RimWorld Articles RSS Feed | GameSkinny.com RimWorld RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Rimworld UI Missing Fix Guide https://www.gameskinny.com/mvvpl/rimworld-ui-missing-fix-guide https://www.gameskinny.com/mvvpl/rimworld-ui-missing-fix-guide Wed, 28 Jul 2021 16:00:37 -0400 Ashley Shankle

The new 1.3 update and Ideology expansion for Rimworld have both been boons to Ludeon Studios' sandbox colony sim, but some players are finding the Rimworld UI missing once trying to start a playthrough. Don't be discouraged or start freaking out, though: there are not a lot of things that could make the Rimworld UI disappear.

You can try to fix this issue in two ways, the first one being the easier of the two and the other requiring some sleuth work.

Rimworld UI Missing Fix: Verify Game Files

First and foremost is the ever-trusty option of verifying your local Rimworld files on Steam. Doing so has cleared this issue up for a number of players, both in 1.3 and prior patches.

To verify your local game files, right-click the game in your Steam Library and click Properties. Then click Local Files, and then 'Verify integrity of game files' and let it do its thing.

The verify local files option in Rimworld's Steam options.

If this doesn't work, then you're going to have to do some sleuthing through your mods.

Rimworld UI Missing Fix: Disable Outdated Mods

A large portion of Rimworld players have their games packed to the brim with mods, myself included, which is why this solution is a bit problematic but necessary if your UI still won't show up.

You'll first want to go through your mod list and seek out mods that are outdated, as not every mod has been or will be updated for 1.3. Disable any that are outdated.

If there are some mods you just can't live without that have not been updated for 1.3 yet, you can try to only focus on the ones that are particularly impactful on the UI such as Color Coded Mood Bar.

If you have to disable some outdated mods, it's also a good idea to look through the Steam Workshop and look for offshoot updates to mods you currently have that are outdated. Sometimes different mod creators will swoop in and update an old mod in lieu of the original creator just to get it done faster. It never hurts to check.

That's it for how to deal with Rimworld's UI disappearing. Check out some of our other Rimworld guides here on GameSkinny.

How to Find Components in Rimworld https://www.gameskinny.com/c22r3/how-to-find-components-in-rimworld https://www.gameskinny.com/c22r3/how-to-find-components-in-rimworld Tue, 17 Mar 2020 13:08:48 -0400 Ashley Shankle

Components are a part of most mechanical constructs in Rimworld, with most colonies requiring them first to build solar panels or wind turbines, batteries, and coolers or heaters.

You'll start with some components in most scenarios, but how you get components after that initial supply is confusing for new players just getting into the game. If you're lucky, getting more components to keep growing your colony shouldn't be hard.

When you first load onto a map, take a look around at the ores in the area you can mine. You should always check for two things: iron and compacted machinery.

We're talking about components (which are mined from compacted machinery) in this guide, but looking for both materials is something you should always try to do when first loading into a map. If you can't find much of either, you may be in for a harder time down the line than otherwise.

How to Spot Compacted Machinery

Compacted machinery tiles are a sort of yellowy, rusty brown as seen here.

It's uncommon to spot large amounts of compacted machinery together, most often you'll come across one to five tiles in one spot.

How to Spot Iron

Just for clarity's sake, here's what iron tiles generally look like; they're dark grey with light grey edges. These often can be found in large quantities together, but it's very possible for flat maps to spawn far less than you're going to need to get by.

How to Get Components Aside from Mining

So let's say you have run out of compacted machinery to dig up on the map. What do you do?

There aren't a ton of ways to get components, but you do have options other than mining.

  • Deconstructing ship chunks: A fresh map usually generates at least one of these at the start, and as you play, ship chunks will fall from the sky every so often. Deconstructing ship chunks grants both iron and components, and should be done when you can if your map isn't being generous with one or the other.

  • Trading: Other colonies' traders will roll into your colony every so often, and many of them have components to trade. This is a viable method to stay stocked up on them, but try not to get too many at a time unless you are an experienced player. The higher value your colony, the bigger raids the game will throw at you.

  • Disassembling mechanoids: This is something that won't come into play early in a colony's life, but once/if you start having to deal with scythers and centipedes, this is a viable source of components. Mechanoids can be broken down using the fabrication bench, which is a fair bit into the tech tree.

The first two options outlined above will be your primary source of components throughout most of a single playthrough.

Many colonies never make it to full industrial-level technology. Making disassembling mechanoids more of a true mid-to-lategame affair and is something some players, particularly tribal colony fans, never do at all.

Check out our other Rimworld guides here on GameSkinny, and good luck out there on the Rim.

Rimworld Patch Inbound: 1.1 Public Beta Build Available Now https://www.gameskinny.com/l28dh/rimworld-patch-inbound-11-public-beta-build-available-now https://www.gameskinny.com/l28dh/rimworld-patch-inbound-11-public-beta-build-available-now Mon, 17 Feb 2020 16:42:22 -0500 Ashley Shankle

Rimworld's full 1.0 release brought what many assumed were the definitive features and QoF adjustments to Tynan's management sim, but it's not done just yet. Players can access the 1.1 public beta build right now, and try out the game's next big update.

The Rimworld 1.1 patch notes are extensive, and you owe to yourself to read them if you regularly play the game. But if you're feeling a little lazy, just check out some of these highlights:

  • UI now uses colored text to highlight important words like character names, places, and rewards.
  • Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
  • Added recon armor, EMP launchers, smoke launchers, and smoke grenadiers.
  • Bison, donkeys, ducks, goats, geese, guinea pigs, horses, sheep, and yaks are being added.
  • A "bunch" of new backstories.
  • Added barricades, and changed sandbags to require textiles instead of steel.
  • Added wooden hands and wooden feet.
  • Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
  • Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
  • The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
  • Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
  • Pawns now really like the pawn who rescued them.
  • Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.

Rimworld getting a new patch does mean that mod players need to decide whether to wait for their favorite mods to update for the new match, or whether to accept the vanilla experience for a while.

For now, just avoid the public test beta; come full release week, though? You may have to wait a week or two to get your game back to its previous-modded glory.

Stay tuned for more on Rimworld as it develops. And be sure to check out our guide articles if you're new to the game or find yourself stuck. 

20 Balanced Mods for Rimworld 1.0 (Updated April 2019) https://www.gameskinny.com/e0zvv/20-balanced-mods-for-rimworld-10-updated-april-2019 https://www.gameskinny.com/e0zvv/20-balanced-mods-for-rimworld-10-updated-april-2019 Mon, 22 Oct 2018 16:07:59 -0400 Ashley Shankle

There was a time when I had nearly 100 mods installed in Rimworld. Some things have been tossed with the b19 and 1.0 updates, but I'm slowly building that list back up.

One of the biggest boons to Rimworld as a game is that it's so moddable and, should you so choose, you can mod it to your exact specifications so you can play exactly the way you want to. It took me maybe three days of playing until I cracked and started piling mods on, but it may take you longer. Everyone's different.

One aspect of mods that many newer players and some experienced players aren't too keen on is the idea of severe balance changes. It's true -- some mods toss all semblance of balance out the window in the name of game customization.

The mods listed here are those that I've found to be both useful and minimally impactful on the game's overall balance. Many of these are purely cosmetic, but some, such as Animal Tab or Centralized Climate Control, add a lot more than shiny new things to look at. All in all, these are quality of life mods that are suitable for even new players.

There are definitely more mods you can install that will boost your enjoyment without making your pawns and colonies overpowered, but the ones mentioned here are those that have treated me best within this category over my 200+ hours in Rimworld. Hopefully, you will enjoy them just as much as I do.

Vanilla Furniture Expanded mod

Workshop link

Even if you're not keen on mods that directly add items to the game, Vanilla Furniture Expanded is still hard to not click "Subscribe" on. Despite how great it looks, its furniture is balanced and versatile.

This mod adds a special branch to your research tree for new furniture pieces, so you don't get all the mod's greatness for no effort. Balanced and probably the best furniture mod for the game.

Previously I had listed More Furniture here, but More Furniture has been causing more problems than it's worth. I recommend Vanilla Furniture Expanded over More Furniture.

More Furniture mod

Workshop link

More Furniture has been around for several of Rimworld's betas and is still going strong in the 1.0 version. Its goal? Just to make your colonies look better.

The furniture found in this mod works similarly to the game's base furniture and has no large impacts on how your colony runs. A safe bet for anyone who wants the game to look a little better without changes to how it plays.

Level Up! mod

Workshop link

Another little quality of life mod that you quickly learn to love. Information is power.

Level Up! notifies players when their pawns level up in a skill, making it much easier to keep track of how they're progressing individually. You can toggle to mod to notify you via message, notification letter, an animation on the pawn, or a sound effect -- heck, you can have it do all of them if you so choose.

This mod has the double benefit of being able to notify you when your pawns level down in a skill, which can be toggled in the mod options.

RimFridge mod

Workshop link

This was the first mod I installed back when I first starting playing Rimworld, and I've never been able to look back.

RimFridge adds new refrigerators to the Furniture menu that can be placed about your colony for your pawns to easily access, rather than running into the freezer room each time they need to eat.

Recently, this has gotten the addition of wall refrigerators, which are just as useful as their standalone brethren.

RimFridge is, by all accounts, a must-have and it does not particularly affect the difficulty of the game. It just keeps your pawns fed more easily.

Show Draftees Weapon mod

Workshop link

If you're like me and have trouble keeping track of the weapons your pawns have equipped once you've got several pawns running around, this mod can be a lifesaver.

Show Draftees Weapon does exactly what it sounds like: It displays the weapons your pawns have equipped when you draft them for battle.

This is great if you've got a variety of weapons spread across your pawns, especially if you keep forgetting who's got the grenades or molotovs.

Interaction Bubbles mod

Workshop link

This is one mod I'm fairly new to myself, but it adds one feature that's hard to live without once you get used to it: floating bubbles showing how your pawns are interacting on the spot.

