RimWorld - Biotech

Type
Offer
Sandbox
Creation Date
Jun 11 2025, 04:41 AM
Last Modified Date
Jul 30 2026, 03:00 PM
RimWorld - Biotech

History

Change bdc4e759-a640-4e34-a14a-03b07699ec87Jul 30 2026, 03:07 PM
  • Removed tag Summer Sale
Change fe941af5-5685-469c-bece-ffc63301e1e5Jul 16 2026, 03:06 PM
  • Added tag Summer Sale
Change 8fd278be-71e9-4bd3-a97f-04cb2466a845Jun 11 2026, 03:18 PM
  • Removed tag Epic MEGA Sale
Change c3edb928-5321-4c0d-b292-3e6e8181a72eJun 1 2026, 04:50 PM
  • Locale key LongDescription modified: <!--textBlock--> <!--text--> **Children and reproduction** With _Biotech_, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods. Babies bring joy, but also challenges. Colonists’ hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers. They grow up fast (especially if you use a growth vat) - soon your child will be walking, talking, and getting into trouble. They’ll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and they’ll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships. A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices you’ll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use growth vats to pump out cheap workers and soldiers. The choice is up to you. **The mechanitor** Build and control mechanoids by making your colonist into a mechanitor - a person with a special brain implant that lets them psychically command semi-living machines. Create mechanoids by growing them inside high-tech gestator tanks. Command the original centipede, lancer, and scyther, plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths. Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They don’t freeze in the snow or get poisoned in toxic fallout. They don’t suffer mental breaks from long hours in dark mineshafts or filthy garbage yards. Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically. Mechanoid infrastructure has a special price: Pollution. Left unfrozen, toxic wastepacks deteriorate and leak pollutants into the environment. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists’ lungs. It triggers hibernating insects to emerge on the planet’s surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - freezing, export, adaptation, high-tech atomization. Advance your mechanitor’s capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of exotic hyper-deadly commander mechs to fight, each with its own exotic weapons and combat style. Be sure you’re ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own. **Gene modding** You can genetically-modify people to create xenohumans - humans with exotic traits. Genetic modifications range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality. The world contains a new set of xenohuman types and factions, including unstoppable super soldiers, fur-covered animal-controlling arctic settlers, toxin-immune human bioweapons, fire-breathing horned desert imp-people, psychic-bonding concubines, and more. The darkest of them drink blood, live in shadows, and live forever. You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans! <!--textBlock--> <!--text--> Raise a family with children, experiment with genetic modifications, and command your own mechanoid army and workforce. <!--textBlock--> <!--title--> # Raise a family <!--text--> Have children and raise a family through natural or artificial means. Colonists could give birth or use a surrogate mother, take in a band of orphans, and even gestate embryos in machines. Play matchmaker with your colonists, or let their relationships grow organically. Prepare for labor and childcare, and get ready to welcome your little ones to the world! <!--textBlock--> <!--title--> # Care for your babies <!--text--> Keep your baby’s tummy full with lots of good eats, decorate an adorable nursery for playtime, and build a comfortable crib for a good night’s rest. Happy babies make for happy colonists. <!--textBlock--> <!--title--> # Watch over your children <!