I’m pleased to announce that RimWorld is finally coming to GoG.com! It’ll be available March 3, along with the Royalty expansion.
Here’s the page where you can wishlist it now.
I’m pleased to announce that RimWorld is finally coming to GoG.com! It’ll be available March 3, along with the Royalty expansion.
Here’s the page where you can wishlist it now.
Two big pieces of news today!
RimWorld’s free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it’s the standard branch for everyone.
To see the full change log for this update, look at the original 1.1 announcement here.
RimWorld’s new expansion RimWorld – Royalty is available!
See the full description and buy it at:
The expansion includes a new system for nobles and titles, psychic powers, mechanoid combat structures, quests and rituals, luxurious palaces, Imperial technology, and new music from Alistair Lindsay.
Through all of RimWorld development from 2013 to its release in 2018, our team size hovered between two and three developers. Since the game’s release, we’ve been scaling up. Now we’re at seven developers, which has allowed us to work on multiple projects in parallel. This is how we’ve been able to commit resources both to improving RimWorld’s core and adding new free content, as well as developing a rich expansion that opens up new kinds of gameplay.
If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption.
If you’re using mods that haven’t added support for 1.1: You can continue playing version 1.0 as long as you like by using the version-1.0 beta branch. To access it, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘version-1.0’ from the drop-down list. You’ll want to change this back to ‘default’ eventually.
For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.
The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place.
We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum.
Big thanks to the developers who worked on 1.1 and this expansion: Piotr Walczak, Kenneth Ellersdorfer, Igor Lebedev, and Matt Ritchie. Thanks to Oskar Potocki both for his new art made just for us, and for providing his animal art. And I have to thank the volunteer modders, testers, and translators who helped out: Haplo, Brrainz, Pheanox, Dubski, Jaxxa, alphaBeta, Diana Winters, XeoNovaDan, someonesneaky, Mehni, RawCode, and many others. Thank you.
RimWorld versions 1.1, a major update from version 1.0, is now available for public testing and modding on Steam’s unstable beta branch. That’s right everyone – RimWorld is done, but that doesn’t mean we’re done with it!
You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon. We’ve placed it on the unstable branch now to get in some final testing, and to smooth out the transition for mods.
If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘unstable’ from the drop-down list. Note that this version is unstable and might break.
We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Bugs forum.
About compatibility:
For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. Modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.
The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. (Mods which gain support for 1.1 will create an error on the log in version 1.0, but this error is harmless. It’s just because there is some new XML data in the About.xml file which 1.0 can’t interpret.)
Big thanks to Oskar Potocki for donating his Vanilla Animals mod to become part of the core game.
Discuss this on the Ludeon forums.
I’ve just pushed an update to build 1.0.2282.
Changes:
This update should be compatible with existing savegames and mods.
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).
Here’s the Steam page.
If you like Al’s music you can get more from him at his Bandcamp page.
I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.
For modders, here is how to set your mod up for multi-version support:
In the mod’s About.xml file, don’t use <targetVersion> any more. Instead, write a list of supported versions like this:
<supportedVersions>
<li>1.0</li>
<li>1.1</li>
</supportedVersions>
When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.
Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called “1.0/Defs”, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from “/Defs”. (Note that if you add a version-specific folder like “1.0/Defs”, the default “/Defs” folder will be ignored when playing on 1.0.)
You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions (for now).
If you do not need the multi-version content loading, you place the “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.
EDIT: These fixes have been moved to the main branch.
There have been some rare technical issues with 1.0 – specifically with resolution changes on the Mac version. Piotr Walczak has been working on fixing them. We’re pretty sure they’re fixed, so I’ve just uploaded a fixed version of 1.0 on Steam’s unstable beta branch.
The changes are very limited with the intention of having this update be compatible with all mods and savegames.
I encourage anyone who is willing to give the unstable branch a try with any combination of mods. If you’re willing to take the time, please report compatibility problems in the forum thread below. Thanks very much.
It’s finally here! I just hit the button to release RimWorld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update).
There’s a juicy new trailer you can watch here:
Some logistical details (I also mentioned last time):
If you’re playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18.
If you’re playing a modded game, you should follow these two steps now:
I’m recommending modders don’t update in-place to prevent the above problem, but can’t guarantee everyone will get the message.
1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system that allows you to determine what your colonists and prisoners are allowed to eat.
Time to celebrate over here! Thanks again everyone.
RimWorld 1.0 will be released on Wednesday, October 17!
After five and a half years of development we’re coming to the close of this chapter of RimWorld. Thanks to everyone who got involved on the forums, posting bugs, chatted on Reddit, offered mods on Workshop and the forums, to those who are doing translations, to everyone who contributed to the RimWorld Wiki, and to Piotr Walczak, Ben Rog-Wilhelm, Alistair Lindsay, Rhopunzel, and others who collaborated with me on making the game. Thank you everyone.
If you’re playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18.
If you’re playing a modded game, you should follow these two steps now:
I’m recommending modders don’t update in-place to prevent the above problem, but can’t guarantee everyone will get the message.
1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system that allows you to determine what your colonists and prisoners are allowed to eat.
There will be a shiny new trailer on release day.
As for the future, I plan to continue updating the fan-made translations and creative content. There will also likely be a bug-fixing patch. Beyond that, though I won’t promise anything and nothing’s decided, I can think of a variety of interesting directions to go with the game. For today, though, I’m just celebrating.
Thanks again everyone.
Discussion on the forums.
A new build is up on the unstable branch.
If you are playing with mods but were on the unstable branch from an earlier testing phase, change back to default branch now. The code for this update should be 99% mod-compatible, but the mods won’t work until they’re recompiled because the binary API for the translation system changed.
The game content is exactly the same as Beta 19. There are some bugfixes, but the most important thing is the new localization system. It’ll help translators more accurately translate the game into non-English languages, with issues like grammatical gender (e.g. le/la in French) respected and better automatic handling of grammar for a variety of languages.
Below is a forum post from Piotr Walczak, who implemented the latest improvements, explaining what translators can do to take advantage of the new functionality.
Forum post: New keyed translations format
For anyone interested in helping translate, now would be a great time! The game content is stable, the grammar code is in, and we’re on the final push to get things set for the 1.0 release. Potential translators should please take a look the forum post below to learn how to contribute. Thanks in advance.
Forum post: How to contribute to translations
Forum post: Help check the language workers