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RimWorld

¥128.00

🏷️ Indie, Simulation, Strategy

开发商:Ludeon Studios 发行商:Ludeon Studios 发行:2026-10-17

⭐ 好评率参考(Metacritic):87%

🔥 当前在线:28,705 · 📈 历史最高:29,976 · 💰 史低价:¥128.00

由聪明的人工智能故事讲述者驱动的科幻殖民地模拟电脑游戏。通过模拟心理学、生态学、枪战、近战、气候、生物群落、外交、人际关系、艺术、医学、贸易等来生成故事。

游戏预览

配置要求

最低配置

系统
*: Windows 7
CPU
Core 2 Duo
内存
4 GB RAM
显卡
Intel HD Graphics 4000 or other shader model 4.0
存储
1 GB available space

推荐配置

在线人数趋势(最近 7 天)

在线人数(7 天)

价格历史(90天)

游戏简介

由聪明的人工智能故事讲述者驱动的科幻殖民地模拟电脑游戏。通过模拟心理学、生态学、枪战、近战、气候、生物群落、外交、人际关系、艺术、医学、贸易等来生成故事。

更新记录

RimWorld x Abiotic Factor bundle out now steam_community_announcements
Hey all, our scientists just finished researching a new bundle: RimWorld x Abiotic Factor!

It's Abiotic Factor's birthday and they've released their Anniversary update to celebrate. 🎉 It even features a fashionable Randy Random hairdo and RimWorld sheriff badge to show off.

You can grab the bundle for 20% off or 20% off the game you don't already own right now:

https://store.steampowered.com/bundle/79834/RimWorld_x_Abiotic_Factor/
Abiotic Factor

Abiotic Factor is a survival crafting experience for 1-6 players set in the depths of an underground research facility. Caught between paranormal containment failure, a military crusade, and chaos from a dozen realms, the world’s greatest minds must survive against the universe’s biggest threats.

RimWorld

A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.

Get out there and do some science.
- Tia

Website | X | BlueSky | Reddit | Facebook
查看 Steam 原文 →
Update 1.6.4850 released steam_community_announcements
Hey everyone, we’re back with a small update for RimWorld and the expansions today. Check out the changelog below.

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

Cheers!
Tia

Website | X | BlueSky | Reddit | Facebook

Changelog

• Heavy bridges are now immune to explosion damage.

• Embryos are now forbiddable.

• Added ancient bridges and ancient heavy bridges which have a market value of 0. This prevents large wealth spikes when landing on maps that generate ruins over water.

• Updated Royalty preview images.

• Updated player creative content.

Fixes

• Fix: Some ancient danger enemies were active before they were unfogged.

• Fix: "Cloudwatching" sometimes appears when in space instead of "stargazing".

• Fix: Pawns can infinitely desire a looks-change if their ideoligion and genes clash.

• Fix: Deliver resources jobs issue causing pawns to not take any job.

• Fix: Error with grow zones in pocket maps.

• Fix: Incorrect parameters being used in AncientPodContents.

• Fix: Creepjoiner body types.

• Fix: Pawns passing friendly and enemy blockers.

• Fix: Glower dialog can't be configured not to force a color value.

• Fix: Construct cache not respecting forced orders.

• Fix: Gravship jumps interrupt deathrest.

• Fix: Holding platforms minified by infestations would delete their contents.

• Fix: Cultists would get stuck after their ritual was interrupted.

• Fix: macOS installations on non-Apple filesystems would try and load the generated ._ prefixed XML files.

• Fix: Bloodrage hediff increasing/decreasing too slowly on pawns ticking at a lower rate.

• Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.

• Fix: Mechanoids repairing too fast when ticking at a lower rate.

• Fix: Wastepack atomizer west and east sprites were flipped.

• Fix: Butcher yield storyteller setting affecting "make any stone blocks" bill yield.

• Fix: Cancelling a wall blueprint that was replacing another wall would delete any wall attachments.

• Fix: Volcanic debris lava can no longer spread to deep water.

• Fix: Ghouls can no longer go on caravans alone.

• Fix: Lodgers that are arrested and released are no longer recruited for free.

• Fix: Ghouls now exit shuttles drafted like other colonists.

• Fix: Explosions were not destroying regular bridges.

• Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.

• Fix: Gravship takeoff could leave floating roofs on the launch map.

• Fix: Incorrect threat reaction radius for enemies defending a location.

• Fix: Buildings could remain connected to power nets on the previous map after launch.

• Fix: Beam weapons were creating VFX in the wrong location (only affects mods).

• Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat.

• Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.

• Fix: Unnatural corpses could be permanently destroyed by turning them into nutrient paste.

• Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.

• Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.

• Fix: Possible for distress signal map to generate without a shard.

• Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.

• Fix: Desired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and "look change desired" thought to never occur.

• Fix: "Inspired recruitment" pawns interacting incorrectly with prisoners with "Reduce will" setting.

• Fix: Babies born during shuttle flight were deleted.

• Fix: Babies born without a faction would occasionally have their xenotype randomized.

• Fix: It was possible to have quest lodgers enter biosculpter pods via the gizmo when it was disabled via float menu.

• Fix: Exception when hovering certain buildings near the map edge in god mode.

