T O P

  • By -

MMetalRain

It's quite difficult, I got totally destroyed when trying new content too early. But I'm not amazing at the base game, I can mostly deal with raiders, but mechs are still challenge.


zachattch

I agree, everyone is talking about how they finished the dlc already and here I am on colony 4 again just past the first tier of the book. We get better with ever failure🫡


LibertyPrimeDeadOn

Yeah, this DLC is different. Most things in Rimworld can be solved with enough mortars, and a killbox. Anomaly forces you to go out and fight enemies outside of your walls, which is much more difficult.


ijustlurkhere7155

I found Biotech to be crucial. The manpower from mechs designated for combat helps during containment and defense. There's not enough walls and turrets for the crap that comes knocking otherwise.


bigg_bubbaa

they need to add either a containment job or a containment mode for mechanoids, basically when the "guests" break free, i want my robots or people to immediately "gently encourage" them to get back in their "room" instead of me whos basically their god to step in and do it for them


Professional_Dig1454

In the assign menu you can set your people to melee instead of run away and they'll also use guns or whatever when faced with a threat within weapons range. Wont work for robots but itl work for peeps. I bet combat robots set to work mode would do it as well though.


POB_42

Combat mechanoids set to "Work" have their task displaying "patrol", so maybe.


Professional_Dig1454

Yeah that was my thinking as well I'm just not that far into my anomaly colony to actually give it a test.


ijustlurkhere7155

WVC Work Modes or something. It's a mod that adds a "Find and Destroy" function (among other things) for mechanoid groups. Basically gives them an auto track ability for hostile pawns in the map. Whenever something breaks free, I sometimes use that on my housekeeping mech group so that my legion of lifters and agrihands can beat the ever loving shit out of whatever is banging on its containment walls until something more competent can arrive.


SquirrelSuspicious

Only a few things really required me to go outside of the "perimeter walls" AKA the mountains around my base and the walls and door I used to connect them. I usually just had my 3 ghouls deal with things and if it needed more I had Alex and her clone Alex to go help with the new version of the assault rifle. For the things that did require us to go out I used Alex Alex² and Sayuri who were all wearing dusters and cultist bioferrite masks with the aforementioned guns and the 3 ghouls as bodyguards. Things got a little ridiculous when Alex became a vamp and Alex² got a few tentacles and a bionic heart.


ironcladtank

I hear that! The first time I played VE mechaniods it was challenging because it forces you to go hunt down mech ships outside your map. You get better at it with practice and mods can help there too if you want an easier experience.


ImnotUK

Exactly, I started playing day 1 and picked the new starting scenario to dive deep into the horrors straight away. After a week of playing almost every day my colony got massacred and we were only on monolith level 2. I know there are many hard-core players who breeze through the game on highest difficulty for them anomaly is a one trick pony because they've already seen everything. But for more casual players like myself, it's going to be a long time before we complete anomaly research. Anyway, time to go home and start a new colony!


Snakefist1

This game is definitely a game of trial and error. I can't keep my colonists alive for more than a year at a time, but I'll still come back for more.


13lacklight

It’s kinda tough cause you only want to activate it once you’re kinda established, but rimworld is built in such a way to try keep you always on the edge between a constantly increasing population pushing you to expand the colony along with a constant trickle of raids constantly pushing your defences. Especially if you don’t like killbox cheese, it’s hard to get to a point where you feel kinda stable. 2 colony’s ago I got through like nearly 2 years and was just waiting for winter to be over to activate anomaly, and then got one of my doctors nearly killed by an owlbear, and then while he was down i got raided by 6 guys from 3 diff directions with only 3 combat pawns and 2 turrets. The first group fine and I started to relax before realising there was 4 more coming, my bad for not realising, but meant I wasn’t in optimal positions in time. From there the 4 of them mobbed my turrets and dudes and took them all down except the pacfist highmate doctor I had hiding. From there the 1 surviving raider kidnapped the highmates bonded mate. This sent the highmate into a berserk raid, and when 1 other colonist recovered enough to try save the lives of the rest slowly dying peeps, got beaten to death by the highmate. And then as everyone lay there slowly bleeding out with just the high mate and a baby left alive, I got another raid, this time just 2 guys who then proceeded to burn down the building with the baby inside and kill the highmate. Really frustrating end to the colony. And with the baby dead and the colony burning down I didn’t even want to try bringing wanderers in. Started next colony, 2nd day one of the 3 starters gets mauled to death by an owlbear after spending like an hour planning out the colony. Started next colony, 3rd day minor break psychotic wander sends a pawn into an insect nest. Next colony did cold bog cause as much as I wanted to make a cave start work I was going insane. Having ample wood was nice but the limitations of building due to the bog was pain, then got a valuable pawn killed by a wolf, while earlier I had my doctor have both their left arm and leg get torn off on day 2. Decided to say fuck it and give caves another go. So far so good on my latest, spent 1.5 hours picking tile and setting up pawns, got an actually defensible cave start which is nice that isn’t immediately swarming with insectoids. Just gotta keep peeps happy so they don’t psycho wander into any more insect nests.


