Game rim




















Build in the forest, desert, jungle, tundra, and more. Watch colonists develop and break relationships with family members, lovers, and spouses. Replace wounded limbs and organs with prosthetics, bionics, or biological parts harvested from others. Fight pirates, tribes, mad animals, giant insects and ancient killing machines. Craft structures, weapons, and apparel from metal, wood, stone, cloth, and futuristic materials. Tame and train cute pets, productive farm animals, and deadly attack beasts.

Trade with passing ships and caravans. Form caravans to complete quests, trade, attack other factions, or migrate your whole colony. Dig through snow, weather storms, and fight fires. Capture refugees or prisoners and turn them to your side or sell them into slavery. Discover a new generated world each time you play. Explore hundreds of wild and interesting mods on the Steam Workshop. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

RimWorld is a story generator. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.

You can end up with a nobleman, an accountant, and a housewife. So your colony will always be a motley crew. A nobleman will be great at social skills recruiting prisoners, negotiating trade prices , but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill — but he does that very well. Colonists develop - and destroy - relationships.

Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.

The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert flat, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.

Travel across the planet. You're not stuck in one place. You can form a caravan of people, animals, and prisoners. Rescue kidnapped former allies from pirate outposts, attend peace talks, trade with other factions, attack enemy colonies, and complete other quests. You can even pack up your entire colony and move to a new place. You can use rocket-powered transport pods to travel faster. You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared.

Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms. The game is distributed by DRM-free download. RimWorld is developed by Tynan Sylvester and Ludeon Studios , and we've been improving it since its first public release on November 4, RimWorld is not designed as a competitive strategy game, but as a story generator.

It's not about winning and losing - it's about the drama, tragedy, and comedy that goes on in your colony. The game creates events like pirate raids, trader arrivals, and storms. But these events aren't random. There are three storytellers to choose from: The carefully-paced Cassandra Classic, the slower-paced, building-oriented Phoebe Chillax, and the totally unpredictable Randy Random.

They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers. A nobleman will be great at social skills for recruiting prisoners or negotiating trade prices , but refuse to do physical work. A farm oaf knows how to grow food, but cannot do research.

A nerdy scientist is great at research, but cannot do social tasks at all. A genetically-engineered assassin can do nothing but kill — but he does that very well. Each character has personality traits. Neurotic colonists work faster, but are more stressed and prone to mental breaks. Abrasive characters will interact poorly and harm the mood of those around them. A nudist loves to be naked, while a cannibal gets a rush from consuming human flesh.

Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight.

Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound. Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities.

Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects.

And other species have their own body layouts - take off a deer's leg, and it can still run on the other three! You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs. Diseases are a serious threat.

Open wounds will get infected. Flu and plague can appear anywhere, and tropical rainforest areas are rife with malaria and sleeping sickness. As colonists age, they can develop chronic conditions like cataracts or bad backs. Temperatures are modeled both outdoors and indoors. As the seasons turn, the outdoor temperatures will rise and fall. Plants only grow in some temperatures. When it gets cold, it will snow. People can get hypothermia or heatstroke.

You can control indoor temperatures with heaters and air conditioners to aid survival and comfort, or prevent food from rotting. You can even build deadly temperature traps to cook enemies alive. The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain.

The challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season. You can tame and train animals. Lovable pets will cheer up sad colonists.

Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and more, as well as exotic alien-like lifeforms. RimWorld uses an engine that was originally developed to power a tactical combat sim similar to Jagged Alliance 2.

This means it has a lot of features designed to make small-team firefights interesting. For example:. Because of how important cover and positioning are in gunfights, combat interacts deeply with the colony's layout and structure. Players have to think about how they want to position their constructions to maximum advantage in future firefights, and it's possible to build a wide variety of base configurations for maximum tactical advantage against diverse foes.

Combat in general is a lot more interesting than the traditional trading of blows you might expect in a base-building game. This kind of game can be really hard to learn. So we've created an adaptive teaching system that watches your actions to figure out which parts of the game you understand, and teaches the parts you're missing.

If you don't understand a control, the game will notice and help you out unobtrusively. If you already know something, the game won't interrupt you. RimWorld also uses a notification system to make sure you don't miss anything that needs looking at. If you're low on food, or a colonist is about to go berserk, a message hovers in the corner of the screen informing you of the fact. No more getting annihilated because you missed some little detail. If you get annihilated, it'll be for a totally legitimate reason.

People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations.

If a colonist is too stressed, they might lash out or break down. When a colonist becomes too stressed, they may suffer a 'mental break'. Some will give up and wander the colony for a time. Some will leave. And some will, in dwarfish fashion, become psychotic and throw a violent tantrum. The flavor of RimWorld is a mix between hard sci-fi and the Old West.

It's a rim world at the edge of known space, far from the civilized core worlds. The planet is vast and mostly empty, and there are no strong civilizing authorities anywhere nearby.

You're on your own. The core idea in the RimWorld universe is diversity of human conditions. In this setting, humanity is spread across the galaxy, yet lacks any way of traveling or communicating faster than light. Combined with the fact that stellar civilizations regress due to war or plague as often as they progress, this means that someone traveling between stars may end up interacting with people at any level of development, from pre-agricultural tribes to transcendent machine gods.

Your starting colonists in RimWorld are at a technological level in the middle of this span.



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