unplayable.
– Fix: Randomize symbols doesn’t update member noun in ideology’s description.
– Fix: Some recipes missing ingredients in tooltip.
– Fix: Reimplant ability not working with custom xenotypes.
– Fix: BackstoryTitle translation key not used in Dialog_NamePawn.
– Fix: {PAWN_gender ? …} is not processed/ignored in precept tooltips.
– Fix: Thought LabelCap loses lapel capitalization in PostProcessLabel.
– Fix: Issues recruiting pawns in quests.
– Fix: Colonists with pending bestowing ceremony quest in caravans don’t have hediffs ticked.
– Fix: Idle and active power draw displayint incorrectly in inspect string.
– Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
– Fix: Xenogerms with different genes and name stack in trade screen.
– Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
– Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.
– Fix typo “targetter”.
– Fix typo “capactities”.
Tagged and categorized as: UncategorizedComments Off on Update 1.4.3613 released