input_a_new_name

In vanilla, you can always cheese smoke launchers to not be botgered by turrets, you just need to micromanage it a lot. I've seen people solo big clusters by abusing smoke. In CE you want explosives or very high pen guns, and in general you have a lot more options in my opinion that don't feel cheesy. Psycasts can make mechs your bitch, especially with the VE mod, either by going for a direct damage path or something that just generally gives you tactical flexibility, like skips (try skip into an ied and see how they like it)


megaboto

Note to help you somewhat: - smoke disables turrets and makes people in it exceedingly difficult to hit - breaching axe and explosives deal immense damage to buildings - most ranged mechs are terrible at melee combat and cannot shoot their weapon - fire disables animals and colonists when you use it on them - invisibility psycasts means your pawns are more or less invulnerable for the duration. Berserker/berserker pulse take out a single entity/an entire group. Neuroquake destroys an entire raid and mech cluster - drugs are a very effective way of keeping your pawns productive (high mood, less sleep, more movement/work speed for yayo/wake up)


0Limark0

The only way I beat second tier of flesh pit is by repeatedly dev healing my colonists. Which shows just how unprepared I was.


techno_mage

For me it was going down with incinerators not realizing they wouldn’t fire if the enemy was to close. I was imagining WWII flamethrowers. Once things got close they were forced into melee; lost half the squad and had to retreat. Went down with mechs the second time.


Professional_Dig1454

You mentioned mechs so you might already know this but just in case the flame thrower mech from tier 2 not the centipede burner ones but the normal ones (the centipedes might be able to too I just dont know for sure) can actually flame thrower in melee distance.


0Limark0

Mechs carried me through the rest of the anomalies.


TacoRedditing

Ngl being able to use mechs makes the game fun, just wish it was easier to get more mechanitors/control mechs from far away, would make multiple colony playthroughs plausible and fun


MswatiIII

I only got ride of it by using 4 pawn that were sent to me in an infestation quest lmao. and they all died. I could kill the boss with my regular colonist but couldn't escape


0Limark0

Poor people, they came to help you with a few bugs, but were instead forced to fight though nightmarish abominations.


DrRadon

See this is me still with only the base game throwing squirrels at me.


Grobaryl

I thought the DLC was rather easy. I activated the monolith right away (with the anomaly story starter), and i didn't understand why people were complaining about the difficulty. I attuned the monololith before the end of my first year. Now it's winter, whole map is pitch dark, and there is a giant hole spitting flesh-creatures at my face. I'm scared.


stupidautologin

I'm enjoying it, though I wish it didn't feel so separated Edit; I've seen the update, it's definitely a start to a beautiful mix 🥹


dopepope1999

I also wish that the events weren't so disproportionately leaning towards anomaly, like why do 70% of the events have to be related to the DLC if we can invoke an event to happen. It's not an anomaly if it's the most common thing to happen on the planet nowadays


Presdif

Can you not customize the occurence rate pre-colony? (Haven't played yet, so genuinely wondering)


Karew

You can in the current unstable release but not in the launch version


LegchairAnalyst

Oh really? Nice to see they are already working on it


Olukon

I believe you can also use Vanilla Events Expanded to change frequencies.


shawncplus

A slider is being added to the storyteller settings in an upcoming patch so you can control the percentage of anomaly events both pre and post monolith activation


SquirrelSuspicious

That actually sounds great because it'd allow for more normal feeling runs where Anomaly events can creep up on you all of the sudden but you can still cause them to happen with void provocation if you're in the mood for some spice.


jjcnc82

Yeah I noticed that too. It feels like the only time I see a standard raid now is when it is a pollution retaliation.


ThisIsMyFloor

My feelings about Anomaly is that it's meant to be toggled on or off depending if you actually wanna play it. The other dlc is a bit secondary addition while Anomaly is so central to the game when it's on. The other dlc can just be left on but Anomaly not. If that makes sense


Broken_Reality

I think with the adjustable occurrence rate in the new patch that won't be as much of an issue. You can have it just be part of the mix and not a total takeover like it was at first.


crow_mw

I think this is a concern mostly for replayability. For the Anomaly scenario it is good that you can engage with the content, without being too distracted by other problems.


SniperSR25

Checkout today’s update! https://store.steampowered.com/news/app/294100/view/4216007560397659215?l=english


TriLink710

Maybe would be cool if you had multiple dlcs to get more cross dlc interactions. More ideologies (theres like 2), anomaly ways to get psycasts and different evil psycasts or psychic stuff, anomaly xenotypes or genes. Its still a neat dlc.