This is a big improvement from having to check each pawn's Social tab, which is something I only find myself doing once every so often unless someone is mentally breaking often.

Getting a front-row seat to your pawns' interactions is a nice touch that adds some flavor to times of peace.

EdB Prepare Carefully mod

Workshop link

How this mod affects your save games is entirely up to you, but I have always and will continue to consider this a mandatory Rimworld mod.

Prepare Carefully allows you to customize your landing party before you crash land, giving you complete control over their history, traits, skill allocations, health, and looks.

Though this can be extremely overpowered (such as starting a pawn or two with Shooting level 20), it includes a point system that tallies up as you make your party to let you know how balanced your start is. A flexible mod every player should have installed.

Work Tab mod

Workshop link

It took a little bit to get to one of Fluffy's mods, but here we are -- and it's not the last one.

Work Tab is a must-have mod if you want complete and utter control over your pawns' priorities. It adds a whole new layer to work priorities, literally: you can manually prioritize every little task.

Newer Rimworlders may find this amount of flexibility overwhelming, but in time anyone could come to find this mod to be an utmost help in running an efficient colony.

Hospitality mod

Workshop link

This is one mod that you just get used to having and in time forget it was a mod at all.

Hospitality adds a number of features for dealing with visitors to your colony. Visitors can and will stay in your colony provided you've built and set new guest beds, and will help out with chores if your hospitality is above and beyond. This isn't all, of course, but it's certainly my favorite aspect of this mod.

Hospitality is one mod I always have installed because I'm just used to its features. Be sure to read the Workshop page for the mod first as it is incompatible with a handful of more complex mods.

Recipe Icons mod

Workshop link

Why not make browsing through the game's menus a little easier? This mod adds icons to Rimworld's in-game menus to make it easier to tell what you're choosing, before you click.

This mod is useful for most players and most definitely makes UI navigation faster. This is one that's hard to learn to live without once you get used to it.

Glowing Healroot mod

Workshop link

This is a simple visual mod that alters healroots to glow, making it easier to tell when they're ready for harvest and adding a pleasant glow to their general area.

Glowing Healroot looks even better with the following mod installed.

Realistic Darkness mod

Workshop link

I didn't know I wanted this mod until I finally had it installed. This affects the world's overall light level at night and during certain weather conditions, giving the effect of it actually being nighttime or for there actually being a storm brewing.

Below is a comparison of the same colony at the same time of night. On the left is nighttime with Realistic Darkness and the right is mod-free nighttime.

This mod does affect your gameplay to some extent, in that it's basically pitch black outside during foggy rain -- unless you have outdoor lighting installed. Which you should.

Animal Tab mod

Workshop link

This is another mod that you install and eventually forget it's not part of the base game.

Animal Tab adds new features to the Animals tab in the UI for you to more easily keep track of and maintain your domesticated animals. This makes it easier to keep track of their production (such as cows, alpacas, birds, etc.), assign their masters, designate for slaughter, and more.

This is just a huge quality of life mod that most Rimworld players should have installed, whether they run animal-oriented colonies or not.

Everybody Gets One mod

Workshop link

The concept behind this mod is one any colony would be happy to work with.

Everybody Gets One alters the crafting bill interface and makes it so you can set your orders to make as many as there are pawns, or even a set amount per pawns in the colony.

Whether you like to build up massive colonies over time or start on Tribal and try to survive, this mod saves time. The more pawns you have, the more time it saves; but it's useful for any colony.

Blueprints mod

Workshop link

If you've played Prison Architect and got used to its blueprinting feature or are just tired of having to manually build every single room, this is the mod for you.

Blueprints works very simply: you select the tool and then select the area you want to copy. Then plop the blueprint down where you want it and watch your pawns get to work.

This is just another huge quality of life mod from creator Fluffy. Don't forget you can export blueprints in one save game and then import them into another to use the same designs across multiple saves.

Verge of Galaxy mod

Workshop link

If you haven't gotten tired of Rimworld's music yet, just wait. Your time will come.

Verge of Galaxy is one of a handful of mods that stuff new, more engaging music into the game for you to listen to while your pawns go about their lives. It's as simple as that.

Custom Mote Maker

Workshop link

Ignore the anime ears on this preview image, this mod is suitable for any player.

Custom Mote Maker is small mod that adds a little more flavor to the game by displaying a pawn's mood via emote when you click on them.

This is a nice pair with Interaction Bubbles since both bring pawn personalities more to the forefront of the game.

A Dog Said mod

Workshop link

If you want your animals to have more longevity and not be completely crippled after a bad raid, this is a mod you should add to your subscriber list.

A Dog Said adds the ability to install prosthetics onto your animals when in need, as well as the ability to craft those prosthetics at a new workstation.

This is a valuable mod if you care a bit more about your animals than your average player, but it does change the balance a bit as your animals will no longer be crippled or sentenced to death upon receiving certain injuries. Nonetheless, there is nothing wrong with taking care of your colony's animals as well as you can, and the only way to do so is through this mod.

As a side note, a fair number of animal mods do have additional mods to make them work with A Dog Said.

Stuffed Floors mod

Workshop link

Previously I had the mod MoreFloors listed here, which is still fine but has just been blown away by Stuffed Floors over time.

This mod is simple: It adds new floors for you to use in your colony. The base game's floor options leave a little something to be desired, making floor mods like this one a must-have for most players.

Centralized Climate Control mod

Workshop link
**Requires HugsLib**

Now that we're down to the bottom of the list, we can get to my bar-none favorite mod: Centralized Climate Control. I remember what Rimworld was like before I installed this mod, and I don't want to go back. Ever.

Rather than putting an air conditioner or heater in each room or enclosed space with vents, you can instead work up a complex air temperature control system for your colonies using air intake vents, temperature control units, and air output vents into your buildings.

This mod completely changes how you deal with internal temperatures in your colonies, but it doesn't do it in a way that feels to easy. It's up to you to put together a functional system once you've completed the research, but once you do it's completely worth it.


Workshop link

Imagine a rim where pawns don't just drop stuff in your doorways. It's nice, isn't it? Now, download this mod.

Don'tBlockDoorMod has one function, and that is not to block doors. No longer will you lose control of your rooms' temperatures to pawn negligence, never again shall a cougar slip in your base and maul your llamas. A boon to all Rimworld players.


As I mentioned when we first started with this list, there are far more mods you can delve into and subscribe to that won't totally break your game's balance. These are simply those that are newbie-friendly and without significant effects on overall balance. Welcome to the wild world of Rimworld mods!

Rimworld: How to Prevent Food Poisoning https://www.gameskinny.com/gx1h3/rimworld-how-to-prevent-food-poisoning https://www.gameskinny.com/gx1h3/rimworld-how-to-prevent-food-poisoning Fri, 19 Oct 2018 15:42:05 -0400 Ashley Shankle

Every Rimworld game has at least one instance of food poisoning; it happens. The trouble comes along when at least one of your pawns is getting food poisoning on a regular basis -- then you have to figure out what about the cooking process is making them sick.

There are several variables that could be affecting the sanitation of your cooking. We're going to go over the three factors that could be causing mass food poisoning in your colony. There are some aspects of the game you're just not going to figure out on your own right away, and this is one of them.

Pawn cooking level

A pawn's cooking level doesn't just affect how quickly it can prepare food and the sorts of foods it's able to make. It also affects how sanitary the food is.

The lower a pawn's cooking level is, the higher the chance the food they will prepare will be contaminated.

A pawn with 1 skill level in cooking has a 10% chance to prepare sickness-inducing foods, while a pawn that's at cooking level 9 has a mere 0.30% chance for their foods to cause food poisoning. The chance continues to dwindle as you get into the higher levels.

This is one good reason to always start a new game with at least one pawn with cooking above level 4.

Room sanitation: AKA separate the stove and butcher table

There are a lot of ways for your kitchen to get contaminated with harmful bacteria, but the most common source is a newbie trap: using one room to house your stove and butcher's table.

This took me a little while to realize when I first started playing Rimworld many moons ago because it just seems like the two stations should be near each other -- and they should. They just should not be in the same room. Put your stove and your butcher table in separate rooms.

Butchering animals gets blood all over the floor, and that is the opposite of cleanliness. While you could take the time to manually order a pawn to clean the blood up after butchering, that is simply not a viable way to deal with the problem. You're never going to be able to catch it all the time.

The simplest solution to this issue is to simply have each station in its own room next to the other, attached to or near the freezer.

Above is an example of what I mean, from a pre-1.0 save (so my mods broke). You can have the two rooms connected via door, but I chose not to in the pictured save game. The two doors to the bottom lead to the freezer.

Animal blood is the number one food contaminant for new players and just separating the two stations fixes the issue. However, if you're having a massive food poisoning outbreak, it's probably because of something even more obtuse.

Minimize foot traffic into the freezer

Pawns track dirt behind them as they walk, which can contaminate food. You can further lower the chances of your pawns getting food poisoning by lowering the foot traffic to your freezer.

There are some ways to do this creatively, such as setting up 1-tile refrigerated rooms to store one pile of meals across your base (creative, but not particularly efficient); but the best way is to download the Rimfridge mod.

Rimfridge adds three refrigerators you can place around your colony, rather than having to rely on manual freezers. I highly recommend it, especially if you have frequent foot poisoning issues.

The ingredients or meal went bad

It just happens sometimes.

Sometimes your pawns will end up cooking some food and it perishes mid-cook, sometimes they are starving and grab up rotten meals just to quell the rumbling in their stomachs. In some instances, just eating raw vegetables gets them sick. A pawn's gotta eat.

You can click on a pawn and see what caused them food poisoning. Usually, it's just a case of bad luck, but sometimes it is caused by plain ol' rotten food. If you have multiple pawns get food poisoning, you need to check what made them sick and try to root out the exact source.

