Getting Started
Beginner guide, scenarios, first week survival, wealth management and common mistakes.
CriticalB-02Colonists
Skills, traits, health, mood, relationships, passions, bionics and pawn management.
UsefulC-03Base Building
Starter bases, bedrooms, freezers, hospitals, prisons, killboxes, storage and fire safety.
ExpansionD-04Combat
Cover, melee, ranged combat, raids, mechanoids, armor, weapons and turrets.
CriticalE-05Research
Research tree, best research order, benches, multi-analyzers and tech progression.
UsefulF-06Power
Batteries, conduits, solar, wind, geothermal, chemfuel and redundant grid design.
ExpansionG-07Farming & Food
Crops, soil fertility, hydroponics, animals, meals, nutrient paste and food preservation.
CriticalH-08Medical
Disease, surgery, prosthetics, drugs, bleeding, pain, consciousness and hospitals.
UsefulI-09Biomes
Temperate forest, desert, ice sheet, jungle, tundra and biome-specific survival.
ExpansionJ-10Factions
Empire, pirates, tribals, outlanders, mechanoids, insects, diplomacy and raid styles.
CriticalK-11Storyteller AI
Cassandra Classic, Phoebe Chillax, Randy Random, pacing and difficulty differences.
UsefulL-12DLC
Royalty, Ideology, Biotech, Anomaly and how DLC systems reshape colonies.
ExpansionM-13Mods
Vanilla Expanded, Combat Extended, RimHUD, Hospitality, performance mods and compatibility.
CriticalN-14Guides
Starter bases, killboxes, freezers, wealth, weapons, traits, mods, DLC and Randy survival.
UsefulO-15Updates
Patch notes, DLC updates, mod compatibility notes and site refreshes.
Expansion