• Fix: Rectangle drag designators displayed the total number of designated cells on screen rather than the actual number of cells in the dragged rectangle.

• Fix: Slave terror incorrectly only checked the region that the slave was in.

• Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.

• Fix: It was possible for pilgrim quests to target a map without a reliquary on it, causing the quest to break.

• Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.

• Fix: EMP rounds on unique weapons weren't breaking low-shields.

• Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.

• Fix: Incorrect psilocap graphics.

• Fix: Books in containers could have the same text content.

• Fix: Having an endogene and an overriding xenogene with the same trait can cause the trait to never be applied at all.

• Fix: Archean tree missing snowy overlay.

• Fix: Siegers respecting player blueprints.

• Fix: Performance issues with lots of unbuildable blueprints.

• Fix: Possible enumeration error with joyous thought.

• Fix: AI inconsistencies when trying to move around blocking pawns.

• Fix: Removed some old back compatibility code that is causing issues with mods.

• Fixed several typos.
查看 Steam 原文 →
RimWorld x Going Medieval bundle now available steam_community_announcements
Hey there everyone, Going Medieval just launched in 1.0 and we're bundling RimWorld with them in the Fortresses and Frontiers Bundle!

You get 10% off with the bundle, or 10% off the other game if you already own one.

https://store.steampowered.com/bundle/68395/Fortresses_and_Frontiers/
Going Medieval

Build and manage your own castle settlement in a land reclaimed by wilderness. With detailed management, survival strategy, and a moddable sandbox world, Going Medieval challenges you to build the mightiest colony this side of the apocalypse.

RimWorld

A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.

Have fun out there!
- Tia

Website | X | BlueSky | Reddit | Facebook
查看 Steam 原文 →
Grab RimWorld for cheaper than ever, and get its excellent expansions at a great price, too PCGamesN
RimWorld is a strange, beautiful gem of a game. Masquerading as a colony simulation experience, as you survive a daunting alien world, it's also arguably a story generator. For every haunting night that you barely see the next day, you'll also have a situation where your elderly colonist gets instantly wiped out by a meteor that decided to land exactly where he was. Or perhaps you slap a T. rex into learning its place in the world. Either way, it's an absolutely chaotic experience that rarely goes on offer, especially its DLC, yet they're all cheaper than ever with Fanatical's latest sale.

Read the rest of the story...

RELATED LINKS:

Fanatical - are its cheap Steam keys legit?

With a sequel on the way, now is the perfect time to pick up a Stellar Blade Steam key at 30% off

The Batman adventures that defined a generation are now 87% off and you don't even need your Bat-Steam key discount spray - but you do need to be fast
查看 Steam 原文 →
The winter merch collection is here! ❄️ steam_community_announcements
Hey everyone, a holiday trade caravan just arrived! 🎁

We’ve got a fresh RimWorld winter collection as well as beloved items from past drops, so this is your chance to grab something if you missed it last time. Stock is limited and the winter drop leaves the shop on Jan 11.

Explore the collection on the official RimWorld merch store: https://rimworld.store/

Wondering if something will arrive before Christmas? Each item on the website has shipping estimates under “Timeline”.

❄️ RimWorld Winter Collection

- Muffalo Fur Beanie: A reversible hat to keep you warm, inspired by the muffalo.
- Scyther Ornament: All that danger contained in one cute decoration.
- Thrumbo Ornament: This noble beast deserves a place high up on your tree.
- Boomrat Plush: Handle with care - this tiny friend carries a big spark! And it glows in the dark.
- Thrumbo Plush: A rare, soft companion.

Returning from cryptosleep


- Bomber Jacket: Our favorite jacket (plus iron-on patches) is back for the season!
- Odyssey Tee: Odyssey returns from the stars.
- Centipede Plush: For such a heavily-armored murder machine, it’s very plump.
- Hive Queen Plush: The Queen rises again.

- Muffalo Plush: No colony is complete without a Muffalo. Comes with a saddlebag.
- Megasloth Plush: A cuddly beast and its bundle of wool.

Black Friday Sales

It's Black Friday on Steam and we're running a bunch of RimWorld sales until Dec 1:

https://store.steampowered.com/app/294100/RimWorld/ - 20% off RimWorld
- 10% off Anomaly
- 10% off Biotech
- 15% off Ideology
- 15% off Royalty

That's it for now. Hope you have a wonderful holiday season!
- Tia ☃️

Website | X | BlueSky | Reddit | Facebook
查看 Steam 原文 →
Happy birthday, RimWorld! steam_community_announcements
Get out the lavish meals and chocolate - RimWorld is 12 years old today! 🎂🍫

As part of our celebrations, we're running a birthday community event to celebrate the game and everyone who plays it. 🎉 We want to see your fanart and hear about your favourite colonists and get screenshots of your finest bases (as well as the utterly decimated smoking ruins of it).

Thank you for another year of RimWorld, onto the next one!
- All of us at Ludeon Studios

RimWorld Birthday Community Event 🎂

By participating in our birthday event, you’ll be entered in a random giveaway to get our new YouTooz merch: the flocked Thrumbo figurine and Boomalope nightlight.

Please read all of the event rules and giveaway details before participating.

