
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $27.99−20% | 246.4Kreviews | 98% | #60 | $143.2M |
| $34.99 | 662ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3151 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game will destroy your free time if you let it. Highly addictive, proceed with caution. If you choose to mod it (and chances are you will), be wary: it will get moreso of the above. 10/10 would fall into this black hole again. Already did.
some interesting math for me. this game plus all dlc is 114.95 as of where and when I am at this point. 114.95/6007.8 is my play time. that not quite .02 cents each hour of gameplay at this point. I think ive got my moneys worth wrung out of the game. I wonder how low I can make that stat. we will have to find out in a few thousand more hours.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $143.8M | 422.7K | 89% | $19.99 | |
| $140.7M | 777.8K | 83% | $14.99 | |
| $138.6M | 143.6K | 96% | $59.99 | |
| $148.1M | 121.5K | 93% | $59.99 | |
| $149.1M | 140.6K | 80% | $59.99 | |
| $134.9M | 184.8K | 96% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.4M | 2.3K | 81% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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Every market we collect.
Latest in each market: best KR #11, worst BR #99 · 14 markets collected
US · last 30 days
Of the 6 markets with a position on both sides, 6 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 50.57/day in the week to Aug 7 → 64.29/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
Reviews, worldwide (the counter carries no country): 51.43/day in the week to Aug 6 → 60.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Polish, Russian, Italian, Spanish - Spain, Czech, Danish, Dutch, Hungarian, Japanese +12 more
| $34.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 3.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
My boyfriend and I sit two feet apart... He's playing a game filled with war crimes, mass causalities, horrific factories and lifestyles that make you wish you lived in poverty. I'm playing a game with cozy farming, long standing benevolent kings and queens, and personal homes designed for each person... And somehow, we are both playing the same game. Rimworld is like that, its up to you to figure out how you want to play it. I play it more like the sims, I want my pawns to have a long life. I start at tribals, I work my way up from there. I make sure they are happy, fed, and the area they live in is pretty. My boyfriend plays this game as if eating humans and making hats from their skin is totally normal... Meanwhile, I'm getting teary eyed that my horse I've had since day 1 is having heart attacks and might die. There is an ending to the game. Its... Somewhere. I haven't even tried to get it. I get caught up making my colonies, making them big and grand, something that other people would be envious of. I like playing games like that, where I'm not punished for trying to make something good or ignoring the call to action. Let me farm in peace. As long as I play on peaceful, that is...
[h1]I am writing this review while my current colony actively burns to the ground.[/h1] [b]Recommended | Playtime:[/b] 373 hours (and counting) I bought this game on a complete whim because I thought I was getting something like Stellaris; a grand, sweeping sci-fi strategy game where I’d conquer the stars. It wasn't like Stellaris at all. It was so much better. Instead of commanding fleets of battleships, my first few runs consisted entirely of my colonists getting completely wiped out by something embarrassing, only for the mysterious "Man in Black" to walk onto the map to try and save the day. (Spoiler: He usually died too). Genuinely, I don't know why I didn't just refund the game right then. But I just kept going. To give you an idea of why this game is so addictive, here is my situation at the exact moment of writing this review: - I just survived a month-long wildfire that constantly threatened to incinerate my entire base. - During the fire, I was hit by a raid three times the size of my actual colony. - Right after, a pack of scaria-infected, manhunting boomrats attacked. Killing them just exploded and made the wildfire ten times worse. - And just now, a massive group of hostile Scrappers just walked onto the map. They outnumber my surviving, battered colonists 5-to-1. I am almost certainly going to lose this save; or at the very least, be forced to abandon everything we've built and run away into the wilderness. And yet, here I am, leaving an absolutely positive review because the dopamine hit of surviving the impossible is unmatched. RimWorld isn't a game about building a perfect, untouchable utopia; it’s a story generator that thrives on beautiful, unfair, hilarious disaster. The AI storyteller will find your weak spot and press it, and you will love them for it. At nearly 400 hours, I feel like I've barely scratched the surface of what can go wrong. If you like management games and emergent storytelling, buy it immediately. I have to go now; I have a completely doomed colony to try and save, and I can't wait to see what the game throws at me next.