There's not much you can do once your pawns get food poisoning, and their frequent vomiting contaminates all areas of the colony -- and if they vomit on ingredients or straight up meals, those things are contaminated too.

Really, the best thing you can do for your colony's hygiene is separate your butcher table and stove. People hurling their lunch up should be one of the least of your problems, so just take the right precautions and focus on those future raids rolling through your area. Welcome to Rimworld!

How to Make Medicine in RimWorld https://www.gameskinny.com/6ajuj/how-to-make-medicine-in-rimworld https://www.gameskinny.com/6ajuj/how-to-make-medicine-in-rimworld Sun, 16 Jul 2017 17:10:32 -0400 Sergey_3847

Medical items are essential for a survival game such as RimWorld. The inhabitants of your base will unavoidably catch some kind of disease, which you will have to deal with. Fortunately, there are many different ways of treating diseases with medicine you can produce all by yourself.

There are three types of medicine in RimWorld: herbal, ordinary, and Glitterworld. They all have varying levels of healing potency that can be boosted with the help of lab-made drugs, but may produce certain side effects as well.

In any case, you definitely need to learn how to obtain all these different types of medicine, if you want your colony to be healthy and prosperous. Keep on reading for all the medical recipes available in RimWorld.

How to Make Herbal Medicine in RimWorld

Growing Healroot plant in the growing zone

Out of all three possible types of medicine, herbal medicine is the least potent one. Its current medical status is set at 60%. This means that it cannot be used to treat serious illnesses, but can only be applied to heal injuries.

There is one more drawback to herbal medicine -- it needs to be stored in the fridge. Otherwise, the organic concoctions will spoil, and you will have to craft them once again.

Nevertheless, Herbal medicine is good to have in case you need to treat prisoners or other less valuable members of your colony without investing too much time and effort in the treating process. Also, it can serve as an additional component for crafting more elaborate drugs in your lab.

Here is the crafting guide for herbal medicine in RimWorld:

  1. Herbal medicine is produced from a plant known as Healroot (or Xerigium in the previous versions of the game).
  2. One of your colonists must have a Growing skill of 8 (at least), so you can plant Healroot in your growing zone.
  3. It is advisable to protect the growing zone with walls from wild animals.
  4. As soon as Healroot plants finish growing, which may take some time, a colonist with the Plant Cutting skill can start harvesting Healroot, which will automatically turn into Herbal medicine.

How to Make Ordinary Medicine in RimWorld

Production of medicine in the drug lab

This type of medicine is more effective than the herbal type, as it has 100% medical potency. This means that it can be used to treat diseases and infections, and some cases of serious bleeding that can’t be handled with the herbal medicine.

Regular medicine is good enough to be used during surgeries, and can even cure such severe types of sicknesses as plague and malaria. However, the patients must have enough time for rest as an addition to the applied medicine.

This type of medicine cannot be simply harvested, but must be produced in a drug lab. The two components must be researched in order to begin the production of medical drugs: Medicine Production and Drug Production.

The requirements for both of these components are following:

  • Medicine Production
    • Tech level: Industrial
    • Base cost: 1500
    • Industrial start cost: 1500
    • Tribal start cost: 4500
    • Required research: Drug production, Microelectronics basics
    • Required research bench: Hi-Tech
    • Required facilities: None
  • Drug Production
    • Tech level: Industrial
    • Base cost: 500
    • Industrial start cost: 500
    • Tribal start cost: 1500
    • Required research: None
    • Required research bench: Simple
    • Required facilities: None

The drug lab itself also requires a facility, which can be made out of a number of materials that are listed in the following table:

Material Steel Cost Cost Hit Points Flammability
Steel 125 -- 120 20
Plasteel 75 50 335 10
Wood 75 50 48 100
Gold 75 500 72 20
Silver 75 500 84 20
Uranium 75 500 300 0


When everything is set and researched, you can start crafting your medicine. Here is the guide for crafting ordinary medicine in RimWorld:

  1. One of your colonists must have two skills for producing medicine: Medicine skill (at least 6) and Crafting skill (at least 3).
  2. You will also need three types of items for crafting medicine: 3x cloth, 1x herbal medicine, and 1x neutroamine.
  3. Cloth can be harvested after planting the Cotton plant in your growing zone.
  4. Herbal medicine is produced by harvesting the Healroot plant (see the section above).
  5. Neutroamine cannot be produced manually, but can only be purchased from orbital or caravan traders of these types: Bulk Goods, Exotic Goods, and Pirate Merchants.
Penoxycyline (Malari-Block)

Currently, this is the only type of medical drug that can be produced in the lab, and it definitely should be on your priority list when crafting or buying drugs from the traders. It fully heals such diseases as malaria, sleeping sickness or plague. Since Penoxycyline is an extremely potent medicine, it should be taken cautiously (usually one pill per five days), or it will cause overdose.

Here is the crafting recipe for Penoxycyline:

  • Before crafting the drug you must have Penoxycyline Production researched. The requirements for research are following:
    • Tech level: Industrial
    • Base cost: 500
    • Industrial start cost: 500
    • Tribal start cost: 1500
    • Required research: Drug production
    • Required facilities: None
  • Then, each Penoxycyline pill will require 2x Neutromanie for production.

How to Make Glitterworld Medicine in RimWorld

Checking the success rate of the surgery

The Glitterworld medicine is the most potent type of medicine in RimWorld. It is twice as strong as ordinary medicine and should be used only in the direst situations, such as extreme cases of plague or surgeries that fight for the patient’s life.

This medicine gives a great chance of success during the healing process or a surgery even in case when your doctor has a low Medical skill level.

Unfortunately, this type of medicine cannot be crafted in the vanilla version of RimWorld, it can only be purchased from Exotic Goods traders for about 110-140 silver.

But there is always a way out, and you can make it craftable by using the modification -- Glitterworld Medicine (available for free at Steam). Of course, the creator of the mod didn’t make it easy for players to craft such a strong medicine, so the cost is quite expensive:

  • 4x Neutroamine
  • 2x Medicine
  • 10x Cloth
Luciferium: Concoction of Advanced Mechanites

Regardless of the way you decide to obtain Glitterworld medicine, be careful when trying to use Luciferium -- a very special Glitterworld drug that causes addiction. Luciferium is the most potent health enhancing medicine in RimWorld.

However, if in case you will not be able to sustain a regular intake of Luciferium (at least one per week), your colonists will experience uncontrollable rage bursts, which may lead to death. For this reason it is advisable to give this drug only to animals.

Whether you manage to provide a regular supply of Luciferium or not, here is the list of its effects:

  • Reduced pain (+80%)
  • Improved blood filtration (+70%)
  • Improved metabolism (+20%)
  • Improved blood pumping (+15%)
  • Improved sight (+15%)
  • Improved breathing (+10%)
  • Improved consciousness (+10%)

The advantages are quite impressive and will surely increase the resilience of either your colonists or animals in combat. It can also be used to save a colonist from death due to its blood filtration ability, which is the reason why this drug is administered under the Medicine tab in the game.

Luciferium has no side effects other than the withdrawal effects that will begin even after the patient has taken it only once. So making sure that you will be able to purchase more of it from the traders cannot be stressed enough.

You may notice the withdrawal effects by the following symptoms:

  • Mental breaks
  • Acute pain (+40%)
  • Impaired consciousness (+80%)

If the Luciferium addiction is not met in the next ten days, the patient dies.


This is everything that you need to know in order to make medicine in RimWorld. Most of your in-game needs will not require the Glitterworld type of medicine, but if you want to take your gameplay to the next level, then surely consider it as a higher difficulty option.

If you’re looking for more RimWorld guides at GameSkinny, then check them out below:

How to Get Neutroamine in RimWorld https://www.gameskinny.com/tkizw/how-to-get-neutroamine-in-rimworld https://www.gameskinny.com/tkizw/how-to-get-neutroamine-in-rimworld Wed, 05 Jul 2017 18:17:47 -0400 Valoryan

RimWorld is all about resource management. In this sci-fi colony sim, you have to construct buildings, manage colonists, trade with caravans, defend against otherworldly threats, and more. But do to any of that, you need resources -- and lots of them. 

Some resources are easier to come by than others. And lately, a lot of players seem to have trouble tracking down a material called neutroamine. Neutroamine is an essential resource in RimWorld, but it can be tricky to find. This material is required for crafting medicine, alongside herbal medicine and cloth.

If you're having trouble finding enough neutroamine to serve your colony, this short guide will tell you where you need to be looking. 

How to Get Neutroamine in RimWorld

Unfortunately, neutroamine cannot be crafted. You have to buy it from traders or get it from cargo pods. 

Most traders should have it, but it can be hard to keep track of which ones do as it's based pretty heavily on RNG. Bulk traders will be the best to by neutroamine from, as they'll sell in large amounts at the cheapest price possible. 

However, there is a way around this and craft neutroamine if you want to mod your RimWorld game

How to Craft Neutroamine with RimWorld Mods

There is a Steam mod that allows you to craft neutroamine using Boomalopes and Boom rates. You have to extract nitroglycerin, which you can then use to craft neutroamine at your drug lab. The mod adds more features that drop nitroglycerin as well, so it's even easier to craft this sought-after resource. 

That wraps up this guide! Hopefully you'll be able to better trade for (or craft) neutroamine for your colony. Be sure to check out the rest of our RimWorld guides for even more help with this sci-fi sim game.

How to Build a Refrigerator in RimWorld https://www.gameskinny.com/clkb6/how-to-build-a-refrigerator-in-rimworld https://www.gameskinny.com/clkb6/how-to-build-a-refrigerator-in-rimworld Wed, 05 Jul 2017 15:44:01 -0400 Michael Dellapi

RimWorld is a strategy game where every single detail must be accounted for to ensure the survival of the player. Food and medicine, for example, must be kept safe and stored away for whenever a player might need it. 