Event rules

• 1 entry per person.

• To participate, share your RimWorld creations with us! It can be RimWorld fanart, in-game screenshots or gameplay videos (vanilla/non-modded content only), writing, and other creative media. Share it with us by replying to the X @LudeonStudios birthday post or share a link on the official RimWorld birthday Reddit thread. All submissions must be human-made works, no AI-generated content permitted.

• Participation closes on Nov 14, 11:59PM Pacific. Giveaway recipients will be announced on Nov 17 by the @LudeonStudios accounts.
Note: YouTooz is unable to ship their merchandise to certain countries, please check yours before participating: https://youtooz.com/pages/shipping-policy

Those selected for the giveaway will be contacted on official @LudeonStudios accounts (and no one else, be careful if someone else reaches out.) You must respond before Nov 21 or someone else will receive the giveaway.

Here are some ideas/inspiration if you'd like to participate, but don't know what to do. (Of course, you're not limited to these!)

• Birthday themes: Birthday cakes, party decorations, presents, and joyful celebrations!

• Screenshots: Colonies/bases, individual rooms (throne rooms, ritual chambers, war-torn battlegrounds), and interesting events (weddings, rituals, intense battles, hilarious moments).

• Artwork: Illustrations of your colonists, pets, mechanoids, xenotypes, ideoligions, etc. Comics depicting funny in-game moments or stories of your colonists. Speedpaintings of your artwork.

Bye for now!
查看 Steam 原文 →
Update 1.6.4630 released steam_community_announcements
BOO! Happy Halloween! 🎃💀

On this spooky day, we’ve got a small RimWorld update loaded with fixes. They’re listed below in the changelog.

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

OoOoOoo,
Tia 👻
Website | X | BlueSky | Reddit | Facebook

Fixes

• Fix: Optimisation to JobGiver_BoardOrLeaveGravship.

• Fix: Animals can't fish on ocean water in some circumstances.

• Fix: Shuttles arriving to pick up a pawn on a pocket map will now land on the parent map instead.

• Fix: Grav engine floating orb graphic cut off at the top.

• Fix: Void structures could end up with negative progress.

• Fix: Shuttle leaving if all pawns on map enter a pocket map.

• Fix: Pawns sometimes wandering to (0, 0), especially with fleshmass hearts.

• Fix: Void provocation fails silently on maps which can't support harbinger trees.

• Fix: Void provocation wasn't bypassing earliest day requirements for incidents.

• Fix: Incorrect label on ghoul/shambler discovery.

• Fix: Error in GameComponent_PawnDuplicator when running without Anomaly.

• Fix: LanguageWorker_Italian missing a null check in WithIndefiniteArticle method.

• Fix: Techprints in loot (e.g. ancient danger) don't respect techprint commonality.

• Fix: Possible error if a ritual spot is deleted while a ritual is in progress.

• Fix: Gravship launch ritual not added retroactively to saves.

• Fix: Ghouls couldn't right-click-use serums, and mechs could erroneously use them via the gizmo.

• Fix: Metalhorror fifth timer not respecting VTR, causing gray flesh to take much longer to spawn.

• Fix: Error attempting to generate creepjoiner relations.

• Fix: Z-Clipping with some world object textures.

• Fix: Raided thought not getting applied in some quests.

• Fix: Gravcore quest sites were not settleable (not retroactive).

• Fix: Maps weren't considered a player home if a gravship landed on it after it had already generated.

• Fix: Several issues with transporting fleshmass hearts on gravships.

• Fix: Infant illness doesn't change phases due to an oversight.

• Fix: Labyrinth teleporting targets to non-origin maps if origin Obelisk was destroyed.

• Fix: Pawns getting stuck when running while on fire if blocked by an enemy.

• Fix: Seeds not always being deterministic.

• Fix: Pawn apparel using map biome vacuum flag rather than planet layer flag.

• Fix: Removing world layers not removing connections or destroying world objects.

• Fix: Shuttles sometimes landing out of bounds.

• Fix: Wasp stuns no longer affect mechs or turrets.

• Fix: Pawns could plant special seeds outside their allowed area.

• Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.

• Fix: Performance issue when selecting a lot of beds on a late game map.

• Fix: Prisoner and non prisoner beds can get mixed up when loading save if rooms are separated by paste dispensers.

• Fix: Errored ship jobs now clean themselves up properly.

• Fix: Turret top offset is (erroneously) rotated by turret angle.

• Fix: Bills on launch map get set to drop on floor when gravship leaves.

• Fix: Some explosive buildings explode twice when the wick ends.

• Fix: Shuttles could disappear when landing if their contents were bugged.

• Fix: Missing null check in DirectXmlCrossRefLoader.

• Updated player creative content.
查看 Steam 原文 →
Bring home a thrumbo and boomalope! steam_community_announcements
Hello everyone, our new RimWorld thrumbo figure and boomalope nightlight are now available on YouTooz: https://youtooz.com/collections/rimworld! It's a limited edition campaign, so get yours before it ends.

- Thrumbo figure: The regal thrumbo in a 4.9" flocked form for your desk. No taming required.

- Boomalope night light: Recharge beside this slumbering boomalope and let its gentle glow light your nights.

