Compare Rimworld - All Expansions (PC) Steam Key prices across 50+ stores and find the best deal. Developed by Ludeon Studios. Published by Ludeon Studios. Released on 10/17/2018. Available on PC. Genres: Single Player, Bird View, Simulation, Indie, Strategy.

Four expansions worth of colony sim complexity, all stacked into the same save file. If you have the base game and want the full RimWorld experience, this is the build order.

RimWorld is a top-down colony survival sim built around emergent storytelling rather than scripted campaigns. You drop three survivors onto a procedurally generated planet rim, the AI storyteller starts tuning the chaos knob, and roughly 200 hours later you are still rationalizing one more raid before bed. The base game alone is a dense management puzzle, but the expansions collected here are not cosmetic layers. They are system injections that change how every colony run feels from the first day forward. Royalty came first and it stays relevant because it rewired the combat loop. The Empire faction arrives on your map and you can choose to befriend them, earning access to imperial soldiers and calling in support drops, or cross them and face those same death-acidifier-equipped troops pointing the other way. Psycasts come attached to noble titles, meaning a colonist who earns enough honor through quests can eventually hurl skip-teleport charges or launch neuroquake bursts, but that same pawn will start demanding a royal bedroom, fine meals, and servants. The title upkeep math is genuinely punishing if you ignore it. Ideology is the expansion that hit the hardest in terms of replayability ceiling. You construct a belief system from memetic precepts, setting rules around food, clothing, drug use, slavery, combat ethics, and ritual obligations. Colonists fill social roles like moral guides and group leaders, rituals range from solemn sacrifice to full rave parties, and successful ones funnel favor points into relics and blessings. The Archonexus ending, exclusive to Ideology, sends you down a multi-stage campaign of selling colony assets for map fragments that eventually lead to a planet-controlling AI. Running a nudist cannibal cult on one save and a pacifist underground archotech monastery on the next is not a gimmick, it is the whole point. Biotech is the heaviest of the four mechanically, and the community generally treats it as the benchmark expansion. It introduces three fully interlocking systems: children and multigenerational families with education and trait development, mechanitor pawns who can psychically command mechanoid armies (those mechs help run your base but produce toxic waste that needs active management), and xenotype gene editing that lets you splice superhuman resilience, fire-breathing, or bioferrite secretion into your colonists. New xenohuman factions with wild gene sets show up as raiders, traders, and recruitable pawns. The pollution side of mechanitor play adds a late-game resource headache that forces real infrastructure decisions. Anomaly shifts tone deliberately toward cosmic horror. A dormant monolith sits on your map and you choose when to activate it. Once you do, flesh beasts, writhing biomass clusters, and Sightstealers (invisible predators that hunt lone colonists at night) start testing your walls. Containing captured entities in special holding cells generates research that escalates the threat curve and unlocks new tools in parallel. If body horror is not your thing, the monolith can be left alone entirely or worshipped, keeping the tone of your run intact. The community noted before launch that Anomaly felt more narrative-focused and less universally applicable than Biotech, and that assessment is roughly fair, but its new weapons, flamethrower variants, and IED tools slot into any run regardless of whether you touch the horror storyline. All four expansions install side by side and feed into the same colony simultaneously, so the complexity compounds fast. A beginner should not be scared off by that sentence. RimWorld has three AI storyteller difficulty modes, granular scenario editors, and a tutorial that walks new players through the essential loops. Start on Phoebe Chillax storyteller, pick a temperate forest biome, and enable Ideology but leave the monolith alone. You will have plenty to process without the flesh beasts. The mod ecosystem is also worth mentioning because it is enormous and specifically designed to extend the expansion frameworks. Mods like Vanilla Psycasts Expanded build directly on Royalty's psicast system, and the official updates have historically absorbed quality-of-life community mods into the base game over time. The one honest caveat is the AI storyteller, which still relies on raid scaling rather than true adaptive intelligence. Veterans running optimized bases on Randy Random Extreme will eventually hit a ceiling where the challenge becomes numerical rather than strategic. That is a valid criticism, and the mod community has workarounds for it, but it is worth knowing before you budget 200-plus hours. For anyone who has the base game and has not pulled the trigger on the full expansion suite, the stacking synergies between these four packs make the bundle the logical acquisition. Diego, Scout Team

Rimworld - All Expansions (PC) Steam Key
Single PlayerBird ViewSimulationIndieStrategy

Rimworld - All Expansions (PC) Steam Key

Oct 17, 2018Ludeon Studios
GamerScout Says

Four expansions worth of colony sim complexity, all stacked into the same save file. If you have the base game and want the full RimWorld experience, this is the build order.