However, RimWorld does not have an existing refrigerator item to keep things like food and meds from spoiling. But that doesn't mean there isn't a way to keep your food fresh. You just need to get a bit inventive with the tools at your disposal.

Building a Makeshift Refrigerator in RimWorld

While you may not be able to find or build a fridge, coolers work perfectly as a substitute. To use coolers as a makeshift refrigerator, first you'll need to create a room for all the food and medical supplies that you need to keep from spoiling. The coolers you want to use can then be found under the "Temperature" tab.

Once you have selected the coolers, line them along the room so that the blue side of the machine is facing inside the room. This ensures that cold air is getting inside and hot air is being vented to a different area.

The most important detail of making a fridge in RimWorld is setting the temperature of the coolers themselves. It is not enough to just fill the room with cold air to keep food fresh. Instead, click on each individual cooler and adjust the temperature so that the food will either be chilled or frozen. It is recommended to keep food around 2 degrees Celsius (2C) so it stays fresh. 0C and lower will freeze any food that you have.

  • Remember: Cooled foods take longer to perish, but frozen foods can last forever. Keep this in mind when trying to determine how long you are trying to keep food for. And also remember that the colder food is, the longer it will take to heat up in an unforeseen circumstance.

There you have it! Now you've got yourself a makeshift refrigerator so that you can keep your foods and medicines from spoiling too quickly. 

For even more help with this resource management sim, check out the rest of our RimWorld guides here on GameSkinny.

How to Build and Maintain a Farm in RimWorld https://www.gameskinny.com/zxmph/how-to-build-and-maintain-a-farm-in-rimworld https://www.gameskinny.com/zxmph/how-to-build-and-maintain-a-farm-in-rimworld Tue, 04 Jul 2017 14:28:29 -0400 ActionJ4ck

As is the case with most survival games, maintaining a steady supply of food is vital to building a lasting colony in Ludeon Studios' RimWorld. Though you can get by on scavenging initially, you will need to learn how to build and maintain a farm if your colony is ever going to expand and bring in new mouths to feed.

 If that sounds intimidating, then don't worry. Just follow our helpful farming guide and soon you'll be keeping your plants happy and your colonists happier. This guide is going to cover:

  • What is needed to plant crops
  • What affects plant growth
  • Outdoor farms vs indoor farms
  • How to build an outdoor farm
  • How to build an indoor farm
  • Summaries about RimWorld's plants

Now sit back, relax, and let's get started.

What Do I Need to Plant Crops in RimWorld?

Not much, technically. The base game gives you all the seeds you need right from the start -- you only need some sort of dirt to plant them in. Simply go to the Zone/Area tab, select Growing Area, and highlight the dirt that you would like to be turned into soil. You can then have your colonists plant all manner of seeds there.

Planting them isn't really the difficult part though. Growing them is.

What Goes into Growing a Plant in RimWorld?

A couple things, actually, and they are all equally important. They are: 

  • The plant itself
  • The soil it's planted in
  • The light it's receiving
  • The temperature

The latter three things affect a plant's growth rate -- a percentage amount that you can see in each plant's info box. 

Your goal should be to get the growth rate up to at least 100% (standard growth), but you'll usually be fine if you can get it above 85%. Under ideal conditions, however, the growth rate can actually be raised even beyond 100%, allowing the plant to grow and produce resources much faster than it normally would under basic conditions. Conversely, allowing the growth rate to fall too low will result in the plant growing too slowly and dying of age before it can even be harvested for food. 

There's a decent amount of math going on behind the scenes regarding how much each of these factors affect growth rates, but for now just worry about understanding the basics. We'll go through the four factors that determine how a plant grows.

1. The Plant Itself

As you can probably guess, different plants have different properties that affect how they grow. They die of age at different times, reach maturity at different points, and react to soil quality in different degrees (more on that below). We'll go into greater detail about each plant at the end of the guide, but for now just understand that each plant grows differently.

2. The Soil

This should also be a no-brainer. Plants will grow better and worse in rich and poor soil respectively, but some plants are more affected by this difference than others. The current build of RimWorld (version Alpha 17) boasts five different tiers of soil. They are as follows:

  • Sand: Don't even try growing here. Please, just don't.
  • Gravel and Marsh: These aren't ideal for farming, but they'll work if you don't have other options.
  • Soil and Lichen-Covered Dirt: Consider this the baseline in terms of soil quality. Crops planted on this type of soil can grow at that 100% growth rate that we are shooting for -- assuming all their other needs are met as well.
  • Rich Soil: Now this is the good stuff. Planting your crops in rich soil can make your crops grow significantly faster than they would in regular soil, so always plant in rich soil if it's available. The only thing better for farming than rich soil is, arguably...
  • Hydroponics Basins: These are artificial troughs that are 4x1 tiles in size. They are normally used to allow for indoor farming (more on that later) and can allow some crops to grow up to twice as fast as if they were planted in normal soil. The hydroponics basins come with some downsides, however, in that they consume a considerable amount of electricity, are costly to build, and cannot be used to grow certain crops.

"Build a colony in the desert," they said.
"There'll be lots farming space," they said

3. Light

Just like in real life, plants will also need some form of light to grow. They will need at least 50% light to grow, which will be the case for most of the day. More than 50% light, however, increases their growth rate even further -- so more light is always better.

You generally won't have to worry about lighting outdoors thanks to the sun granting all the light your crops will need. But if you plan on growing crops indoors -- again, more on that later -- you'll have to create your own light. 

4. Temperature/Seasons

Temperature -- listed in the bottom right corner of the screen -- can also affect crop growth, but perhaps to a lesser extent than the previous two factors. As long as the temperature is between 10 and 42 degrees C (50 - 107.6 F), your plants will grow as normal.

Their growth rates will drop significantly, however, for each degree above or below that range and will cease to grow entirely if the temperature falls below 1 C (33.8 F) or above 57 C (134.6 F).

As the seasons change in RimWorld, so too will the temperature. You'll have to keep an eye on it to make sure you're not trying to plant your crops while it's too cold or hot outside. Luckily, a plant's info box will remind you if the temperature is too extreme for growth.

So now that we've covered what makes plants grow, let's discuss the farms themselves. 

What's the Difference Between Indoor and Outdoor Farming in RimWorld?

I'm glad you asked! Like the names imply, you can actually create both outdoor farms and indoor farms (sometimes called hydroponic farms), and both types have different pros, cons, and methods. We'll talk about how to build and maintain both farms below, but first let's discuss the main pros and cons of each.

Outdoor Farm
  • Pros:
    • Outdoor farms are cheaper to grow and maintain than indoor ones. Much cheaper.
  • Cons:
    • Plants grow slower outside than they would in indoor/hydroponic farms.
    • Outdoor plants are generally more vulnerable. Seasons can change, solar eclipses can occur, enemies can attack, etc. 

Indoor Farm
  • Pros:
    • Plants grown in a hydroponics basin grow much faster than their outdoor counterparts.
    • Better protected from wildfires and such.
    • Can be temperature controlled so that growing can occur in seasons or areas in which it normally will not.
  • Cons:
    • Hydroponic farms are much more expensive.
    • Corn, devilstrand mushrooms, and haygrass will not grow in a hydroponic basin.
    • The devices necessary for indoor farming require electricity, and thus are susceptible to brownouts.

Though most RimWorld players seem to agree that the hydroponic farms are better (once you can afford them), it is actually best to have a mixture of both indoor and outdoor farming. This way, your colony's entire food supply cannot be decimated by a single event, such as one wildfire or a single brownout. 

How Do I Build an Outdoor Farm in RimWorld?

It's quite easy. Like I mentioned above, simply go to the Zone/Area tab, select Growing Area, and highlight the dirt that you would like to be turned into soil. Once that's done, you can have your colonists plant seeds there and (assuming all the conditions we talked about above are met) the plants will begin growing. 

In terms of which seeds to plant, that really depends on your colony's current situation. The last section of this guide will tell you about the different plants in RimWorld and which grow best where.

Now How Do I Build an Indoor Farm in RimWorld?

This is a bit more tricky. Like we talked about before, the things that determine how a plant grows are the type of plant, the soil, the light, and the temperature. But if you're going to be making a hydroponics farm indoors, the plants aren't going to be getting any sunlight. Luckily, we can build sun lamps for that. 

Sun lamps are a device that generate 100% light 100% of the time in the 100 tiles surrounding them (example image below). Sounds pretty great, right? It would be if they didn't take so much electricity. C'est la vie.

But once you've got the money and electricity problem figured out, building a hydroponics farm will yield tremendous benefits. So let's go through this step by step.

  1. Build a room 13x13 tiles in size (with a door, of course). It can be bigger than this, there's just no reason for it to be. I would also recommend using a material other than wood to prevent the whole place from burning down.
  2. Place a sun lamp in the exact center of that room. Don't forget that it needs to be connected to a generator of some sort.
  3. Arrange the hydroponics basins around the sun lamp in the arrangement shown below (image courtesy of RimWorld Wiki). This will put as many basins as possible within the sun lamp's influence.
  4. (Optional) Place a heater or cooler in the corner of the room to raise/lower the temperature to suitable growing conditions. This is only necessary if it is too hot or cold for your plants to grow normally.
  5. (Optional) If you can manage it, it's also a good idea to hook up your sun lamp and hydroponics basins to a secondary power source. This way, even if one is destroyed, malfunctions, etc., your plants will still survive thanks to that secondary power supply.

Which Plants Should I Be Farming in RimWorld?

That all depends on your colony's circumstances. There's no clear-cut best plant, but some certainly have advantages over others. Let's go through them one by one to see what each has to offer.