We also have a Steam sale going on for RimWorld and several expansions until Oct 24 to celebrate the game’s upcoming 12th birthday! 🎉

https://store.steampowered.com/app/294100/RimWorld/

• 10% off Anomaly

• 10% off Biotech

• 15% off Ideology

• 15% off Royalty
Hope you're having a great week!
- Tia and the Ludeon team
查看 Steam 原文 →
Update 1.6.4566 improves gravships, shuttles, and more steam_community_announcements
Hello everyone, we’ve got a content update for RimWorld today!

Gravships have received some quality-of-life changes.

• The new gravship launch interface lets you get your colony's animals and mechanoids onboard, and kicks visitors out. This makes takeoffs feel better and prevents accidental kidnappings.

• The pilot console now has a "view range" tool that shows your gravship's range without going through the whole launch process.


• Shuttles can now safely land on items, and they no longer obliterate a ton of roof when landing inside buildings - only the necessary roof.

• When you’re in orbit, colonists won't automatically take off their life-saving, vacuum-resistant apparel if they're in a dangerous vacuum.

• Mechanitors can summon the mechanoid bosses… in spaaaace!

• We added a new vacskin gland prosthetic from the Empire that protects your colonists against vacuum. (This cross-expansion content only appears for those with Odyssey and Royalty).

• We rebalanced the starjack xenotype to make them more useful in space - they have a new low gravity adapted gene which makes them faster and better workers while in orbit.
Other improvements include a new category for fishing in the work tab, tree sowing research allows you to grow timbershrooms in the glowforest, and the sentience catalyst now stops farm animals from roaming away.

And just in time for the colder seasons, there are new snowy visuals for trees and some plants!

We’ve also made several technical improvements to the game. We reduced the generation and loading times for worlds with 100% coverage, as well as added some tools to help our modders.

This update should be compatible with all savegames and mods. The full changelog is below to browse.

If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Have fun out there!
- Tia
Website | X | BlueSky | Reddit | Facebook

Changelog

• Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship.

• Added a "view range" option to the pilot console which lets you quickly see the range of your gravship.

• Added snowy visuals for trees and some plants when they’re in a sufficiently snowy area.

• Added the vacskin gland prosthetic which protects against vacuum. Requires the Odyssey and Royalty expansion.

• Added a “low gravity adapted” gene to the starjack xenotype, as well as rebalanced the starjacks genes. Requires Odyssey and Biotech expansion.

• Bridges built in space now have unique art for their borders.

Improvements & Balance Changes

• Fishing now has its own category in the work tab.

• Pursuing mechanoids in the gravship scenario now arrive in two massive raids per gravship map and then stop.

• The final mechhive raid will now be 50% stronger.

• Improved rewards for destroying the mechhive. You now gain +50 reputation with all factions, and the colonist that destroyed the mechhive gains a larger and longer-lasting positive moodlet.

• Mechanitors can now summon mechanoid bosses while in space.

• Insect lair entrances are now collapsable.

• Added the ability to sow timbershrooms in glowforests with tree sowing research.

• Shuttles are no longer blocked from landing on items.

• Passenger shuttles no longer destroy more roof than they need to when landing.

• Allow quests to retarget themselves to suitable maps if they generate targeting an unsuitable one. In orbit, this allows you to accept quests that don’t work in space by flying down to the planet.

• Gravships no longer clear pollution when landing.

• Sentience catalyst now removes roaming and fence-blocked status from animals.

• The gravship scenario now requires you to start with at least one colonist capable of intellectual work. This prevents you from becoming immediately stranded.

• Worshipful village raids now occur every 24 hours and are smaller in size.

• Gravships can once again land at worshipful villages.

• Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.

• Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.

• Planning designator shows map boundary outline in space.

• Increased perceived path cost of shallow lava to discourage dangerous pathing.

• More pawns from the Royalty and Ideology expansions can now spawn as starjacks.

• Hermit crabs no longer walk sideways. They also live considerably longer.

• Raiders won't try to ignite buildings when they are in a vacuum.

• Bestowing ceremony can now be accepted in space.

• Removed forced low-power mode for vac barriers when they're not in space, allowing them to still function while on the planet.

• Prevented meteors from landing directly on top of grav anchors.

• Added info on the grav anchor to the gravship launch confirmation.

• Improved credits layout to reduce the vertical size.

• Archean trees now self-heal like other special trees.

• Updated links in the main menu.

• Added confirmation if reforming caravan would cause your gravship to be lost.

• Landing a gravship on polluted terrain now slowly fades the pollution visuals in.

• Updated creative content rewards.

Performance


• Reduce time required to load a 100% world save file.

• Reduce time to generate a 100% world by about 40%.

• Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality.

• Added custom atlas packing implementation which should allow the game to start slightly faster, while using less memory.

• Improve performance when hovering a world tile out of gravship range.

Technical & Modding

• Unify all MayRequire and IfModActive checks to strip suffixes, trim, and lower-case package IDs

• Improved the moddability of animal abilities. It is now easier for modders to add abilities to player animals without using the Special Trainables system. Additionally, adding multiple abilities through Special Trainables is now supported.

• Increased max radius of GenRadial to 80 and optimize radius calculations.

