RimWorld
A story generator disguised as a colony sim. An AI storyteller reads your colony and sends the raids, disasters, and wanderers that scale with your wealth.
Progression at a glance
| # | Phase | Threat driver | Goal |
|---|---|---|---|
| 1 | Crash-landing / start | Little wealth, so tiny raids. The starting factor keeps threats light through day 40. | Food security, basic shelter, and a first place to fight from. |
| 2 | Establishment | Small raids grow once the starting-factor grace period fades. | Reliable food, a defensible chokepoint, temperature control, and medicine. |
| 3 | Growth | Mid-size raids, sieges, mech clusters, and the first serious diseases. | A killbox or mountain defense, better weapons and armor, and early wealth control. |
| 4 | Wealth spike | Wealth climbs past 400,000 and raids get large: drop pods, sappers, breachers, fallout, infestations. | Deliberate wealth management, hardened defenses, power armor, and charge weapons. |
| 5 | Endgame | The exit you pick triggers its own scripted mega-threats. Ship-reactor raids start at a minimum of 500 points. | Build and defend a chosen ending: ship, gravship, Royal Ascent, Archonexus, or the void. |
Current PC build is the 1.6 update line, released alongside the Odyssey expansion on July 11, 2025. The five expansions are Royalty, Ideology, Biotech, Anomaly, and Odyssey.
Top tips
- Grow lean. Excess furniture, huge stockpiles, and luxury materials pump wealth and summon raids you cannot yet beat.
- Secure food first. Plant a fast crop, set a hunting zone, and build a freezer so food does not rot.
- Never skip a temperature plan. Colonists die to heatstroke or hypothermia, and food spoils, without coolers, heaters, and a freezer.
- Keep a medicine buffer and a skilled-enough doctor. Infected wounds kill unprepared colonies.
- Watch mood, not just food and defense. Ugly rooms, darkness, bad food, and no recreation trigger mental breaks.
- Do not rely on one killbox. Keep interior fallback positions and anti-siege tools for drop pods, sappers, breachers, and sieges.
- Cross-train pawns. If your only doctor gets downed, the colony can spiral.
- Do not poke mechanoid clusters or Anomaly entities before you are ready. Many late threats stay dormant until provoked.
- Sell surplus rather than stockpiling it, and build with cheap stone and wood where possible, to hold raids down.
- Start with Crashlanded, Cassandra Classic, a middle difficulty, and a temperate forest tile with hills.
Guides
setups
- Starting Scenario quick
Scenario, storyteller, difficulty, and biome choices at colony start. The recommended first run and the harder options.
- Killbox and Defense quick
Defensive setups and weapon loadouts. Killbox, mountain base, and what to arm pawns with by tech tier.
- Base Layout quick
Room and base layout priorities. What to build first, why single bedrooms beat barracks, and how layout feeds mood and defense.
progression
- Colony Phases quick
The arc from crash-landing to endgame exit, and the wealth-to-raid relationship that drives it. One cheatsheet.
threats
- Raids and Events deep
How the storyteller delivers raids, mechanoids, infestations, fallout, and Anomaly threats, and how they scale with your wealth.
systems
- Colonists and Mood deep
Pawns, skills, traits, needs, and the mood system, plus how RimWorld models health part by part.
- Research and Economy deep
The research tree, the wealth system that drives raids, and the materials and economy that fund a colony.