Bear in mind that RimWorld is currently an early access game. As such, things like specific growth rates and lifespans of individual plants are constantly being tweaked. Because of that, we're giving a general overview of each plant rather than the ever-changing numeric values behind how they grow. Let's begin:

  • Corn Plant: Corn takes a relatively longer time to be harvestable, but once it is it yields a lot of food. It's recommended if you have plenty of time to let it grow, but it cannot be planted in a hydroponics basin. All in all though, it's a good starter crop.
  • Cotton Plant: This will give you textiles for basic clothes and such at a reasonable rate. It's no devilstrand mushroom, but hey, it works. 
  • Devilstrand Mushroom: Ugh, these take FOREVER to harvest. They can't even be planted in hydroponics basins. They make good cloth, though.
  • Haygrass: Use this for feeding animals, if you have them. It grows at kind of an average rate but yields a lot of units. It cannot be grown in a hydroponics basin.
  • Healroot: This can be turned into herbal medicine. It grows relatively quickly, but yields very little actual crop. Though it is useful, you need to be careful with growing healroot. Wildlife loves eating healroot.
  • Hop Plant: Hops grows pretty quickly. They can't be eaten -- but everybody loves beer, right?
  • Potato Plant: Potatoes aren't particularly great except for one quality: they are barely affected by soil quality. This means you can actually grow potatoes reasonably well even in gravel or marsh, but they're basically a waste of space in rich soil or hydroponic basins.
  • Psychoid Plant: This is used to make drugs. I don't know how you feel about that. It has a lower than average yield at a slower than average speed -- but don't let that harsh your buzz because drugs can rake in a ton of money. (Not that I'm encouraging it or anything.)
  • Rice Plant: Rice is very sensitive to the soil you're using, so once you've got a hydroponics farm going it will essentially be your go-to food source. Don't waste your time planting it in poor soil though.
  • Smokeleaf Plant: Psychoid's mellower cousin, smokeleaf grows a teansy bit faster and yields a teansy bit more than psychoids, but won't earn you quite as much money on the market.
  • Strawberry Plant: Though to a lesser extent than potatoes, strawberries also are fairly resistant to soil change, making them not terrible for growing in bad soil. 

Ultimately there is no supreme master plant, but I would recommend starting off with corn for colonists' food (assuming you have basic soil) and then shifting to rice once you get a hydroponics farm going. 

So that's all the information you should need to get started building and maintaining a farm a RimWorld. If you have any questions or feel that we missed something important, feel free to let us know in the comments section below -- and don't forget to check out our other RimWorld guides here on GameSkinny:

5 Best RimWorld Mods You Should Install Right Now https://www.gameskinny.com/vgmup/5-best-rimworld-mods-you-should-install-right-now https://www.gameskinny.com/vgmup/5-best-rimworld-mods-you-should-install-right-now Thu, 29 Jun 2017 17:07:56 -0400 Michael Dellapi


Efficient Light


The "Efficient Light" mod is as simple as it gets, but goes to show just how detailed RimWorld can be. This mod does exactly as the name implies: it brings the power consumption of standing lamps from 75 to 25.


It changes nothing else about the game aside from the wattage, making it a humorous and simple way to change the game. Despite this, it is one of the most popular mods in RimWorld. The creator of the mod is surprisingly responsive to player feedback, ensuring the most eco-friendly lighting experience possible. 


While this mod may not be particularly useful or exciting, it serves to show just how vast and detailed the Rimworld modding community truly is. Almost every single detail of the game has been accounted for, and on top of that modders have gone on to creating entirely new storytelling experiences inside the game.


Get Efficient Light on Steam Workshop




Despite only being in Early Access, RimWorld's following ensures that the game will not only succeed, but thrive as the release date grows closer. For more insight into this game, check out our RimWorld guides here on GameSkinny.


Star Wars: A RimWorld Series


The Star Wars RimWorld mod is as impressive as it is massive. The mod itself isn't just one installment, but rather a collection of add-ons to the game that deliver a complete Star Wars experience.


On the surface, players can simply add cosmetic and equipment changes to their game. These changes include things like fully operational lightsabers to the introduction of new factions. Each faction will have its own outfits and weapons as well. 


However, the Star Wars mod series contains so much more to offer players. RimWorld fans will be able to level up their force powers similar to other Star Wars RPGs. The modder, jecrell, has even implemented a quest system to ensure that players get the most out of their experience. These changes significantly flesh out the opportunities that players have in RimWorld, with a level of care being given by the creator that is truly remarkable. 


Get Star Wars on Ludeon




The "Infused" mod is an excellent way of adding a little chaos into your RimWorld gameplay, adding random enchantments to certain equipment in the game. This equipment is also randomly chosen, meaning any item you come upon may be enchanted.


An enchantment in this mod gives a piece of equipment a variety of different stats that changes how the item is used. Most interestingly, even enemies can possess these augmented pieces of equipment. In addition to providing an extra element of unpredictability to RimWorld, this mod can have a significant benefit to almost any job you may be doing. 


If you find that these enchantments do more harm than good for you, they're editable via XML as well. You can either remove the enchantment altogether, or give your equipment the exact specifications to suit your needs. 


Editable Backstories


The Editable Backstories mod is absolutely essential for anyone that wants to flex their creative muscles and create stories that are uniquely their own. Whether it be a character that you are simply not interested in or a character you have been wanting to see implemented in the game, Editable Backstories gives you a wealth of tools to do so. 


This mod allows you to edit the background of a character using XML files. This doesn't just change the narrative components of the character, but even allows you to change the way they behave based on their traits. 


It's important to note that this mod erases any of the vanilla backstories a character might have, replacing it with your own. However, the creator of the mod does provide sample stories that can be used for characters if you have trouble coming up with initial ideas. 


Get Editable Backstories on Steam Workshop


Organized Research Tab/ResearchPal


The "Organized Research Tab" is the single most popular Rimworld mod to date -- and for good reason. In many ways, this mod was formative not just for the modding community, but for the game itself. The mod was an unbelievably useful organizational tool from the very beginning of RimWorld's release, offering players an easy way to sort their research. 


Unfortunately, the creator of the mod was relatively unsuccessful in updating the mod for A17, meaning that some of the features may not function as well as they have in previous iterations. "ResearchPal" is included in this slide because the modder recommends it as a similar alternative. Both tools are practically essential for a streamlined Rimworld experience, and let you spend more time focusing on the game itself rather than trying to sift through a multitude of tabs. 


Get Organized Research Tab on Steam Workshop


Taking deep inspiration from strategy games like Dwarf Fortress, RimWorld is a simulation game with profound scope. Placing particular emphasis on both detail and player creativity, RimWorld has developed a dedicated fan base.


What's most impressive about the game's community is its modding community, with countless users using the rich array of tools that the game readily provides to improve and expand on the base experience. These mods can completely shape the game -- offering anything from intense customization to entirely new stories. 

How to Get Components in RimWorld https://www.gameskinny.com/bm0eg/how-to-get-components-in-rimworld https://www.gameskinny.com/bm0eg/how-to-get-components-in-rimworld Thu, 29 Jun 2017 12:34:24 -0400 eleccross

RimWorld is a colony survival game in which you control people colonizing new worlds. It's almost identical to Prison Architect, except you're building up a civilization and protecting them from the harsh elements of an alien world instead of building up a prison to hold people in. The game is currently in Early Access on Steam, and is still being updated with more content.

Resources are important in a game like RimWorld, and one of the most important resources you can acquire is components. Components are required to make and repair electrical devices and can be used when making weapons, armor, and ship parts. But how can you get them? This guide has the answer!

Where to Get Components in RimWorld

There are five different ways you can obtain components.

  1. Deconstructing old ships
  2. Mining compacted machinery
  3. Purchasing them from the Orbital Bulk Goods Trader
  4. Disassemble Mechanoids
  5. Using a Component Assembly Bench

That's all there is! Using each of these five methods, you can collect the components you need to make repairs or upgrades as you build out your colonies.

RimWorld is a large complicated game, so it's understandable if you need guides like these. For more help with the game, check out the rest of our RimWorld guides here on GameSkinny.

Rimworld Alpha 17 Being Worked On https://www.gameskinny.com/46l3q/rimworld-alpha-17-being-worked-on https://www.gameskinny.com/46l3q/rimworld-alpha-17-being-worked-on Fri, 10 Feb 2017 07:08:02 -0500 Bryant Pereira

Popular early-access game RimWorld is geared to receive its next update, Alpha 17, soon. Founder of Ludeon Studios, Tynan Sylvester, wrote a blog post about the progress of the update. The post says the update is going to be a refinement build, focusing entirely on fixing bugs and rebalancing game systems. However, the blog links to a forum that features a poll for members to vote if they want a refinement update sooner, or to wait until there is significant new content to release in one update.

RimWorld’s previous update, Wanderlust, added a myriad of features and bug fixes that were met with overwhelmingly positive reception. The update was so major it changed the game completely, breaking save files from previous versions. The most prominent change was the addition of a spherical planet to start on. This feature adds newly generated mountains, hills, and time zones. The time of day is tied to the position of the planet relative to the sun, like the real world.

Wanderlust also added the option of traveling with caravans and opening multiple maps at once. Players can gather groups of colonists to travel across the world to trade, attack enemy factions, and complete the new “travel victory” objective. The new update even adds a “peaceful” difficulty mode for those who prefer to play without fighting.

The list of new features for Wanderlust goes on and on, but with a massive update comes technical difficulties. In his post, Sylvester mentions that they are working on reducing memory waste that leads to poor performance or crashes. He also mentioned flattening out exploit strategies players are using, along with some balance changes and reworking the AI.

Amidst all the improvements that could come sooner than later, Sylvester is aware of the games heavy mod support. Each alpha release creates some “chaos in the community”, due to inevitably breaking mod compatibility. Because so many players choose to use mods to improve their game, releasing a refinement-only update would mean that they will have to wait until modders update their mods for the new release. Of course, waiting for the next release means that players who choose not to use mods will have to wait until they can get their bug-fixes.