• We now run back-compat code if the active mod list has changed, so that when adding expansions, all needed data is added to objects.

• Fix: plant.wildBiomes wasn't checking for duplicate entries in biomes. (Only affects mods.)

• Fix: Modded things with non-North default rotations not being placed correctly on gravships and prefabs

Fixes

• Fix: Traders guild faction no longer mentions giving gifts in their hostility letter.

• Fix: Outfit stands are once again minifiable and correctly drop their inventory contents when deconstructed while minified.

• Fix: Can't sell weapons held in outfit stands.

• Fix: Pawns using the incorrect seat on couches when socially relaxing.

• Fix: Properly fail strange signal quest if player loses their home map.

• Fix: Animals not checking reservations on fishing cells.

• Fix: Animals able to fish through foundations.

• Fix: Unable to remove pawns from being the target on certain psychic rituals.

• Fix: Freeze or crash on boot for players with specific AMD integrated GPUs.

• Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.

• Fix: Combat log occasionally mentions flesh-related injuries for mechanoids.

• Fix: Shuttle load list getting reset after launching.

• Fix: Lava emergence could go through walls in specific situations.

• Fix: Pawns not getting comfort from chairs while fishing.

• Fix: Paralytic arrows weapon trait not working if Anomaly is not active.

• Fix: Paramedics dropping their carried pawn when jumping.

• Fix: Raiders pathing directly through doors to trash newly blocked things.

• Fix: Loot on settlements spawning in inaccessible locations.

• Fix: Vac barriers not exchanging temperatures properly when off.

• Fix: Disabling mining via scenario not disabling vein mining.

• Fix: Incorrect description on burst shot count stat.

• Fix: Corpses spawning in some occupied settlement room types.

• Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing..

• Fix: Update peafowl labels to distinguish between male peacocks and female peahens

• Fix: Clarify attack target description.

• Fix: Game not switching to appropriate map when gravship cutscene happens.

• Fix: GenDraw.WorldRadiusRing issue with ShipJob_Wait.

• Fix: Certain sites not receiving incidents when landed at via gravship.

• Fix: Mining charges yielding only one mineable resource per tile.

• Fix: Space world objects not showing the orbital ITab.

• Fix: Basic gravtech appearing in schematics.

• Fix: Out of bounds error when launching gravship.

• Fix: Pursuing mechanoids scenario part now handles gravship anchors better.

• Fix: Lag when imperial shuttle is on map with lots of haulables.

• Fix: Bad temperatures preventing gravship launch.

• Fix: Bestowing ceremony couldn't be started if recipient has no free cells around them.

• Fix: Error when baby being breastfed dies.

• Fix: Autocut in pens sometimes including plants that are the same nutrition as grass.

• Fix: Incorrect venerated animal message when no colonists capable of hunting.

• Fix: Mechhive now spawns a border of platforms around buildings to prevent inaccessible areas.

• Fix: Mech booster rendering behind other buildings.

• Fix: Shuttle in hospitality quests not arriving on map of required pawns (fix not retroactive)

• Fix: Some apparel being incorrectly set to medieval tech level.

• Fix: Lectern north and south graphics were swapped.

• Fix: Genes in gene bank not being repaired.

• Fix: Pawns with no food type or need being able to be told to eat something from their inventory because it's considered a drug.

• Fix: Cloudwatching in space now always says stargazing.

• Fix: Several quest sites that were previously not able to be settled are now settleable after clearing all active threats.

• Fix: Labyrinths returning pawns to a different map than the one they were on.

• Fix: Wall blueprints not getting removed when attached wall blueprint is removed.

• Fix: 1 in 5000 chance for error when generating map during gameplay (e.g. ancient stockpile).

• Fix: Error if cached throne becomes despawned.

• Fix: Several issues with shuttle and transport pod range calculations.

• Fix: Concurrent thread modification exception when accessing map pawns.

• Fix: Confusing UI/messages when trying to use mortars in blind fog.

• Fix: Unique sniper rifles with high range not showing range.

• Fix: Error trying to move onto a layer with no valid settlement locations.

• Fix: No fuel information given when targeting player settlements during gravship launch.

• Fix: War queen resets to full steel when changing map.

• Fix: Improve gravship placement logic on mechhives.

• Fix: Incorrect apparel mentioned in thought for wearing ideo wanted apparel.

• Fix: Error with bandit camp pawn lend quest with multiple maps.

• Fix: Ideo buildings have incorrect names unless regenerated manually.

• Fix: Adjust archean tree shadow.

• Fix: Statues weren’t saving style of apparel (fix not retroactive).

• Fix: UI icons for ores weren’t rendering correctly (e.g. in search).

• Fix: Certain quests in saves converted from 1.5 were instantly expiring.

• Fix: Space settlement cannon connections were replacing interior terrain.

• Fix: Archonexus quests in space were using incorrect world object for new faction settlements.

• Fix: Small differences in move speed weren’t being reflected accurately over long distances.

• Fix: Drop pod raids were failing to execute in space with low threat point values.

• Fix: Colony animals were choosing to nuzzle friendly shamblers & ghouls.

• Fix: Collection modified error when starting gravship launch while animal is rescuing a colonist.