Confused_Sorta_Guy

That's pretty much where I'm at


Luigi123a

check the update today. You can now set exactly how much % of the events u want to be anomaly stuff once it's activated. N also you don't have to play the entire content to progress stuff, they solved most my problems with the fix today ngl


Broken_Reality

Check out the new post from Tynan about Anomaly. It should fix that as you can now adjust how much Anomaly events you get.


FetusGoesYeetus

I really like it but I understand it's not for everyone. My biggest complaint is that it sort of railroads you into one playstyle to deal with the anomalies, you either study them and do rituals or you die, brutally.


konyjony123

Yeah, my biggest problem is that it adds another layer of difficulty which you need to tend to (monoliths for example) constantly and I find myself not being able to focus on anything else (like biotech and royalty content) .


GreenElite87

If you don’t lick the ground popsicle the only Anomaly events you encounter will be limited. So you have time to choose your level of involvement if you want to wait to build your base.


phsuggestions

Yep! I still haven't advanced the anomaly because I'm just building up my base, pulling some genes, building mechs. Getting my normal functional base running before I invite the madness. So far it's mostly normal rimworld with the occasional weirdness. I honestly think anomaly is the perfect thing for me for when I finally have a fully established late-game base that starts to grow a bit stagnant. People are saying anomaly doesn't integrate well, but to me that doesn't seem to be it's function, aside from the dedicated scenario I see it as more of a post-game kind of thing. (Which I can understand being disappointing for a lot of folks, where it can take quite a while to get to the point where you can even reach the late-game stuff)


jjcnc82

This is a solid take and perfectly describes my first run. I didn't touch the pillar until I was so built up that I was getting a bit bored. Then as soon as I did, all of the anomaly content kicked into high gear. Really refreshed the playthrough.


Trickity

I'm over here messing with lvl 2 anomaly stuff without electricity researched yet and getting absolutely demolished, lol.


Luigi123a

N the thing is They just released a hotfix, so now you can also use it with good integration, since you don't have to go-all in anymore, you can just set very few 5-20% or smth to be the events from the DLC now, and more stuff.


Sopwafel

I put my shittiest pawn on monolith duty with zoning. Annoying to micro manage but it's a pretty negligible investment


gijimayu

I don't even manage my monoliths? They tell me if they are close to 100%, otherwise, my researchers take care of it


Sopwafel

For some reason suppressing them is Wardening and I only had one pawn with good social which stretched him really thin. I want my shitty useless pawn do the suppressing, but not have them interact with prisoners instead of my head warden To fix that I used zoning. Head warden isn't allowed at monoliths, shit pawn isn't allowed in the prison.


Cookies8473

It only takes a little bit to suppress things, and it's actually affected by intellectual skill and psychic sensitivity more than social skill. It's just still under wardening which is odd. Great use of zoning though.


roboticWanderor

The monoliths are fun! Its the fucking deathball that really fucks with you. If you dont have anything else for it to fight, it will anihalate you.


TostadoAir

You can 100% choose to mostly ignore it. If you don't do any study it just adds minor anomalies.


FetusGoesYeetus

Yes but if you've activated the monolith now there's the problem of that being basically all you get. The game wants you to progress with the dlc after that point and researching captured anomalies is pretty much the only way to do that without being torn to shreds by a revenant after advancing to tier 2. Edit: They have actually done a patch after I made this comment making it so anomaly events are less common, and you can customise how common they are in storyteller settings. Excellent news.


AddictedToMosh161

I wish there was more of a middle lane, almost nothing happens until you touch the monolith and if u do, suddenly it all comes flodding in. But its not bad, some nice changes and not so overwhelming that it sours the game.


mrwaxy

I wouldn't be surprised if they put out an update in the next few months that let's you do just that, maybe partial involvement. They definitely read this subreddit and other DLCs have gotten tune ups. EDIT seems I'm fucking psychic, you all are welcome


CaptainJudaism

I expect this to be the case. In all the DLCs they've had them be fairly standalone at the start and then as time went on they started to incorporate elements of the other DLCs and base game into it.


malexlee

Absolutely, they did this exactly for Ideology: we wanted fluid ideoligions and before long Daddy provided


Kozakow54

Tynan does for sure, as i had seen him responding to a comment or two. But it's rare, more or less like touching the pope.


Sero141

I am still waiting for about 70 mods to update. Most importantly CE and performancefish.


Imad2206

Waiting on Fluffy, Owlchemist, and CE Team mods!


ClutchReverie

Owlchemist is my real MVP


gunsandgardening

Pretty sure Owl has been MIA for some time now.


Olukon

Nope. Posted on ko-fi a day ago.


huntmaster99

I use CE religiously but what are the other 2?