--text--> Give your children a rich and happy childhood by balancing their life between work and play. Help kids fulfill their learning desires by letting them explore nature, chat on the radio, spend time in class, daydream, scribble, and watch the grown-ups at work. Choose your children’s traits and passions at certain ages - the healthier their upbringing, the greater the variety of traits and passions to pick from. Growth vats offer a cheaper alternative to normal child raising. Use vats to accelerate your children’s development to quickly churn out dumb soldiers and simple workers. <!--textBlock--> <!--title--> # Genetic modification <!--text--> Create your own genetically-modified colonists known as xenohumans. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. Recombine genes to make bizarre and advantageous mixes of traits, and build your colony of xenohumans! <!--textBlock--> <!--title--> # Meet new xenohuman factions <!--text--> Engage with new factions consisting of exotic xenohumans. Xenohuman factions include hardy pig-people, poison-drinking waster pirates, unforgiving neanderthal hunters, and more. Factions feel different from each other - how you handle a group of frenzied fire-breathers will be different from stopping the wolf escorts sent by fur-bodied riflemen. Some xenohuman cultures are friendly, while others are hostile or prefer to be left alone. <!--textBlock--> <!--title--> # Join the immortal blood-drinkers <!--text--> Sanguophages pass among humans undetected while concealing superhuman powers and working to satiate their genetic need for blood. Powered by superintelligent nano-machines, sanguophages are ageless, immortal, preternaturally beautiful, and capable of launching deadly spines and healing allies. You may join their cult if deemed worthy, or force them to grant you immortality. <!--textBlock--> <!--title--> # Build and control mechanoids <!--text--> Make your colonist into a mechanitor - a person with a brain implant that lets them psychically command semi-living machines called mechanoids. Create mechanoids by growing them inside high-tech gestator tanks and command a wide variety of new combat and labor mechanoids. Build a mechanoid army and experiment with a variety of battle tactics using swarms of cheap, disposable gunners, tanky defenders, shield-projecting snipers, flame-spitters, and more. At home, make mechanoid workers that can manufacture goods, rescue and tend to colonists, build and repair structures, sow and harvest crops, haul stuff, and other tasks. Grow your swarm and upgrade your mechanitor into an unstoppable mechlord. <!--textBlock--> <!--title--> # Challenge super-mechanoid bosses <!--text--> Call down three new super-mechanoid bosses to fight. Defeat these super-deadly enemies and their escorts and harvest special mechanoid chips from their smoking husks to advance your mechanoid technology. <!--textBlock--> <!--title--> # Adapt to pollution <!--text--> Your mechanoid infrastructure produces toxic wastepacks. Left unfrozen, waste deteriorates and leaks pollutants into the environment. Pollution poisons your colonists, mutates plants and animals, blocks the sunlight, and attracts giant hostile insects. Manage your waste, or embrace pollution with new gear, detoxifier organs, and genetic modifications.
Change 208cf010-2594-4d41-9ffd-f5396d8cd89bMay 14 2026, 03:09 PM
  • Added tag Epic MEGA Sale
Change 18d1736e-dd23-4048-96c2-afb04859dfaeApr 13 2026, 03:09 PM
  • Removed tag Spring Sale
Change d335e34c-b18e-45d7-b862-c35e24157b4bMar 30 2026, 03:12 PM
  • Added tag Spring Sale
Change 33b0d6f4-4321-439b-9f32-9544e569d27cFeb 23 2026, 04:04 PM
  • Removed tag Winter Sale
Change 1e973278-8d51-4ceb-a799-e4bf0bc2f03eFeb 9 2026, 04:10 PM
  • Added tag Winter Sale
Change acef2005-ef1e-4f1e-9fc6-bf570c9071c0Jan 8 2026, 04:08 PM
  • Removed tag Holiday Sale
Change 1a651353-2667-4792-a2f0-b67e04eca436Dec 11 2025, 04:10 PM
  • Added tag Holiday Sale
Change 64808b73-f96c-420a-b8e4-31697dc8c6bbNov 3 2025, 04:12 PM
  • Removed tag Halloween Sale
Change 2176fe97-b2c1-49ad-bd1f-98aafef69a7dOct 20 2025, 03:31 PM
  • Added tag Halloween Sale
Change 1bb65e54-460c-43e6-a492-60301edcdc6bSep 18 2025, 03:05 PM
  • Removed tag End of Summer Sale
Change a86edadd-428b-43a7-b31b-665574e5c170Sep 4 2025, 03:16 PM
  • Added tag End of Summer Sale
Change fabb35b8-e4c5-4975-991d-a8b443b54722Aug 26 2025, 03:46 PM