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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?

  • We already have a few mods deep in development that I fully aim to release before Anomaly DLC. This includes Vanilla Aspirations Expanded, Vanilla Temperature Expanded, Vanilla Ideology Expanded - Sophian Style.
  • The new roadmap posted at the beginning of April will include information about some new planned additions and will generally present a major reshuffle of our priorities. Of course mods already in development will remain in development.
  • With that new roadmap, an infographic will be presented showing our mod updating priorities, as well as what mods will NOT be getting updated to 1.5.
  • I can already confidently state that currently ongoing saves with VFE-Medieval, VFE-Vikings and VFE-Insectoids will not work on 1.5, as we will not be updating those mods to 1.5 due to the mods being remade. I repeat: If you're using any of those mods, wrap up your playthrough.
  • I have a list of about 12 new Anomaly-related mods I plan to do, but I don't care what order they will be done in - which means there will be a public poll where you will be able to vote what mods I should work on first.
  • There is also a few big new mods that will utilize the features added in 1.5. For example: Vanilla Mining Expanded - allowing you to dig deeper into the crust of the planet and make underground bases!

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


Files

RimWorld - Anomaly on Steam

Darkness stirs on the rim. Survive flesh infestations, cultist attacks, shambling undead, blood rains, invisible hunters, and other sanity-shredding perils. Capture and study entities to harness the power of the void. Conduct psychic rituals and awaken an evil machine god.

Comments

Sondre

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.

Teebo

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...

Buldermatts

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!!!

achingjack

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