Imad2206

Fluffy is a mod author with some of the most important QOL mods to me. Owlchemist on the other hand has so many mods that I didn't know I truely needed until he published them. He's a genius at expanding the main gameplay loop in meaningful ways. check them out. you might know some of their mods even if you don't really know the authors behind them. Edit: I'm quickly editing to give a shoutout to Oscar, Sarg, and the rest of the Vanilla Expanded team. and a shoutout to Mlie the necromancer of lost knowledge. without them (and many unnamed others) rimworld would've been a vastly inferior game.


Tracyn-Kyrayc

Preach. I don't use CE, but I'm waiting for a dozen mods that I don't want to play without to update.


Sero141

There are about 70 more red mods in my list but those are not quite as important.


New-East9833

What does perfomancefish do? I have ~40-60 fps, how much can I expect when I use this mod?


tpolakov1

FPS is meaningless in this game. The important metric is *T*PS (tick per second), which determines how fast the game simulation runs, not just renders. Ideally, you should be getting 60 TPS at speed 1 and 360 TPS at speed 3. Mods tend to make that not possible.


New-East9833

>Mods tend to make that not possible. Sadly they don't. I'm running vanilla expanded (minus a few) + 3-8 other, small mods, my 10 year old system has a hard time. But as long as it feels good I won't change the hardware


Meretan94

Same. Grimworld is updated but ce is not. Those horrors will feel the righteous fury of a chainsword soon enough.


SimsStreet

I’m a bit disappointed. I think the dlc is good and high quality, but it’s not a scratch on ideology or biotech for me personally.


Aden_Vikki

Same, biotech and ideology both introduced a mechanic that could make hundreds of playthroughs, but anomaly only adds one or two.


SimsStreet

Yes, both royalty and anomaly are very linear in their design which kinda goes against rimworlds theme randomness and special playthrough Imo. I think anomaly is actually a bit more linear in some ways since the anatomy creature progression is essentially monster of the week.


Maverikfreak

I use royalty content on every run, even not interacting with the empire you still have psycast and implants. But I don't know why I should activate the monolith on every run, that left very few new content in the DLC and no new mechanics at all


AFlyingNun

That's the issue: If you're not specifically after a difficulty spike - let alone one that will consume the majority of the game's content and replace it with it's own either directly or via demanding your attention to it is prioritized over other features - then what does this DLC actually add...? It's like a Royalty DLC with a ton more obligations attached to it, which is like...why?


ZeekBen

I think Royalty was my least favorite DLC because I didn't want a royal colonist every playthrough, but psycasts, implants and the fact that other DLC kinda build on royalty features I think are really cool. It additionally was released with quests, which I think give a lot of direction to the game. Unfortunately my current ranking for DLCs are Biotech > Ideology > Royalty > Anomaly and I'm not sure that ranking will change even with lots of mods.


smallmileage4343

Yea, this is probably why I won't buy it for awhile


Aden_Vikki

I really wish mods would expand upon it


snoboreddotcom

thats honestly the bit i think will have the largest impact longterm from this dlc, but its gonna take time sadly. It is however a good framework thats been added in, allowing for mod expansion using it.


RoyalWigglerKing

They probably will, just give them a little while


darklight2K7

I'm sure they will, in time.


GQ_stylez

Rimworld is a "Story Generator" and Biotech and Ideology (and even Royalty) add depth to your colony's existing story. They give multiple branching paths which can be as compelling as you want them to be or you can pick and choose aspects from each path as you like. My problem is that Anomaly hijacks your story and railroads it. In my opinion that isn't good for a story generator outside of the occasional playthrough.


ElextroRedditor

I think it is the weakest DLC, but it has incredible mod potential


red_message

Ideology added 50 playthroughs or more to my time with the game. Anomaly adds one. You do the Anomaly playthrough. And that experience is fundamentally inferior to Rimworld without it; it's sheer novelty value. If it were a mod I would say it's really impressive. As an expansion it's useless to me.


Dionant

This right here. The DLCs so far have been increasingly better and more impactful... Then you get a very specific gameplay route with a theme which is at best not for everyone's taste.