The Ludeon forums show disparate opinions on the direction of RimWorld's next update. A little over 50% of voters say they would rather wait until there is significant new content to release in one update, with 47% voting towards releasing the refinements first.

Amidst the discussion, players raise issues like the current disease/medical system that could use refinement and late-game performance issues like lag. Equally as many users mention how mods are what bring life to the game, and issuing a performance-only update will push many users to the wayside.

What do you think? Are you enjoying Wanderlust enough to wait for the next update to include new content? Or are the current bugs and performance issues of the game too much for you? Comment below and vote in the forum!

Prison Architect or RimWorld? They May Look Alike but That's Where the Similarities End https://www.gameskinny.com/el5s4/prison-architect-or-rimworld-they-may-look-alike-but-thats-where-the-similarities-end https://www.gameskinny.com/el5s4/prison-architect-or-rimworld-they-may-look-alike-but-thats-where-the-similarities-end Wed, 09 Nov 2016 05:15:15 -0500 Damien Smith

Prison Architect and RimWorld are both played from the same perspective and while they do look very alike, they are two completely different games by dissimilar developers. Let's compare the two games and establish how they differ from each other.

RimWorld Is Survival, Prison Architect Is Management

In RimWorld the player takes on the role of a group of survivors who have landed on an unknown planet. Their goal is to build a shelter and begin anew while surviving the dangers of the harsh new world. Prison Architect, on the other hand, has the player build a maximum security prison and then manage it.

Players must ensure that the prison has all the facility requirements along with the right amount of security to ensure prisoners don't escape and to keep them from rioting. In RimWorld you start with almost nothing and must gather resources, research new technology and keep the survivors happy.

In Prison Architect, you need to build a prison from the ground up to cater bus load after bus load of prisoners as they arrive. Ensuring everything is ready for their arrival, bedding, toiletry and so on. The two games have very different gameplay. One is about building and surviving in a new world while the other is all about management and keeping ahead of time. 

Both Games Have Prisoners but in Different Ways

Both RimWorld and Prison Architect have imprisonment mechanics to them. Prison Architect revolves around housing dangerous inmates and keeping everything under control. RimWorld revolves around capturing refugees or prisoners.

When imprisoned, you can attempt to convince them to join you or sell them into slavery. They are two very unlike mechanics in two very different games. Imprisonment in Prison Architect is about conducting your duty -- it is your job.

In RimWorld it is about gaining an advantage in a harsh world that is set out to destroy you. Even your actions for that advantage are cruel. If you do not gain the advantage of turning them to your side, you at least gain something for selling them into slavery.

They Both Tell a Story, but Very Differently

Both games tell a story but how they do this is very disparate to each other. Prison Architect tell a story about an inmate called Edward who is facing the electric chair for committing a crime of passion. This is then followed by four additional chapters focusing on different characters and aspects of prison life.

RimWorld's story is told in a very non-identical way. The story is told through an A.I storyteller. There are three of them to choose from, each with their own methods of storytelling. One is more methodical, and tells the story at a slower pace, allowing for some time between disasters.

Another is much more erratic and unpredictable. You will never know when or what he is going to throw at you. The A.I storytellers control all the events that happen throughout the game, from natural disasters, bandit raids and trading caravans. It is all controlled by them. Each game tells a very different story and does so in very unlike ways.

They Look Alike but That's Where the Similarities End

Yes, the two games do look very alike, they use the same style of graphics and are played from the same perspective. That is all that the two games have in common. They each have a story but both are poles apart and the same can be said for how they are told.

Both do include an imprisonment mechanic but how they work is very mismatched. The gameplay within both of these games is also very different as one is about surviving in a strange and hostile world while the other is building and managing a maximum security prison.

Which one of the two should you choose? Well, that depends on your video game appeal. If building a prison and managing it to help ensure that everything is in order and on time, then Prison Architect may be for you. If being thrown into a world where you must gather resources, build, adapt and survive, then RimWorld may be the one to choose. Whichever one may interest you, both are exceptional games that are worth playing.

10 Sandbox Games on Steam That Stand Out Above the Rest https://www.gameskinny.com/fpodx/10-sandbox-games-on-steam-that-stand-out-above-the-rest https://www.gameskinny.com/fpodx/10-sandbox-games-on-steam-that-stand-out-above-the-rest Wed, 26 Oct 2016 14:00:01 -0400 Damien Smith


Those are my top ten sandbox games on Steam. From 2D worlds giving players the freedom to adventure and build, to surviving strange and harsh worlds to building constructs of demolition. There is a title to suit everyone's appeals. Now if you will excuse me, I have to go help Wilson not starve.


What do you think of the list? Are there any other games you think should be on the list? Let me know in the comments below!



Price: $14.99

I couldn't end this list without including Kenshi. The world of Kenshi is one of the biggest non-infinite worlds since the Elder Scrolls II: Daggerfall. It has a staggering 870 square kilometers for you to explore. You can be a trader, thief, warlord, farmer, adventurer and more.


To survive the harsh world, you will need to construct and base and gather together a squad. There are no heroes; each character is equal and has their own story to tell. As a character gets stronger, so too does their physical appearance.


You can join or oppose the various factions throughout the game. You will have to use realistic methods of healing injuries and carrying the injured to safety. Much like RimWorld, this is only the tip of the iceberg for what the game has to offer.


It truly is an outstanding and in-depth game that comes from a small indie developer. If you like playing games with massive and harsh realistic worlds full of danger but want something a bit different, then Kenshi is worth checking out.


Get Kenshi on Steam.

Empyrion - Galactic Survival
Price: $19.99

Are you still feeling the pinch of No Man's Sky? Perhaps Empyrion may help you out with that. You must travel through a hostile galaxy full of danger, building, exploring, fighting, and (of course) surviving.


Throughout the game you will be building space ships and bases, mining and resource gathering, crafting, hunting, farming, and forming the terrain as you see fit. You will have to fight against the wildlife of the many planets you will visit, along with robot drones, alien soldiers and their guardians. All of this can be done both in single player and multiplayer alike.


There are two game modes to suit everyone's play style: Survival mode and Creative mode. Despite being in Early Access, Empyrion already has plenty of features to keep you busy for hours on end.


Get Empyrion - Galactic Survival on Steam.



Price: $29.99

RimWorld is the creation of Tynan Sylvester, who was previously a designer for BioShock Infinite. It released in Early Access back in July this year and is already one of the most promising titles in Early Access since Darkest Dungeon.


You take control of a colony of survival attempting to start anew on a strange planet. The game is driven by an A.I storyteller that decides how events happen such as bandit raids and disasters. To survive, you will have to fight, craft, trade, build and gather resources -- all the while tending to your colonists' needs.


That is only scraping the tip of the iceberg when it comes to the depth and content of RimWorld. It is also moddable and is integrated with Steam Workshop, allowing for easy installation of mods to change up the gameplay any time. It may feel pricey for an Early Access title, but its depth and gameplay make it all worth it.


Get RimWorld on Steam.



Price: $7.99

There is nothing else out there quite like BesiegeAs far as creativity and uniqueness go, this entry in the list sits at the top. Essentially Besiege is a game where you construct machines of doom from the ground up. Your goal is to conquer each land one by one using them.


As to what kind of machines you build to accomplish this, is entirely up to you and your imagination. From battering rams with circular saws on them to giant spiked catapults of demolition or a flamethrowing cannon firing machines of destruction, the possibilities are endless.


All that stands in your way is your imagination and the enemies defenses as you lay each land into ruination. Despite being in Early Access and having limited levels, it is worth playing for the fun and the experience.


Get Besiege on Steam.




Stardew Valley

Price: $13.99

Do you like games like Harvest Moon yet want to play them on your PC? Well then, look no further than Stardew Valley. In this game, you inherit your grandfather's farm, or should I say, what is left of it. You must build the farm back up to its former glory and learn to live off the land.


You will need to grow crops, start an orchard, raise animals and craft useful machines. As you progress through the game you begin to become friends with a community consisting of over 30 different characters, each with their own dialogue.


There is more than just farming to be done in Stardew Valley, however. You can go fishing, donate artifacts and minerals to the museum, cook, craft items, explore a mysterious cave with monsters in it and decorate your house to how you like it.


If this is the sort of game you like, you can kiss your social life goodbye. Once you start playing, you won't be able to stop.


Get Stardew Valley on Steam.


Kerbal Space Program

Price: $39.99

This is easily the zaniest of the games on offer here. In Kerbal Space Program, you must build a spacecraft that is capable of sending its crew into space without getting them killed. There is a huge collection of ship parts at your disposal, each with their own functionalities.


There is a total of three modes to play. Sandbox allows you to create anything freely. In Science mode, you must perform research to advance the knowledge of Kerbalkind and further available technology. Finally, there's Career mode, where you must oversee every aspect of the program.


With three different play modes, plus various activities like mining resources, constructing bases and space stations along with building all kinds of ships, the fun is never-ending. Not to mention that the outcome of building crazy spaceships at times is hilarious. 


Get Kerbal Space Program on Steam.



Price: $13.99

At first glance, it is easy to assume that Starbound is nothing more than a Terraria clone. Don't make its appearance fool you. Starbound takes things to a whole new level with its gameplay. You start off in the game with a damaged ship in need of repairs.


You beam down to the planet below to begin gathering resources to repair it. Once repaired, you are able to explore the vast infinite cosmos. You can land on various planets, creating anything you wish... or simply just explore. On your travels, you can capture monsters and train them to fight alongside you.


There are thousands of craftable items, three difficulty modes to suit everyone's play style, customizable space ships and seven different races to choose from. There is also a storyline to follow if you wish to do so. The biggest thing that separates it from Terraria is that it is fully moddable with Steam's Workshop, resulting in endless fun and possibilities.


Get Starbound on Steam.


Cities: Skylines

Price: $27.99

Is the latest installment in the SimCity series not quite giving you everything you hoped for? Cities: Skylines may just scratch that city-building itch. As the mayor of a new city, you must construct it from the ground up. How you design and run the city is entirely up to you.