I pirated this game in 2016. Just bought it officially. Make of that what you will. RimWorld isn't really a colony sim. It's a course in systems thinking. Food affects mood. Mood affects work. Work affects defense. Defense affects everything. You don't learn that from a tutorial — you learn it when your best crafter has a breakdown in the middle of a raid because you forgot to build them a bedroom. I'm genuinely smarter because of this game. Not in a "I know more facts" way — in a "I now instinctively think about second-order consequences" way. I look at real problems differently because RimWorld trained me to ask: what breaks first, and what does that break next? 10 years of mental rent-free living. Worth every peso I didn't pay before. Worth every peso I paid now. Recommended. Obviously.
10/10 i harvested someones organs and they were mad for some reason but since i took all their limbs too they couldnt do ♥♥♥♥ about it
This is less of a review and more about my experience with the game on a meta level. I used to dislike this game, but after learning the game all the way through I have to say it's really incredible. I don't know the right way of learning this game, but if you stick to it and commit to learning it, it will not disappoint. It is true that the tutorial is not enough to get you to understand the game beyond the very beginning. You will have to seek out external sources such as YouTube videos and wikis etc. to figure it out. I watched about 3-4 hours of video tutorials and tips and trick guides before finally being able to beat the game. Beating the game for the first time on the easiest storyteller with the easiest difficulty (one above peaceful) took me over 50 hours and beating the game on "normal" difficulty (Cassandra, Strive to Survive, commitment mode) is going to take me about 30ish hours on the second playthrough. You can lose at any time and you can lose everything fast, it's a never-ending learning experience, where your experience shapes and enhances your subsequent playthroughs. I played nearly completely vanilla on my first playthrough and my second playthrough has very minor QoL and animation mods. Vanilla has so much to offer and I haven't even began to scratch the surface of the mods and DLCs that are available. If this game clicks with you and you commit, you are looking at a game that will provide you 100s of hours of content easily. My initial 100 hours were all from me experimenting with the game and trying to progress and failing and repeat, quitting the game for months at a time to revisit later. Something about this game has always kept me coming back, and I'm happy to say that I've finally beat it for the first time and it has finally truly clicked with me. Anyone who thinks that the game looks interesting to them on the surface needs to at least try it once, it is worth it. Just be prepared for a very steep and unforgiving learning curve and be willing to commit to learning the ins and outs.
The game where I'm willing to wait 30 minutes before entering the main menu because I play with +300 mods. Also organ harvesting naughty kids. 10/10.
进入社会之前我对未来生活的憧憬不过一日三餐能吃饱饭,有个小家和另一半,工作稳定常回家看看。 进入社会的时候也是生活剧变的时候,同事的排挤和领导的打压都是压力的来源,朋友们也远在天边、恋爱结婚联系越来越少,另一半也离我远去,计划中的小家化为泡影、我不想吃饭也没法正常入睡,回家也是强颜欢笑,我开始看书、运动、到处走走看看,想重新热爱生活,但同时还是渐渐活成一座孤岛。 在环世界里,没有勾心斗角,有稻田、鸡鸭、拉布拉多,有蓝天、云彩、极光和玫瑰,有拌嘴、相爱、奔跑的小孩,虽然不可避免也会偶尔生病、受伤、情绪崩溃,但是他们都有美味的饭菜、温馨的小家和稳定的工作......我很清楚这一切都是虚假的、离开的、失去的、得不到的不会以这种方式在现实中复现,但是这不是冰冷的边缘世界,是某个世外桃源,是某个平行宇宙,是我的心之所向。 你们的生活一定要越来越好,朋友们
Играю в Римку с 2015 года. За это время успел: - побывать в Исландии, Англии, Индии, Китае (3 раза), жил месяц в Стамбуле - выучить японский - пережить Ковид - избежать мобилизации - Жениться - вырастить ребенка и отправить в школу - развестись - родить второго ребенка - потерять много денег в кровавую ночь криптовалюты - закрыть 2 бизнеса - сменить 5 ниш в работе И за эти почти 12 лет неизменным остается лишь одно - "курица 7 погиб от чумы"
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.