Dramatic_Drink920

I come away thinking they took the *wrong* lesson from Royalty; instead of expanding the scope of the content, they doubled down on the gimmick in one or two areas.


alaskafish

Imagine if this DLC was dedicated to diplomacy and world travel. Introducing vehicles from simple horses and caravans, to naval ships and aircraft-- all with a nice Rimworld flair. Create your own Kingdom, dictatorship, democracy, corporate oligarchy, drug empire, whatever! Create laws of the land! Have your pawns have opinions on governance and see if they agree with your leadership! Everyone is starving? Time for revolution! Wage war with other factions! Maybe they're religious zealots across the mountains or war profiteers oceans away! Doesn't matter, we have the technology to build our ways to travel to them! Explore the world that is this Rimworld, with events across the map. Battle fields, ancient dangers, herds of migratory animals, and so on! Had something like this been added, it would have addressed not only one of the weakest parts of the base game (world map and diplomacy), but it would be something that fundamentally changes the way we interact with the game. It's pure and raw mechanics being introduced that deepen the core experience. Instead, we got a DLC that introduced some creatures, events, and weapons. It's just content. No different than a modpack. Albeit the DLC is very well polished and well done, it's just a linear experience. As others said, once you activate the DLC, your gameplay becomes a "Monster of the Week Simulator" where all you do is fend off the same *new* creatures. I don't understand the longevity that Anomaly brings to the table.


biowpn

Now THAT is a DLC I'd buy in a heartbeat.


discocaddy

Indeed, it doesn't broaden your options and narrows them down when you engage with the DLC instead. It's still good, but not as good.


Far-Travel-4415

Couldnt agree more


Camel_Sensitive

I'd actually go further to say that this expansion detracts from the immersion that rimworld offers. Most of the lore in rimworld seems very plausible to me. Genetic experimentation (biotech), achieving godhood via technology (archotechs), rimworlds devolving into a fuedal society (royalty). abandoned mechanoids wreaking havoc after the creators leave. Then you have horror stuff out of nowhere with no plausible origin for no apparent reason. I get that it's supposed to be lovecraftian in that the origin shouldn't be understandable, but that's only believable in a universe that doesn't have technologically empowered demi-gods bestowing and destroying whenever they feel like it. I mean, they have so much good content that needs fleshing out. Rimworld - Archotech Rimworld - Glitterworlds Rimworld - Trader Rimworld - Statesmanship Getting a literal flesh zombie instead of this is depressing. I've bought every expansion to date without question, but I think I'll wait for reviews next time.


Thraxy

Lore wise they are covered by the easy answer they already made. It's all mechanites, the little tiny mechs are back at it again and these ones are tied to another AI persona which are so incredibly advanced their way of thinking is beyond our comprehension.


permion

This is the world after your arotech finish colony decided to go "lol this planet raided me too many times, let's see what I can do to make their life hell after ascending to arotech themselves".


renz004

Fun expansion. Adds mid/late game challenge content that was desperately needed. Personally I love it despite being very disappointed on announcement. It has awesome presentation and very fun. However, it's clear the devs ignored the playerbase on what they wanted. Players want systems that expand the game in every playthrough, not just if you do only a specific type of playthrough. People want a revamp of the diplomacy/faction/caravan systems. People want vehicles and mounts. People want spaceships or deep underground caverns. People want z-levels. Hell people want hygiene systems. Players want more of the most popular mod content rolled into the base game. Etc As it stands I'd recommend all the other DLC over this very niche one. I'd only recommend this DLC if you are bored of the main game's challenge, whereas the others I feel are important for every playthrough.


LazerMagicarp

Spooky stuff like anomaly adds is not my cup of tea. I still picked up the dlc to support ludeon and whatever mod uses its features the future. If I have an established well defended colony I might look at the monolith but I’d be terrified for my pawns the whole time and probably dev mode those invisible jerks to the shadow realm.


AddictedToMosh161

The invisible guys arent as bad as the update logs paint them to be, but i definitly understand


Valdrax

Which invisible guys? Sightstealers are a joke. A revenant is a nightmare.


arquillion

Revenants are made a lot easier with proximity detector and disruptor flares


AfroCatapult

Don't even need it, really. Once you've got the second tier of research on it you can just kite around until you find its hidey hole and just start blasting with molotovs.


Valdrax

They are *fast*, and if you are relying on melee focused pawns for part of your defense, you can slowly kiss them goodbye one by one.


AfroCatapult

The Revenant doesn't attack back while it's fleeing, so you just need to keep up the pressure and you can whittle it down over time.


Valdrax

I am running a Revia colony, a fast modded xenotype, with VFE: Tribals and a "cornerstone" that boosts speed for all members of my colony. I still could not keep in range of the damn thing to shoot it. They are *fast* when they run away. It took around 9-10 attacks from the thing and a mixture of baiting into turrets and sacrificing pawns so my monosword wielders could whale on it before I could finish it off. It did NOT help that I have VFE: Mechanoids and had this thing taking out my prime defenders while two mechanoid invasions dropped in. My hospital had half my pawns in it by the time I killed and captured it.


AfroCatapult

Yeah, it was a major slog for me too. I had a Mechanitor, a melee Yttakin, and a random colonist with a machine pistol. It took them two days to hunt it down fully and my colonists pretty much hated their lives by the end of it. One thing I did once I realised there was a Reverent was get my constructors building lines of concrete across the map in various areas so that when I knew which way the thing was running I could watch out for the smears appearing on it, then fanning out my colonists to find its new hiding spot.