• Fix: Things carried by lifters & animals are now counted for the purposes of bills.

• Fix: Incorrect entries in empire town names.

• Fix: Mechhive quest was taking a long time to refire after failing it.

• Fix: Allow roof punching if pursuing mechanoids can't find any non-roofed cells.

• Fix: Duplicate gravship wreckages were able to fire if you wait long enough without a grav engine.

• Fix: Biosculpter pods weren’t curing scaria infections.

• Fix: Animals were attempting to fish at 0, 0 if every water cell on the map is frozen.

• Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.

• Fix: Was possible to toggle auto-refuel on refuelables that don't allow it, via hotkey.

• Fix: Gravships weren’t able to land on outposts.

• Fix: Error generating trade request quests in space.

• Fix: Smoke launcher, EMP launcher, and toxbomb launcher were incorrectly marked as incendiary weapons.

• Fix: Animals with 0% wildness were requiring level 1 handling skill.

• Fix: Incorrect plant weights on maps with limited fertile terrain.

• Fix: Several gravtech and mechtech researches could still appear in schematics.

• Fix: Quest lords were being added to incorrect maps in some circumstances

• Fix: Typo in mastodon description.

• Fix: Player shuttle could be lost if settling/camping on map with not much land.

• Fix: Incorrect inspect string on thruster if it's broken down.

• Fix: Grav engine was rendering behind some buildings north of it.

• Fix: Mech relay was rendering behind buildings north of it.

• Fix: In some cases, mechs were trying to do all work types.

• Fix: Error from bugged zones when landing ship.

• Fix: "Vegetarian disliked" precepts descriptions are now more accurate.
查看 Steam 原文 →
Update 1.6.4543 released steam_community_announcements
Hi everyone, we just released a small update for RimWorld.

Have you reached Odyssey’s ending? There’s now a new epic song that plays! We also fixed an issue where quest shuttles attempted to land on water, which caused them to teleport into your buildings.

This update should be compatible with all savegames and mods.

If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Bye for now,
- Tia
Website | X | BlueSky | Reddit | Facebook

Changelog

• Changed Odyssey’s end credits music to use the correct track.

• Changed music track “Impermanent Waves” to be a non-combat song on the planet and in-orbit.

• Quest shuttles no longer attempt to land on water, which was causing issues where they would warp into your base and destroy your buildings.

• Allowed the trader's guild faction to generate more variety in their ideoligion.

• Pawns now move more rapidly when pathing to water in order to go swimming.

• Archean trees no longer terraform ice.

• Dormant mechs no longer block pawn paths.

• Gravship facilities on invalid substructure are no longer considered connected.

• The game will now attempt to clean up invalid scenario parts when loading a save.

• Improve translatability of orbital trader names.

• Updated the French language worker.

Fixes

• Fix: Royalty shuttles were able to land on unsuitable terrain, potentially losing their contents.

• Fix: Psychic drones/soothes not affecting space maps.

• Fix: Sounds in mods failing to load on Linux if there's a space in the file path.

• Fix: Inability to search for items on corpses.

• Fix: Certain wardening workgivers (take to bed, execute, interrogate, etc.) couldn't be prioritized when the prisoner/slave was already reserved.

• Fix: "Can't accept this quest in orbit" preventing accepting joiner from ideology ritual done on planet surface, if there is an orbit map.

• Fix: Vacuum resistance stat not being cached, causing significant performance issues with lots of blueprints on the map.

• Fix: Gravship wreckage quest not being allowed to generate after archonexus if using gravship scenario.

• Fix: Error when launching with mech cluster building on ship.

• Fix: Torrential rain flooding through bridges.

• Fix: Vacuum overlay not updating after gravship takeoff.

• Fix: Scribe_References unable to save reference to the World, breaks incident queue for incidents targeting world.

• Fix: Incorrect lerping in HitFactorFromShooter.

• Fix: GraphicData copy method doesn't copy cornerOverlayPath, throwing an error if used for a building which can be player-constructed.

• Fix: Orbital scanner north and south sprites swapped.

• Fix: White fringing on unique weapons.

• Fix: RangedWeapon_WarmupMultiplier stat not actually being applied.

• Fix: Pawns that are immune to rot stink still get the moodlet for exposure to it.

• Fix: Confusing letter for left-behind world pawn giving birth.

• Fix: "Meme shipborn is not allowed" when trying to load a saved ideology into the traders guild faction's ideoligion.

• Fix: Rottables rot in settlement trade inventory.

• Fix: Pawns are deleted if dryads are taken on gravship without their gauranlen tree.

• Fix: Several apparel packs (cerebrex node, turret packs, etc.) were not allowed to be taken during the archonexus restart.
查看 Steam 原文 →
Steam Global Top Sellers for week of 22 Jul — 29 July 2025 SteamDB
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Update 1.6.4535 released steam_community_announcements
Hello, we’re back with another update for RimWorld! If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Today’s update fixes several issues people were experiencing with Odyssey. This includes multiple corner problems where buildings through corners affected room roles, beds could become prisoner beds through corners, and enemies could set fire to your stuff through corners. It also fixes diagonal walls leaking room vacuum under certain circumstances, issues with player shuttles being lost to water, as well as gravship launches causing your electrical connections to scramble.