As you build up your city, you will need to balance out the essential needs of your citizens, such as education, water, electricity, police, firefighting and health care. You will need to designate various parts of your city as districts too.


As if all that isn't awesome enough, it looks absolutely breathtaking with modern graphics that allow day and night cycles. It's wonderful watching as the night sets in with the buildings lighting up and citizens' schedules changing. As far as city builders go, you don't get much better than this.


Get Cities: Skylines on Steam.


Don't Starve

Price: $14.99

As far as sandbox games go, there are few that could ever be considered more brutal than Don't StarveThat brutality, however, is a case of having to learn how the game works over it being purposely punishing. Once you figure out how everything works, Don't Starve becomes one of the most addictive games out there.


You play as Wilson, a genius inventor who finds himself on a strange and unexplored world, full of weird creatures, dangers, and surprises. You will need to gather food and resources and construct inventions to help you craft new items, all the while staying sane. 


Most importantly, you must make sure you have light at night time. Within the darkness, an evil awaits to consume you. There is a roster of different and crazy characters to unlock, each with their own advantages and disadvantages that change up the gameplay.


With addictive gameplay, a unique art style and a world like nothing you have seen before, Don't Starve is an absolute must play.


Get Don't Starve on Steam.



Price: $9.99

I might as well start off with the obvious one on this list. Terraria, to date, has sold a monumental 18 million copies across all platforms. At its heart, Terraria is a 2D Minecraft, but it goes a few extra miles to create an identity of its own.


While it gives the player the ability to build anything they want in 2D, its gameplay also features RPG mechanics. You will need to defeat monsters, explore dungeons and face bosses to gain better equipment and progress in the game. 


You need to explore various biomes and build a town with various NPCs that you will have to protect from monster raids. With over 1,000 items including crafting materials, weapons, armor, clothing and spells the possibilities with Terraria are near endless. 


Get Terraria on Steam.


Since the indie boom began, Steam has seen a huge amount of new and varied sandbox games. From 2D builders to galactic adventures and surviving in mysterious and dangerous worlds, there's just about every kind of sandbox game imaginable.


With so many now available both on Steam and in Early Access, it can be difficult to choose what ones to buy. So which sandbox games go that extra mile and deliver an experience worth the pricetag? Quite a few, it turns out.


Here is my list of ten sandbox games on Steam that stand out above the rest.

RimWorld Beginner Tips and Tricks https://www.gameskinny.com/g5pkt/rimworld-beginner-tips-and-tricks https://www.gameskinny.com/g5pkt/rimworld-beginner-tips-and-tricks Fri, 19 Aug 2016 11:58:34 -0400 Sergey_3847

RimWorld is not your typical construction sim. It has its own peculiar atmosphere and the gameplay may turn into a real emotional rollercoaster for those who can’t manage their colony alive and healthy.

Of course, you can always start a new game if you didn’t manage to escape the planet the first time around, but it is much better to learn a few tricks beforehand and take care of your characters properly in RimWorld from the get go. This guide will provide you with such advice and let you survive even in the harshest of environments.

Choose a landing site as your difficulty

RimWorld landing site

There are several biomes in RimWorld that can serve as a landing site for your colony except an Ocean biome, which is unlandable. All these biomes offer different conditions – some are more favorable, while others are quite extreme. These different biomes influence the difficulty of the gameplay, so choose landing site in accordance with your skills.

  • Temperate Forest is the easiest and most favorable biome in the game.
    • It will provide you with tons of materials and the climate is suitable for long-term farming.
  • Mountains and Plains are considered normal difficulty biomes since their conditions aren’t fully favorable, but are still very suitable for colonization.
    • For example, Mountains are full of resources, while Plains have enough flat areas for building although they can’t protect you against enemies too well.
  • Ice Sheet and Extreme Deserts are the hardest types of biomes.
    • The conditions there are extremely unfavorable and can lead to a quick death of an entire colony, if you can’t provide for your people in time.

Learn the most important skills

RimWorld skill tree

Some skills are more important than others, so make sure that your characters have these skills as their specialization at the start of the game. All the useful skills in RimWorld can be divided into two groups: primary and auxiliary.

  • Primary set of skills includes: growing, cooking, construction and mining.
    • These are absolutely necessary and will provide your people with good food and decent constructions.
  • Auxiliary skills consist of: research, social, crafting, animals and combat.
    • After you’ve established your colony and satisfied the basic needs of your people, these skills will help you strengthen your positions and protect you from the enemies.

Keep your colony sustained and secured

RimWorld secured colony

There are three things you should do as soon as possible after the crash landing: set up your shelter, provide food for your people, and protect them from the raiders.

Set up your shelter
  • The very first things you need to build are separate bedrooms for each of your colonists with beds and doors.
  • Then, make a storage room, which is just as important.
    • You can’t leave your stuff outside, as it will rot and become useless, especially your weapons get rusty really quickly. So, make a big room that can keep your things away from moist and wind.
  • Lastly, make a kitchen and a freezer to preserve your food.
    • Also, set up a praying room to keep the morale of your people high.
Providing food

The initial food packages will not be enough to feed your people for too long, so you need to take care of farming as soon as you have your base ready.

  • Start with a smaller growing zone and increase the area gradually.
    • The sowing and the growing will take a few days, so be patient.
  • Give one or two men weapons and send them hunting.
    • Then, craft a butcher’s table for your kitchen, so you can cook your meat, as well.
  • Don’t let your men eat raw meat, and be ready to craft an electric stove.
    • If you don’t have electricity yet, then make a fueled stove that functions on simple wood.
Protection from raiders
  • The basic security set up for your base can be as simple as a barricade made of sandbags and a couple of turrets.
    • These will be able to protect you from raiders at the initial stages of the game.
  • Later you will have more resources to build an entire wall around your base.
    • Also, set up traps all around the wall on the outside, for example, mine traps.
  • Put several snipers on the perimeter and keep the lights outside and keep darkness inside – in this way you will be able to see your enemies, while they will not be able to see you.
    • This will give you a huge advantage during raids.

Provide first aid when needed

RimWorld first aid

Injuries during the raids are inevitable. There are different types of injuries in RimWorld: simple scratches, deeper cuts and gunshot wounds.

Simple scratch doesn’t need to be treated and well-fed character will heal automatically. However, deep wounds need to be cured as soon as possible, otherwise the character will most likely get infected and die. That’s why you will have to build a medical bed in the separate room for these purposes.

Also, don’t forget about the mental health of your colonists, as their mood swings can hurt the success of your campaign just as much as their physical wounds. So, pay attention to some fine arts in all kinds of forms, such as beautiful flooring and sculptures.

Come back soon for more RimWorld guides at GameSkinny!

RimWorld Preview - A gem worthy of a royal crown https://www.gameskinny.com/guc1u/rimworld-preview-a-gem-worthy-of-a-royal-crown https://www.gameskinny.com/guc1u/rimworld-preview-a-gem-worthy-of-a-royal-crown Mon, 18 Jul 2016 10:27:02 -0400 Damien Smith

RimWorld is one of the latest additions to Steam's Early Access program, releasing July 14th, 2016. It is being developed by indie developer Ludeon Studios. The game's creator is Tynan Sylvester, a veteran of the AAA video game industry. Most will know his name from his work as a part of the design team of BioShock Infinite, or the authored game development guide, Designing Games.

RimWorld may currently be in an Alpha stage of development, but the amount of content, high level of polish, and its quality make it a game worthy of being in Early Access. While most Early Access titles have issues such as glitches or bugs, RimWorld is 100% fully functional.

Choose your scenario

The first thing that the player must do before playing RimWorld is to choose the scenario they would like to play. There are three to choose from that come with the game, each being very different from the other.

Crashlanded mode is where the player controls three colonists that have crash landed on a planet. The player must lead them to rebuild a sustainable life and survive the harsh living conditions of the world. It is the best scenario to choose for beginners or those not looking for too much of a challenge -- a perfect blend of base building and challenge.

The Rich Explorer mode is where the player controls a single colonist. They start with far more money than the other scenarios, but being alone brings its own challenges. Without other colonists, work is slower, and building a sustainable base is a much more difficult. That is not including defending against bandits. It is a challenging scenario for experienced players.

The third and final scenario is Lost Tribe. The player must lead a primitive group of five tribe members to rebuild their lives after their previous encampment was destroyed. They start with basic supplies but lack any form of technology or research, putting the player in a weak position from the beginning.

They have numbers resulting in quick work and construction, but with a lack of technology comes only the most basic of defense techniques and weapons. It is a scenario for experienced players looking to take a different approach to the usual game.

RimWorld has also added in a scenario editor allowing for players to create their own scenario. Also, Steam Workshop is implemented into the game, allowing for players to share and download their own scenarios as they please.

The different scenarios change how the game plays significantly, offering a completely new experience with each one. It gives the game incredible replayability -- and with each new world being procedurally generated, there is never two the same.

Who will tell the tale and where does it begin?

One of the unique features of RimWorld is that the player must choose which A.I tells the story. Each of the three A.I characters to choose from has their own unique personalities. Who you choose changes how various events occur throughout the game.

Cassandra Classic, for example, is a more relaxed A.I. that very slowly builds up the challenge -- while Randy Random is completely unpredictable in every sense of the word. Randy can fire anything at the player at any time without warning, forcing them to work quickly and stay on their toes.

The middle of the three A.I.'s is Phoebe Chillax, who gives more time in between disasters -- but when she sets a challenge she sets it high. It gives the player plenty of time to prepare for when disaster strikes but they will always be big.

Along with choosing the A.I., the player has to choose the style of game they wish to play. These choices are essentially the difficulty settings, which range from Freeplay (a casual experience) to Extreme (an absolute hardcore experience).