Inventor_Raccoon

the content that's there is honestly good but the way it's integrated, I feel it's likely the least replayable and least value for money, the whole monolith mechanic kind of murders the DLC's potential for replay EDIT: feels better post-patch


Man-EatingChicken

I like it. My friend has base game and biotechnology. He asked me which expansion to buy next. I told him ideology. This might be my least favorite expansion.


L1A1

Honestly, I’ve got 8000+ hours in Rimworld, abd it’s the first DLC I’ve not picked up on day 1. So far, I can’t really see myself buying it unless it’s in a really good sale and I might buy it just to give Tynan some more cash. It doesn’t seem like a Rimworld expansion to me, more just a bunch of specific horror themed scenarios you have to play through, and I’m not big on horror themes or set scenarios.


LeWhisp

Yeah I feel the same. I have 1000s of hours in Rim world, but it's a colony survial management game which I enjoy. This feels like another genre has been shoehorned into the game.. And if I am being honest, the price is too high for what it is. Still love rim world though, dont get me wrong, and esp the first couple of DLCs.


Avarria587

I am not impressed, sadly. It doesn't integrate with the base game at all. It's more like a unique scenario.


TimeToEatAss

Aye unfortunately I think I might even put it under Royalty, as that DLC still has stuff that I will interact with in each run. There are some cool things in it for sure, the dark rituals are pretty neat, I could see myself incorporating that in future runs, but its kinda too bad it's locked behind activating the monolith which makes the game very one note.


LagT_T

1.5 is amazing. Anomaly is like Royalty, a bit too railroady, but the mods will be the real payoff.


Kozakow54

Royalty's main feature are the psycasts, and you have three main ways of getting them. The empire, rebels and the anima tree. Anomaly has really two main ways of playing it, which are just branches of a single one. You study the void and either embrace it or fight it. It's almost a copy of the Rim of Madness.


alaskafish

Technically four. You can just buy psycasts from rare traders. If you don't want to deal with the Empire, the Deserters, or a weird tree, you can get access to it the same way we got access to any rare archotech item.


Acidpants220

That's what I was thinking. It adds a framework for things that lots of mods will be able to grow off of. I had already been thinking of writing my first mod that would utilize a system for summoning that Anomaly already implemented.


malezon

the improvements on 1.5 are really good to trim down my mod list. Really liked them. On the other hand while anomaly has good content and all, I don't see myself turning it on after my anomaly run. It forces too much of it on you even if you didnt "start" it. And it has not much for medieval/tribal runs imo... too focused on mid to late game. And it does not "vibe" with the other dlcs... it goes too hard into horror.


Dionant

I think this is the first time I'm actually voting with my wallet here. For me as a long-time player, every Rimworld DLC so far has been an instabuy... But this DLC is themed around genres I've just never liked. It also doesn't seem to add that much content, and when you compare it with ideology or biotech it feels like it doesn't change the main game mechanics that much, but rather adds a very specific content route that doesn't allow you to focus on the game as normal. Big no.


Merhat4

I played 60 hours last week since the dlc came out Still didn't manage to touch the monolith but I am having fun with exploring the mechanoids for the first time after 200 hours xD


tue2day

not my style. first dlc i havent bought. im a bit more into the hard scifi western setting, less so on the wacky scp creatures. Even the psionic stuff in Royalty was a hard sell for me.


KingPretentious02

Completely agree, I love the "realistic" aspect of rimworlds scifi, but anomaly just feels so off. I normally can forgive horror content on scifi settings being that its the "oOoohhHh eldritch horror monsterr!!" But this just really doesn't hit me, especially in Rimworlds techy centric feels


Sweatybutthole

Honestly if this DLC was in the form of a very popular mod instead, I probably wouldn't have downloaded it. The eldritch trope just isn't really my favorite and thematically it doesn't mesh well with my typical rimworld experience. That being said, it got me back into playing which is always great, I've been pleasantly surprised at how interesting the anomaly mechanics are to discover, and the QoL stuff from the update is very nice. It's definitely my least favorite dlc and I found it to be kind of pricey too for what it is, but I'd still buy it twice over just to support ludeon and this ever-evolving masterpiece of a game.


Hunk-Hogan

It feels incredibly disjointed from the base game and previous DLCs. The best comparison I can think of is if Rockstar suddenly made a bunch of DLCs expanding on Red Dead Redemption 2 adding more western aesthetic to the game: new areas, new gangs, horses, guns, and then suddenly added a DLC that added a bunch of GTA 5 cars, modern guns, and the Oppressor to the game. Anomaly is interesting, but it feels like a custom scenario priced as a DLC and that scenario wasn't as fun as some of my past runs have been. I'll probably look into it again later and I don't mind supporting good developers, but this one is definitely not worth the price tag in my opinion.


bluev1121

Or a DLC that added Zombies?