We’re also aware of a bug where quest shuttles incorrectly try to land on water, potentially causing them to warp into your buildings. We’re working on a solution - a fix for it is currently available on the Steam unstable beta branch!

This update should be compatible with all savegames and mods.

And if you’re enjoying Odyssey, consider leaving a review on Steam! Expansions don’t get a ton of reviews, and every one helps us out a lot.

https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Have a great week,
- Tia
Website | X | BlueSky | Reddit | Facebook

Changelog

• Made crater descriptions more generic.

• Clarified the orbital scanner description.

• Clarified the gravcore description.

• Made ritual text more generic to fit more situations.

• Added flooring to subroom prefabs on orbital platforms.

• Reduced the chance of the gravship landing spot being over deep water.

• Gravcores are no longer asked for in trade request quests.

• Reduced psilocap catatonic breakdown chance from 4% to 1% and psilocap creative inspiration chance from 6% to 2%.

• Made the breathless gene suppress the normal vacuum resistant gene, removing its metabolic impact.

• Prevented hospitality quests from being acceptable in space due to it causing various bugs.

• Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders

• Prevented traps spawning next to exterior doors.

• Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.

• Updated some player names per request.

Fixes

• Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.

• Fix: Flickables are reset to be powered on when gravship launches.

• Fix: Power connections are scrambled on gravship launch.

• Fix: Diagonal walls could incorrectly leak room vacuum.

• Fix: Issues with shuttle crash quest after moving maps.

• Fix: Player shuttles could be lost in water when landing.

• Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).

• Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.

• Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.

• Fix: Cannot fill in Odyssey craters without Anomaly enabled.

• Fix: Could place the gravship hull off of substructure.

• Fix: Roof overlay not updated after gravship leaves grav anchored map.

• Fix: Roof zones are left on map after gravships leave.

• Fix: Lava emergence causing freezes in very specific circumstances.

• Fix: Reduced the possibility of getting a double grav engine.

• Fix: Draw styles were using area instead of selected cell number.

• Fix: VTR issues with frenzy field and sleep suppression.

• Fix: Gravship overlapping prison cell for "prisoner willing to join" quest.

• Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.

• Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.

• Fix: Wolverine wasn't configured to be a predator despite having prey size.

• Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.

• Fix: Strange signal quest disappearing if target map is destroyed.

• Fix: Pawns won't fish if the closest water body to them has no fishable cells.

• Fix: Error in PawnsAvailable quest part after switching maps.

• Fix: Improve fallback for spawning shuttle on map from caravan.

• Fix: Shuttles now properly apply peace talk outcomes on landing.

• Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.

• Fix: Cypress tree being destroyed by floodwater, unlike all other trees.

• Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).

• Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.

• Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.

• Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.

• Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.

• Fix: Alligator eggs hatching into sea turtles.

• Fix: Quest pawn arrival could break in space.

• Fix: UI cascade error when pawn targeted with skip dies.

• Fix: Tended goodwill being reset if the pawn is downed again after being tended.

• Fix: Gases on gravship never dissipate after landing.

• Fix: Error when accepting bestower quest.

• Fix: Incorrect index calculations in river flow code.

• Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.

• Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.

• Fix: Player not considered to have a grav engine while gravship in flight.

• Fix: Linux build didn’t inherit launch arguments configured in Steam.

• Fix: Apparel setup was not passing parent tag def into render node.

• Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.

• Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.

• Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.

• Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.

• Fix: Strange signal quest was acceptable in space.

• Fix: Unnatural healing/healer serum removing sentience catalyst.

• Fix: Sentience catalyst can target wild people.

• Fix: Apocriton doesn't have parts for heavy shield apparel.

• Fix: Incorrect message when trying to set prisoner as pilot.

• Fix: Typo in plant grove description.

• Fix: Typo in mechhive location description.

• Fix: Typo in lava snail description.

• Fix: Various typos.
查看 Steam 原文 →
Update 1.6.4528 released steam_community_announcements
Hello! It’s been almost 2 weeks since Odyssey came out, and we’ve been hard at work fixing bugs and incorporating your feedback. If you’d like to help us by reporting a bug, please join the official RimWorld development Discord.

Today’s update has improvements and fixes for RimWorld, Odyssey, and the other expansions. This includes things like removing the -3 soaking wet thought when swimming for recreation and reducing memory usage overall.

This update should be compatible with all savegames and mods.

P.S. Send us your gravships on X or BlueSky by mentioning the @LudeonStudios account!
- Tia
Website | X | BlueSky | Reddit | Facebook

Changelog

• When consumed, psilocaps now correctly have a small chance to inspire colonists or induce a catatonic state, matching their in-game description.

• Vultures are more resistant to rot stink and other environmental toxins.

• Reduced cover effectiveness of passenger shuttle

• Animals specialist now increases fishing speed and fishing yield.

• "Fungus preferred" precept is now compatible with the darkness meme, allowing more options in glowforest.

• In the glowforest, reduced caravan movement difficulty and disease occurrence.

• Removed HP from gravcores to prevent them from being accidentally destroyed.

• Hermit crabs now hide in their shell when not moving.

• Disabled gravship landing on worshipful village.

