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oskarpotocki
oskarpotocki

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RimWorld - Anomaly and our plans

I’m over the moon to chat about the latest bombshell from Ludeon Studios: RimWorld - Anomaly, their brand-new horror-themed expansion. I won't lie, since I'm a Ludeon graphic artist, I knew about it for quite some time, but I am very excited to tell you about all the mods we have planned for it.

Ludeon Studios has outdone themselves this time, again, bringing us an expansion that promises a mix of monstrous threats, dark mysteries, and a twist on reality itself that RimWorld has never seen before. Anomaly kicks off with your colonists accidentally stirring up trouble with a mad superintelligence, leading to a series of events straight out of a horror flick. We’re talking invisible predators, colossal flesh monsters, mind-controlling parasites, and a whole lot more spine-chilling fun.

Inspired by horror classics like Cabin in the Woods, The Thing, and the Cthulhu mythos, Anomaly isn't just about battling monsters; it’s about surviving in a world that’s constantly trying to undermine your sanity. With new gear like flamethrowers, IEDs that raise the dead, and insanity-inducing weapons, plus the challenge of capturing and studying entities to gain their powers, this expansion is set to turn our RimWorld experience on its head - I am personally a huge fan of SCP and I'm very excited to see it manifest in RimWorld.

And let’s not forget about the simultaneous release of update 1.5 for the base game! With a whopping 18 pages of changes, including new items, performance improvements, and gameplay tweaks, it's big. Trust me.

So, why am I so hyped about modding for Anomaly? Ludeon Studios has opened up a whole new avenue of creativity with this horror theme. The introduction of such rich, dark, and complex elements means we can explore new modding territories: think custom monsters, unique containment and research facilities, horror-inspired gear and weapons, and even more intricate storylines!

The possibility of expanding on the cultist aspect alone has me brainstorming all sorts of mods, from new psychic rituals and cult formations to expanding the narrative around the abyssal void and its impact on the colony.

I already have a pipeline full of cool mods that I will be presenting to you as soon as I am able to, but obviously with such a big DLC announcement, it means several things for VE.

What happens next?

I am super excited for the future of VE, and I absolutely cannot wait to take you on this whopping horror journey.


Comments

in the course of your anomaly modding, I hope you see fit to take inspiration from call of cthulhu - cults!! an old but good one

achingjack

absolutely mind boggling to see that my favorite concepts and core ideas in media outside of gaming are now being primarily covered by my favorite game. Like many others, I was expecting a world exploration expansion and a QoL dlc, but I could never complain about this!! This just gets better and better out of nowhere!!!

Buldermatts

Couldn't agree with this more. A bit disappointed with the dlc direction at the moment... Hoping the mechanics it introduces may make it worth it...

Teebo

I'm really excited about 1.5. Ludeon has been cooking on that one! I'm a lot more reserved about the DLC though. I feel it goes far off the established theme, and spins off rather than integrating in the established canon. Making this the most optional dlc yet. I'll probably buy it down the line to support further development, but can only see myself playing with this active 1 or 2 times. If there is a full conversion mod that changes the DLC into alien entities and alien-themed functions, rather than paranormal/supernatural entities I might get another 1-2 playthroughs out of it.

Sondre


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