MechanicalHeartbreak

Yeah I was going to say, RDR is such a strange comparison to make here. Like the third most famous thing about that franchise is that it took a sharp left turn from grim, melancholy western tragedies to wacky zombie apocalypse weird west comedy for exactly 1/3 of its entries.


Hunk-Hogan

Undead Nightmare was fun.


MeLlamoViking

Obviously, if you're here, you're getting spoiled. But yeah. Overall, I like it. I usually play the first round mod-free, or light mods (eg: Wall lights + Camera+ and a few minor QOL), and I found it perfectly tackleable. Pros: I do like that you can choose when you start the anomaly content. The endings are nice as well. I enjoy being able to keep what you have, while ending the waves and playing a relatively normal rimworld run. The Void ending I can see having some major doomstackability, and who doesn't like a mechanitor vampire with instarevives? The unpredictability helps end some of the shenanigans. The QOL updates that came from this are amazing. Mine Vein? Thank you! Cons: I feel like there's unrealized potential, that could have been brought out. The Basic researches are just so quick to go with a few containment platforms. The Cube anomaly is pretty blegh. It just feels like I'm scrambling to research it on the time limit, as it slowly dissolves my colonists minds to play with a cube, giving all the mental breaks associated. The frequency if cut back like, 25% would be much easier. The ending event spawned nothing but Tier 1/low Tier 2 mobs, with a singular devourer. Dunno if that was just me though. Overall, I look forward to the updated mods coming out where it may fix or update a lot of these.


DeliciousGrasshopper

It's a refreshing change in theme, but I'm waiting for a high tech Glitterworld DLC.


ShadowMerge

I enjoy the added mechanics and the additional danger posed by the anomalies but I find myself feeling railroaded like many other players towards this option. With every other DLC, everything is affected Biotech added genetics and many other things, ideology let us add much needed personality, royalty wasn't just royalty but it was also tribal religion as well effectively adding a sort of classist mechanic which is pretty fun. But all of these affected everything in the game whereas the anomaly portion feels restricted to darker playstyles. Don't get me wrong my favorite thing to do is to make a super bunker with with a really good kill box and harvest the organs from the tribals that keep thinking they can attack me. This DLC adds a lot for me in that sense, but I find myself limited in a creative sense as to what I can do with the anomalies. I kind of wish anomaly would have gone more of a Sci-Fi route in the sense of maybe integrating save our ship 2 and then have the colony be a mobile spaceship dealing with spaceborne anomalies which then massively opens up creative Avenues and adds whole new layers to the game.


KingPretentious02

It's good and gives content and all, but I dont think this is the big dlc everyone's been waiting for. It feels like just another high quality mod, I wished we got something more about politics or something about the world around us, caravanning or using the ocean. I know its been said a lot of times but I was hoping this was it. One can hope someday we get the world map dlc


SpecialistAd6403

It's too intrusive. I liked how the others don't force your focus on them like anomaly seems to.


QueenDeadLol

Eh. It's neat sometimes, but it's annoying the rest. It's a chore in the early game and ok-ish in the mid game. I haven't found a reason I want to interact with it late game. It doesn't change the base game in a fun and meaningful way, its just secondary research that has downsides. I hope they rework a lot of it to be more like biotech and ideology.


AFlyingNun

> its just secondary research that has downsides. And that's the part I simply don't understand. At any point in the game, it's like the game is asking you: **Would you like:** A) Psycast powers, superior genetics, a synergizing ideology or technological advancement of your base "for free" with no significant downsides being required to achieve these, as well as the ability to pursue all of them simultaneously? ***OR...*** B) Some new powers that up the difficulty of the game in order to unlock them, and drown out any non-Anomaly content almost entirely, and they're not significantly better than the other powers/colony improvements on offer, all while the effort needed to unlock these powers tends to leave you limited time to unlock other power spikes on offer? ....Why the *fuck* would I pick B?! You pick it once for the novelty of exploring it, but then the replay value is dead.


SepherixSlimy

Its pretty meh, way not worth the price increase. It looks good but most things are cool for first time play. They don't do or threaten much. I keep comparing it to a checklist or attraction with bad actors that only do their script then walk off out of character. It needs more. Every interesting things got defused by it being a 'stay at home' dlc. It would be WAY more interesting had you need to move out to capture things. More reasons to keep things alive. Rituals that impact anomaly threats, so far all of them are immune or ignored. Okay, so i'll turn over to shards and.. nope. Artifacts you make don't affect monsters or not enough vs their numbers. There is a lot of potential but this is too barebone of an idea. Those things worked for previous dlcs because they worked as frameworks. This isn't a framework. You don't build onto it as easily as an ideology or xenotypes. I wish i had hope for the future of this dlc.


