The Slow Motion Tragedy of Rimworld

There’s a saying about space, and it’s this: don’t go there. Don’t go to space. Nobody says “I had a great time, up there, in space”. Instead they say things like “the gravity’s failed” or “why is there all this fire” or “this is like being under the sea but much worse”. Going to space is, for the most part, an invitation to die very, very far away from soft things.
Rimworld is a game, then, about things going badly in space. You take control of three survivors of a horrible crash, and guide them through establishing a colony on a hostile planet. You’ll face raids from rival groups, illnesses, food shortages, wild animals, scarce resources and bad moods. Warm days will cause you problems. Cold days will cause you problems. Beginning a new game of Rimworld is like being shown the world’s largest house of cards and being told that the only way to play is to remove a single card. The game oscillates wildly between the comedy and the abject tragedy of disaster, and far from feeling tonally jarring, it navigates the waters around both of these modes with a sort of freewheeling virtuosity.
There have been plenty of games about things going wrong, of course. The infamous Dwarf Fortress, perhaps Rimworld’s most direct inspiration, features a cast of remarkably petulant dwarves cooped up under a mountain and generally results in a horrifying cascade of events precipitated by, say, somebody tripping over a cat. Where Rimworld really shines in the “things going wrong” genre is in its entire presentation. The designers have a fantastic eye for hiding the statistics and systems that could be confusing or uninteresting while exposing the numbers that really count. As such, you’ll often find yourself in situations where you’ll understand most of the reasons why your colony is on fire, but still be mystified why, rather than helping, two out of your three colonists are stargazing.
Here are some things that Rimworld shows you, if you dig through the menus enough. Colonist’s moods; breakdowns of recent conversations; personality traits of people and animals; the exact status of everybody’s internal organs; how tidy the floor is at a given spot; whether or not a “gigantic” wooden sculpture is “awful”.
Do those individual components sound like they would be used to tell a light, bubbly story about a group of people coming together against adversity? No. No, they sound like they would be used to tell a story about three separate cave-ins and a massive case of food poisoning.
There were three of them. Yutte, who was seventeen, was a remarkable miner and builder. Roach was in his mid-fifties and tended the farms and ovens. Doc was maybe twenty five, and he was the doctor. He was also Roach’s son.
I’m using the past tense here. You might be wondering: “is that because these people are going to die?” and the answer is yes, yes, they’re all going to die.
I should probably say before I begin that I don’t have any screenshots from this save, so you’re going to have to take my word that these events happened. The reason I don’t have any screenshots is because instead of pressing F12 I was grimacing at the screen.
Rimworld’s early game is an exercise in forward planning. You have to carve a home into the rock of nearby cliffs. You have to set up stockpiles for wood and food and junk and corpses. Yutte got to work building the rooms and Roach laid out two large farms; one for potatoes, which apparently grow fantastically on alien planets, and one for strawberries, because I figured that a little variety would be good. You can only eat potatoes for so long before you start saying things like “I wish I could eat strawberries”, and that’s a fact about farming.
One of the many ways in which this game is brilliant and horrible is that it tricks you into thinking that this is the time, this is the save where things aren’t going to go horribly wrong. It manages this by making the early game all about building up your confidence; I managed to dig out all the rooms, I have a sustainable food supply, I built a freezer, everybody’s well armed, etc. What you don’t realize until it all inevitably slides into horror is that you sowed the seeds of your own destruction from the very start and, like a multi-step math problem, screwing up in the early minutes has completely messed you up.
Most of the trouble here stemmed from Doc, who, while a capable doctor, wasn’t particularly great at anything else. Here are the things that Doc really enjoyed doing: making sculptures, laying floors, being a doctor. With the exception of the latter, none of those are the things that really keep a colony going. Often Doc would rush into a room as if just about to help, only to hastily complete one floor tile and go back to working on sculptures again.