Compare Rain World prices across 50+ stores and find the best deal. Developed by Videocult. Published by Adult Swim Games. Released on 3/28/2017. Available on PC, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 66/100.

You are a slugcat: small, soft, and very much on the menu. Rain World is a brutal ecosystem sim where survival means reading the world, not mastering a combo list.

Rain World is one of those games that the critical consensus got badly wrong, and the 94% Steam approval rating from over fifty thousand players quietly makes that case every single day. Videocult built something genuinely strange here: an action-survival platformer set inside a collapsed industrial civilization, where you play a slugcat - a small creature that is simultaneously a hunter of lizards and flies, and a very appetizing snack for the enormous predators that share the pipes and rain-soaked ruins with you. The world does not care about you. That is the point. The core loop is deceptively simple: eat enough food pellets to hibernate, advance through a region, repeat. But Rain World refuses to let that feel routine. Creatures have their own schedules, patrol routes, and hunger states. A vulture that ignored you yesterday will dive on you today. A lizard you outran before has learned the shortcut. The ecosystem simulation running underneath every session is Videocult's real achievement - it makes the world feel inhabited rather than designed around a player character. You are fauna. You are not the protagonist of this place. The movement system deserves its own paragraph because it is both the game's greatest pleasure and its steepest barrier. Slugcat moves with a momentum-based fluidity that takes genuine hours to internalize. Early on, you will die constantly to falls and mistimed jumps that feel unfair. They are not unfair - they are the language of the game, and once you become fluent, crossing a flooded underbelly or scaling a chimney stack in the rain becomes genuinely beautiful. The procedurally animated creatures help enormously here. Every lizard, every centipede, every vulture moves in ways that feel alive rather than scripted, which makes reading them - the actual skill the game is teaching - feel rewarding rather than arbitrary. What does not work as well is the game's communication with the player, or the absence of it. The karma gate system, the map (when you eventually find one), the shelter locations - Rain World expects you to learn through repeated failure and environmental reading, and that will drive some players completely away. This is not a flaw to be dismissed, it is a real cost. The Downpour DLC expansion, developed separately, added a passage system that eases some of the early hostility, and if you are even slightly uncertain about your patience for opaque design, that version is worth considering. The base game's difficulty curve is honest but uncompromising. The audiovisual craft here is extraordinary for a small studio. The pixel art achieves something rare - industrial ruin that feels genuinely ancient, not aesthetic. Dim rainwater, rusted grates, and the occasional glimpse of sky through a collapsed ceiling create an atmosphere that lingers. James Primate's soundtrack is the kind of thing that should not work as well as it does: percussive, alien, sometimes unsettling, occasionally transcendent. It knows when to go quiet. It knows when the arrival of something enormous warrants something orchestral. Rain World is not for everyone and it knows it. If you want a game that tells you where to go and rewards you for going there, this will frustrate you completely. If you want a world that operates by its own logic, that you learn to survive rather than conquer, and that holds a genuine sense of mystery across thirty or more hours of play - this is one of the most singular things on the platform. Kai, Scout Team

Rain World
ActionAdventureIndie

Rain World

Mar 28, 2017VideocultAdult Swim Games
GamerScout Says

You are a slugcat: small, soft, and very much on the menu. Rain World is a brutal ecosystem sim where survival means reading the world, not mastering a combo list.

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About Rain World

Rain World is one of those games that the critical consensus got badly wrong, and the 94% Steam approval rating from over fifty thousand players quietly makes that case every single day. Videocult built something genuinely strange here: an action-survival platformer set inside a collapsed industrial civilization, where you play a slugcat - a small creature that is simultaneously a hunter of lizards and flies, and a very appetizing snack for the enormous predators that share the pipes and rain-soaked ruins with you. The world does not care about you. That is the point. The core loop is deceptively simple: eat enough food pellets to hibernate, advance through a region, repeat. But Rain World refuses to let that feel routine. Creatures have their own schedules, patrol routes, and hunger states. A vulture that ignored you yesterday will dive on you today. A lizard you outran before has learned the shortcut. The ecosystem simulation running underneath every session is Videocult's real achievement - it makes the world feel inhabited rather than designed around a player character. You are fauna. You are not the protagonist of this place. The movement system deserves its own paragraph because it is both the game's greatest pleasure and its steepest barrier. Slugcat moves with a momentum-based fluidity that takes genuine hours to internalize. Early on, you will die constantly to falls and mistimed jumps that feel unfair. They are not unfair - they are the language of the game, and once you become fluent, crossing a flooded underbelly or scaling a chimney stack in the rain becomes genuinely beautiful. The procedurally animated creatures help enormously here. Every lizard, every centipede, every vulture moves in ways that feel alive rather than scripted, which makes reading them - the actual skill the game is teaching - feel rewarding rather than arbitrary. What does not work as well is the game's communication with the player, or the absence of it. The karma gate system, the map (when you eventually find one), the shelter locations - Rain World expects you to learn through repeated failure and environmental reading, and that will drive some players completely away. This is not a flaw to be dismissed, it is a real cost. The Downpour DLC expansion, developed separately, added a passage system that eases some of the early hostility, and if you are even slightly uncertain about your patience for opaque design, that version is worth considering. The base game's difficulty curve is honest but uncompromising. The audiovisual craft here is extraordinary for a small studio. The pixel art achieves something rare - industrial ruin that feels genuinely ancient, not aesthetic. Dim rainwater, rusted grates, and the occasional glimpse of sky through a collapsed ceiling create an atmosphere that lingers. James Primate's soundtrack is the kind of thing that should not work as well as it does: percussive, alien, sometimes unsettling, occasionally transcendent. It knows when to go quiet. It knows when the arrival of something enormous warrants something orchestral. Rain World is not for everyone and it knows it. If you want a game that tells you where to go and rewards you for going there, this will frustrate you completely. If you want a world that operates by its own logic, that you learn to survive rather than conquer, and that holds a genuine sense of mystery across thirty or more hours of play - this is one of the most singular things on the platform. Kai, Scout Team

Tags

steamEcosystem SimulationMomentum-Based PlatformerCult ClassicPunishing DifficultyAtmospheric SoundtrackProcedural AISlow BurnSingle Playthrough Depth

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Reviews & Ratings

Metacritic
66
Steam
94%(51,694)

Game Info

Developer
Videocult
Publisher
Adult Swim Games
Release Date
Mar 28, 2017

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