Hi everyone!
What a heavy release schedule the last few months have been! Your incredible support allows us to keep pushing the boundaries of what's possible, and I'd like to share with you what's coming in the future!
Let's dive into the releases and what's coming up!
The reception to the Vanilla Quests Expanded - Ancients remake has been phenomenal, and we couldn't be happier! Moving to the Biotech DLC's gene system has been a game-changer, breathing new life into the ancient technologies and narratives. We've also uplifted many of the mechanics, making it a much less 'dated' experience. With four Quest Expanded mods now out, we've realized our long-term vision: making the quest chain system truly flesh out the world map content, offering plenty of engaging content outside your base. And trust us, we're aiming to add even more!
The release of Vanilla Gravships Expanded this month was a tremendous undertaking, and the popularity has absolutely exploded! We're thrilled you appreciate the direction we took: making gravships more attention-intensive and challenging to manage, but infinitely more rewarding and viable for a full playthrough. The Odyssey DLC's gravship system felt lacking to us too, but with this mod, we've made gravship playthroughs fun, rewarding, and a core focus of your colony's development.
We are far from done with gravships! Work has officially begun on Vanilla Gravships Expanded - Chapter 2, sub-titled The Battle. This chapter is dedicated to bringing epic gravship combat into the game, but it's much more than just ship-vs-ship!
Combat is a big umbrella term: Expect a vast range of encounters, from once-in-a-lifetime fights against enemy gravships, to defeating rogue satellites, massive mechanoid orbital platforms, and destroyers. We're even adding infested asteroids with brand-new insectoids!
New Tools: Combat will involve more than just cannons. We're introducing new survivability tools, armors, and devices to help you avoid detection or take down powerful foes.
Space Station Siege Overhaul: Say goodbye to the simple signal jammer! You will now have to strategically destroy the station's defenses before you can board. The jammer will only buy you time.
We are currently in the ideation and design phase, with prototypes being implemented soon. This will be a separate, save game compatible Workshop release.
We are also finalizing the work on the Vanilla Furniture Expanded - Security remake. The original mod is quite old, and RimWorld has evolved to the point where a lot of the old Security mod just feels out of place! The remake focuses on bringing everything closer to balance (yes, we have the spreadsheets to prove it!). New turrets will join the existing roster, and while not much will be cut, everything will be changed and improved. More information on this release is coming soon!
Following the Security remake, our focus will shift to Landmarks Expanded. Sarg has been having a blast with map generation, and this mod will greatly enhance the amount and complexity of landmarks you can find. These new, exciting locations will be valuable places to set up a base or visit for resources.
I fully intend to make the coming year the Year of Megacorps. This is a monumental mod, the design document is already over 200 pages long! While it's constantly evolving, the central focus remains: delivering a viable ultratech colony experience.
We want this mod to allow you to advance to the next proper tech level. Become truly Ultratech. Craft all those fancy, uncraftable upgrades. Say goodbye to the struggles of your industrial colony. A separate device to completely fix any problem. With Megacorps, you will be able to reach the technological peak where you can stop worrying about things like hunger, energy, or even death.
Vanilla Furniture Expanded - Factory: Releasing next year, this will bring back the old Mechanoid factories, better than ever. I'm also actively aiming to see if we can incorporate conveyor belts for that ultimate factory automation feel.
Mechanoids 2: If time allows, I plan to start on Mechanoids 2, focusing on expanding the Mechanitor content and meshing seamlessly with the Biotech DLC. Expect more mechanoids and new, challenging mechanoid threats.
The Monster Hunter Quest: This mod is undergoing exciting design changes. I've collected your awesome monster ideas and will still use them, but we're shifting the core approach to the encounters, I just need to check in with Sarg to see how his new experimental approach is going!
I am incredibly excited about what the next year will bring to our community! Thank you, as always, for making all of this possible.
What part of Gravships Expanded - Chapter 2 are you most looking forward to? If there is ever a right time to drop me your ideas, it's now!
Oskar Potocki
2025-12-17 20:05:03 +0000 UTCSpencer Spicer
2025-12-17 20:03:21 +0000 UTCOskar Potocki
2025-12-15 12:43:50 +0000 UTCGary Manville
2025-12-15 12:40:20 +0000 UTCLoni Chou
2025-12-15 04:46:09 +0000 UTCBen
2025-12-14 13:14:53 +0000 UTCOskar Potocki
2025-12-13 23:58:14 +0000 UTCChange
2025-12-13 23:57:22 +0000 UTCTay'Yeer
2025-12-13 01:05:01 +0000 UTCOskar Potocki
2025-12-13 00:47:12 +0000 UTCBrutus Albion
2025-12-12 22:57:55 +0000 UTCMerx
2025-12-12 22:55:49 +0000 UTCDJJFT2708
2025-12-12 18:00:24 +0000 UTCExBeNN
2025-12-12 02:03:49 +0000 UTC