• No longer possible to open the world map during the gravship cutscene.

• Clarified the basic gravtech description.

• Clarified how gravship substructure is removed.

• Added “remove foundation” to the floor architect category.

• Updated some player names per request.

Performance

• Performance improvements in the glowforest.

• Improved load times on Mac.

• Add debug checks to strip out several heavy profilerblocks.

• Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.

• Fix: Significant performance drop when the world map is open.

• Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).

• Fix: Bad performance in royal title quest when throne room isn't enclosed.

• Fix: Significant performance drop when the terrain tab on the world map is open.

Fixes

• Fix: Gaining soaking wet thought when swimming for recreation.

• Fix: Rain sometimes appears pixelated.

• Fix: Pawns left behind with a grav anchor lose their allowed areas.

• Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.

• Fix: Interior courtyard loot rooms could generate cutoff.

• Fix: Typo in Odyssey AncientOrbitalCorridor def name.

• Fix: Ancient garrison corridor spawning life support units.

• Fix: Possible exception in quest info if player silent faction is null.

• Fix: Rare pathfinding exception with missing faction.

• Fix: "Type does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method."

• Fix: Mechhive assembler last raid tick not saved.

• Fix: Bluebird eggs hatch into crows.

• Fix: Issue with modded statues due to xenotype being set before kindDef.

• Fix: Can't repair conduits through blocked corners.

• Fix: Can't extinguish fires on walls that are only diagonally reachable.

• Fix: Gravship rotation code not respecting default placing rotation of modded content.

• Fix: Fire on full impassable edifices exposed to vacuum not decaying.

• Fix: Error when trying to enter pocket map with no home map.

• Fix: Shuttle mass doesn't update when using “unload all” gizmo.

• Fix: Collection modified error on gravship launch.

• Fix: Possible to have gravcore subquest fire while in flight.

• Fix: Potential fix for trader stock getting cleared.

• Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.

• Fix: Ancient mercenaries spawning outside building on cave maps.

• Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.

• Fix: Bugged quest generation with refugee betrayal offer after changing maps.

• Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.

• Fix: Clean room float menu option is now visible in ancient stockpile.

• Fix: Modded substructure variants not linking properly.

• Fix: Flesh tentacle on statue no longer moves.

• Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.

• Fix: Archaen tree was able to be planted on floors.

• Fix: Terrain blueprints showing up during gravship landing.

• Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.

• Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet's surface.

• Fix: Power grid not updating properly when gravship leaves map with grav anchor.

• Fix: Translation issues in credits.

• Fix: Splashes and watermills were not respecting river flow direction.

• Fix: Ideo apparel no longer overrides vacsuits in pawn generation.

• Fix: Several issues with fish changing and other water body logic.

• Fix: Error when camping after merging shuttle caravans.

• Fix: Outdated description on ancient mining charges and ancient explosives crate.

• Fix: Throne room requirement error spam on gravship jump.

• Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.

• Fix: Ancient and mech drop pod textures not consistent.

• Fix: Prevent vacsuits from spawning on planetary pawns.

• Fix: XML tags are now stripped out of search results.

• Fix: Possible for pawns to fish through bridges/substructure.

• Fix: Mechs can get grav nausea.

• Fix: Typo in cerebrex node description.

• Fix: Issue with baking atlases that are smaller than 512x512.

• Fix: Possible manhunter quest generation error on polluted ice sheet.

• Fix: Beam repeater not considered ultratech for ideology.

• Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.

• Fix: Passenger shuttle skyfallers wrong size.

• Fix: Clean up some cutscene vars causing error on load.

• Fix: Dev hack gizmo not firing quest event signals.

• Fix: Error while loading mech resurrection bills without a mech.

• Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.

• Fix: Prevent archean trees from being planted on ice.

• Fix: Gravship shield generator not blocking mortars.

• Fix: Minified electric inhibitor produces error.

• Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.

• Fix: Dormant charging mechs aren't loaded into shuttles.

• Fix: Birds don't fly out of the map when trapped and starving.

• Fix: Added back-compat support for infestation quests loading with invalid maps.

• Fix: New xml reader does not read the "Class" attribute on dictionary elements.

• Fix: Some textures are invisible on Linux.

• Fix: Potential fix for grav engines being destroyed due to landing under a mountain.
查看 Steam 原文 →
Steam Global Top Sellers for week of 15 Jul — 22 July 2025 SteamDB
Steam Deck
PEAK
RimWorld
HELLDIVERS™ 2
WUCHANG: Fallen Feathers
Stronghold Crusader: Definitive Edition
Ready or Not
Dead by Daylight
RimWorld - Odyssey
Destiny 2: The Edge of Fate

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查看 Steam 原文 →
Rimworld's full experience gets huge discount just days after new DLC launches PCGamesN
One of my first experiences playing Rimworld saw my colonist, Mr. Longbottom, hunt a seemingly normal squirrel. Little did I know, it was a rabid animal that not only wiped out my fledgling adventurer but also his attempted savior, suitably named 'Dave.' This is a small taste of what happens in Tynan Sylvester's beloved simulation game, and if you too want to be murdered by a rabid fluffball, Rimworld and its DLCs are currently on sale.

Read the rest of the story...

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