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About Rimworld - All Expansions (PC) Steam Key

RimWorld is a top-down colony survival sim built around emergent storytelling rather than scripted campaigns. You drop three survivors onto a procedurally generated planet rim, the AI storyteller starts tuning the chaos knob, and roughly 200 hours later you are still rationalizing one more raid before bed. The base game alone is a dense management puzzle, but the expansions collected here are not cosmetic layers. They are system injections that change how every colony run feels from the first day forward. Royalty came first and it stays relevant because it rewired the combat loop. The Empire faction arrives on your map and you can choose to befriend them, earning access to imperial soldiers and calling in support drops, or cross them and face those same death-acidifier-equipped troops pointing the other way. Psycasts come attached to noble titles, meaning a colonist who earns enough honor through quests can eventually hurl skip-teleport charges or launch neuroquake bursts, but that same pawn will start demanding a royal bedroom, fine meals, and servants. The title upkeep math is genuinely punishing if you ignore it. Ideology is the expansion that hit the hardest in terms of replayability ceiling. You construct a belief system from memetic precepts, setting rules around food, clothing, drug use, slavery, combat ethics, and ritual obligations. Colonists fill social roles like moral guides and group leaders, rituals range from solemn sacrifice to full rave parties, and successful ones funnel favor points into relics and blessings. The Archonexus ending, exclusive to Ideology, sends you down a multi-stage campaign of selling colony assets for map fragments that eventually lead to a planet-controlling AI. Running a nudist cannibal cult on one save and a pacifist underground archotech monastery on the next is not a gimmick, it is the whole point. Biotech is the heaviest of the four mechanically, and the community generally treats it as the benchmark expansion. It introduces three fully interlocking systems: children and multigenerational families with education and trait development, mechanitor pawns who can psychically command mechanoid armies (those mechs help run your base but produce toxic waste that needs active management), and xenotype gene editing that lets you splice superhuman resilience, fire-breathing, or bioferrite secretion into your colonists. New xenohuman factions with wild gene sets show up as raiders, traders, and recruitable pawns. The pollution side of mechanitor play adds a late-game resource headache that forces real infrastructure decisions. Anomaly shifts tone deliberately toward cosmic horror. A dormant monolith sits on your map and you choose when to activate it. Once you do, flesh beasts, writhing biomass clusters, and Sightstealers (invisible predators that hunt lone colonists at night) start testing your walls. Containing captured entities in special holding cells generates research that escalates the threat curve and unlocks new tools in parallel. If body horror is not your thing, the monolith can be left alone entirely or worshipped, keeping the tone of your run intact. The community noted before launch that Anomaly felt more narrative-focused and less universally applicable than Biotech, and that assessment is roughly fair, but its new weapons, flamethrower variants, and IED tools slot into any run regardless of whether you touch the horror storyline. All four expansions install side by side and feed into the same colony simultaneously, so the complexity compounds fast. A beginner should not be scared off by that sentence. RimWorld has three AI storyteller difficulty modes, granular scenario editors, and a tutorial that walks new players through the essential loops. Start on Phoebe Chillax storyteller, pick a temperate forest biome, and enable Ideology but leave the monolith alone. You will have plenty to process without the flesh beasts. The mod ecosystem is also worth mentioning because it is enormous and specifically designed to extend the expansion frameworks. Mods like Vanilla Psycasts Expanded build directly on Royalty's psicast system, and the official updates have historically absorbed quality-of-life community mods into the base game over time. The one honest caveat is the AI storyteller, which still relies on raid scaling rather than true adaptive intelligence. Veterans running optimized bases on Randy Random Extreme will eventually hit a ceiling where the challenge becomes numerical rather than strategic. That is a valid criticism, and the mod community has workarounds for it, but it is worth knowing before you budget 200-plus hours. For anyone who has the base game and has not pulled the trigger on the full expansion suite, the stacking synergies between these four packs make the bundle the logical acquisition. Diego, Scout Team

Tags

steamColony ManagementEmergent StorytellingPsycastsXenotype Gene EditingMechanitorBelief System BuilderAI StorytellerHorror ExpansionLate-Game ScalingMod Framework

System Requirements

Minimum

Memory
4 GB RAM
Storage
500 MB
Graphics
Intel HD Graphics 3000 384 MB RAM
Processor
Core 2 Duo
System requirements
Windows XP

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Game Info

Developer
Ludeon Studios
Publisher
Ludeon Studios
Release Date
Oct 17, 2018

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