Once the player chooses their storyteller, they must choose where they will begin on the map. They have a large range of different locations and biomes to choose from, each with their own advantages and disadvantages. In colder biome, they risk freezing to death, while in warmer biomes they risk becoming too hot. Along with many other factors.

These mechanics, combined with scenario selection, allows practically limitless styles of gameplay. Each choice the player makes changes everything within the game world. It creates a unique experience every single time you play a new world. They are awesome mechanics -- and quite frankly a stroke of utter genius.

Create your colonists

The final step before getting stuck into the game is creating your colonist or colonists (depends on the scenario you choose). At this moment in time, the character creation is completely randomized and does not allow for any customization.

The lack of customization does not mean there isn't any depth to the system. In fact, the character or characters that you choose can make a very big difference. Each character has their own set of skills, traits, incapabilities, and phobias. Some may even have injuries or scars that also affect certain elements of their gameplay.

They each come with a profession that determines what they are good at, along with coming in all shapes and sizes. A character's physical build also affects numerous aspects. For example, a very thin character may not be able to haul heavy objects, while a big character can. Smaller characters also move quicker, while bigger ones can't move as quickly.

Every single little detail of each character can potentially change how a game plays. Creating a group that can cover the strengths and weaknesses of each colonist is essential. There needs to be a balance in order to be able to build effectively. 

Each colonist that you create acts very differently. They each have their needs, behavior, strengths, and weaknesses. The player has to utilize all of these and come up with a way that they all work together in harmony. If not, they will start having some problems on their hands.

Every little choice made before even starting the game affects how it is played. Dealing with colonists a particular way in one game will not necessarily work in another. It requires the player to adapt how they play in accordance with the type of characters they create.

Their fate is in your hands

Once you start the game, the lives of the colonists are entirely in your hands. There is a tutorial that will teach the basic mechanics of the game, but it can be done as the player sees fit. There is no right or wrong way to play RimWorld. It is simply choosing to do the right thing at the right time.

There are a lot of activities the colonists can do, like mining, hunting, researching, construction, crafting, growing plant life, cooking, etc. Leading colonists to do what best suits them and timing it right is the recipe for success. For example, if you don't hunt or cook enough food, the group will become low on food or they will begin to starve.

If you don't meet your group's needs, stress and tension will begin to build -- resulting in depression and even fights among fellow survivors. Don't build the correct structures at the right time, food will spoil, items will deteriorate and many other problems can occur.

When colonists become sick or injured, they need to be treated. They also need to have a balance between sleep, relaxation, and work. Players can trade with other NPC tribes and factions for supplies when they come along. They can also save injured friendly characters, allowing them to join the group.

RimWorld reminds me to a certain extent of Don't Starve. It does give you more help than Don't Starve does, along with not having the murderous intent. But it is a game that takes a lot of time to master.

Each time you play you will learn something new. Whether it is through making a mistake or just figuring out a new tactic or how a new piece of equipment works. There is never an end to learning and improving your skills at the game.

RimWorld has a huge amount of content for its stage of development. There are so many activities that the colonists can do and all of them must be used at some point to be able to survive. It is a game all about balance and managing the needs of colonists -- with truly addictive gameplay that keeps you hooked for hours.

A gem worthy of a royal crown

RimWorld is the most impressive Early Access title I have played since Darkest Dungeon. That is a hard accomplishment. It is extremely easy to get into and becomes an addiction from the moment you start playing.

Its mechanics allow for huge amounts replayability and variation in gameplay. In the thirteen hours I have spent with the game, I have not found any problems with the game from either a technical or gameplay standpoint. It is polished beyond belief and truly is an enjoyable experience.

RimWorld sets the standards for what all Early Access titles should be -- a game that can be played while in development but with all implemented features and mechanics being 100% functional.

Its price tag may seem a bit steep at €29.99 for an Early Access title. I can confidently say, however, that the money spent on this will bring more entertainment that most AAA titles priced at €59.99. 

RimWorld is not just any old gem, it is a gem that is worthy of being a part of a royal crown. If there is any Early Access title worth investing in, RimWorld would be it. If the developer can keep up with the quality, content, and polish that the game is showing now until release, it is going to be a sensational game.

Disclaimer: A copy of the game was provided by the publisher for the purpose of a preview.

Bioshock Infinite Dev Talks About His Kickstarter, RimWorld, in This Exclusive Interview https://www.gameskinny.com/hb2x3/bioshock-infinite-dev-talks-about-his-kickstarter-rimworld-in-this-exclusive-interview https://www.gameskinny.com/hb2x3/bioshock-infinite-dev-talks-about-his-kickstarter-rimworld-in-this-exclusive-interview Mon, 28 Oct 2013 17:52:22 -0400 GameSkinny Staff

Welcome to [Kick It], where we chat with developers and creators about their Kickstarter projects.

RimWorld is a sci-fi colonization sim derived through strong influences from FTL, Dwarf Fortress, Prison Architect, Warhammer 40k, and Firefly. If that sentence hasn't sold you on this game already, you should know that this game also comes from the mind of one of the developers of the 2013 blockbuster Bioshock Infinite. Excited yet?

Today we're talking with Bioshock developer Tynan Slyvester about his Kickstarter for RimWorld.

Tynan Sylvester spent 4 years working for Irrational Games, more specifically on Bioshock Infinite, up until 2012. He then departed from Irrational to write the book Designing Games: A Guide to Engineering Experiences and entered the indie scene.

RimWorld seeks to take the storytelling prowess of Dwarf Fortress and smash it into an accessible, space-western format. The semi-random story events will be dictated by one of three AI Storytellers (think Left 4 Dead AI Director), each with their own styles.

Sylvester had made RimWorld as a one-man effort for most of 2013, before finally turning to Kickstarter for funding to complete the game with audio and visual talent. Right now, the game looks like a Prison Architect rip-off--Sylvester wants to change that by hiring specialists to give the impressive mechanics a unique body to live in.

There is a ton of information out there about RimWorld already, but this is our opportunity to talk to Sylvester and hear what he has to say. If you want broader information about the game, check out the Kickstarter page (and FAQ), visit the RimWorld subreddit, or check out some YouTube gameplay/LP footage from backers who have gained pre-alpha access..

So, who are you? What is your background in gaming?

TS: "I started making Unreal Tournament mods back in 2000. Eventually that turned into contract level design work, and then a job at Irrational Games working on BioShock Infinite. In early 2012 I quit that to write my book Designing Games, and then become an indie developer. I'm now working on my indie game, RimWorld, with my shiny new corporation, Ludeon Studios."

Anything else interesting about your life?

TS: "I was in the Canadian army reserve and I used to dabble in modeling."

Can you explain some of the inspiration behind the game and its design? Did you play a lot of Dwarf Fortress, or are you just a fan of the style?

TS: "I've played about 12 hours of Dwarf Fortress. The interface is too brutally difficult for me to really get into it. What really inspired RimWorld was actually the stories that other people have written about what happened in Dwarf Fortress. I read stories like Boatmurdered and Gemclod, and thought that I'd really like to make a game that can create stories like that."

"What really inspired RimWorld was actually the stories that other people have written down about what happened in Dwarf Fortress."
What do you think is the most exciting thing/what are you most proud of about RimWorld?

TS: "I'm really stoked that it actually seems to work as a story generator. During the first 10 months of development, there was a real question as to whether it would ever be more than little images bumping around a screen. But after it hit a certain point of complexity, people started having and telling real stories from it. That's incredibly exciting to me. What's more exciting is realizing that it's only a year in - what will be happening in the game in a year's time?"

How much more do you think the game will change before release?

TS: "It'll keep changing for years. What's there is the minimum to make the game function as a basic story engine. There's a huge amount of stuff to be added to make those stories deeper and more diverse. We'll look back on RimWorld as it is today and laugh at how limited it is."

How has your work on Bioshock Infinite influenced this project?

TS: "The designers at Irrational are really good at finding unique angles in fiction. Just consider how strange a story BioShock tells - it's about an underwater, Objectivist, failed utopia. That's a bold direction to take in a market full of marines shooting aliens or terrorists. But it worked really well! This is why I'm pushing on some of the more exotic space western fiction concepts in RimWorld, and am preparing an even deeper universe backstory to slowly slip into the game."

What advice would you give developers and creators aspiring to use Kickstarter?

TS: "Well, the bulk of my advice would be in my game design book, Designing Games. So I guess my first and most massively self-interested recommendation would be to buy my book. :) Beyond that, I think it's most critical to test your game on real people, in realistic conditions, and be ready to continuously change it, even at a fundamental level. RimWorld did not start as a space-western colony game; it started as a starship design sim. It only became what it is by a long process of evidence-driven iteration."

"I think it's most critical to test your game on real people and in realistic conditions and be ready to continuously change it, even at a fundamental level."
What do you think was the key to this highly successful Kickstarter campaign?

TS: "Having a game that really works. Most of my referrals come from YouTube videos of people showing off the pre-alpha; people are interested in the game because they can see it works well. Traditional "marketing" actions have taken a secondary role. Although I will say, I did design the game specifically to be explainable to people; RimWorld uses concepts that are interesting and different, but still relate to what people know."

You’ve gotten a TON of funding already, way past your original goal, without even proposing any stretch goals. What kind of plans do you have for this money?

TS: "I talk about the stretch goal question in Update #1 of the Kickstarter."

If you were to redo the Kickstarter, what would you change?

TS: "Nothing. It's been a good experience overall, I'd say!"

In Closing

I want to extend a warm thanks to Tynan Sylvester for taking the time to answer my questions! If you are looking for more details about the project you can visit the RimWorld Kickstarter page, Sylvester's website, or visit the game's forums to chat with others. You can also keep track of development and updates on Twitter @TynanSylvester.


Do you have a Kickstarter campaign or project you'd like to see talked about on GameSkinny? Drop me a tip for future [Kick It] articles on Twitter @ZacaJay!

Or, you know, write about it yourself!