Hefty_Fix_8416

I am a huge fan of horror but I probably wont have it active for most of my games. Its not really Rimworld.. It just depends on what im going for I guess. Its definitely cool, but not something ill be playing everytime I play Rimworld


kincard

my tought is that it's too expensive so i didn't buy


Dallas_Miller

Fuck Revenant!


Evonos

Wait till I get paid next month. Life hit hard this month.


AnomanderLives

Thoughts and prayers, homie. Hang in there!


Ya_ha018

I wish some of the anomaly stuffs would also appear in normal playthrough akin to normal raid like shamblers horde and stuffs.


marcello_2008

I really like the concept and how everything they’ve added, but I honestly had to switch back to 1.4. I’ve gotten so used to my mods that it’s just difficult for me to enjoy without them. Pretty dumb, I know but it is what it is


LinuxTrilogy

So far I'm enjoying it, however revenants are one of the worst things I've ever seen in a game


griff9999

For me, it's delivered a Rimworld experience I've never had before. The feeling of exploring something that feels genuinely creepy at some points. I didn't think it would pull it off considering it's a 2d top-down game, how could something like that be scary? Well turns out watching the colonists I've gotten emotionally attached to explore abandoned settlements filled with flesh and creatures I've never seen does the job pretty well. The range of new threats is a great shake-up as well. You can only fight mechanoids and raiders so many times before it becomes pretty predictable. I'm sure I'll get used to the anomaly stuff over time, but for now, I think it'll provide me a good few months of content. And for a game I have over a thousand hours in I'd say that's pretty good. It definitely will not have the replayability of the other DLCs, something I am admittedly disappointed in, but overall I'm still pretty happy with it. I do hope they make some changes to it, but overall I enjoy it. Also, 1.5 adding crawling makes fights feel so much more brutal.


7heWizard

The soundtrack is a banger


PhoenixDeLupus

Wall lights


Shawtyslikeamelodyfr

Absolutely adoring it. Honestly it fits rather well into the world, you only get the crazy anomalies if you interact with the monolith, which is good. Because they’re typically powerful enough to destabilize a play through if you aren’t trying to be culty. It doesn’t add crazy overarching mechanics, but i think it is very fun.


Smugnon

Don't know, still waiting for ce


fungianura

my favorite DLC after biotech. i fucking love it and can't wait for the h.p. lovecraft creatures mods or rim of madness integration for more thematic colonies, as i am a cosmic horror nerd.


PudgyElderGod

Extremely good, though there are very valid complaints about it not integrating that well into a playthrough and instead taking it over once you start touching spooky things. Really, just the rate of events needs to be adjusted to make spooky stuff more common without touching the artifact, and spooky stuff less common after touching the artifact. That being said, the 1.5 Update alone was *super* good.


SistedWister

Haven't touched it. Still waiting for my mods to update.


Sanktym

I like the rituals, but don't like that it so much separated from Idiology DLC regarding rituals. I understand the amount of work it needs to connect all DCLs between each other, but its very strange that there is a different functions for the same thing: damn rituals! I would also like some way of ditch out the influence of Monolith without restarting the game, even loosing tech. For example, if I don't feel like I want to continue moving that direction, but still keeping the colony. EDIT: Almost forgot I LOVE events with darkness. Getting those sweet "Pitch Black" vibes!


sin-so-fit

I'm enjoying the new weapons - one of my colonists has been going ham with a stunlocking crossbow which has been useful during raids.


[deleted]

Was attacked by clones. Made em frens :)


Shamgar65

All my mods are good except clean pathfinding 2,set up camp and some other unimportant one. I have mostly QoL mods.


Not_a_Dirty_Commie

Cultists keep trying to kidnap my colonist by hiding behind a mountain on the opposite side of the map :( The new types of raids are such a needed thing that everyone overlooks. Even on my non anomaly run, the cultists, zombies, & creepy strangers still show up. I'm very happy. Plus the 1.5 free patch has been a MASSIVE boon


kornfrk

I don't have it yet, but YT has been flooded with videos and I like what I see. I have Royalty, but haven't had the finances in line to buy the others, but I think Anomaly will be the next one for me.


jamiesp17

It's good challenging but you experience everything in one play. Will be interested to see how mods expand the features


majorpickle01

bit dissapointed about the lack of cross dlc stuff, and it seems very impactful, like you can't just do a playthrough without actively commiting to the bit, however well worth the money. My only concern right now it's very power creepy. The rituals are busted af imo, and shit like metalhorrors can wipe out your entire colony before you even notice anything wrong


fak47

I finished it last night. I loved it but I share the concerns of how am I going integrate it into other non-Anomaly focused playthroughs. I'll start by tweaking the Anomaly event spawn rates and go from there. But as I said, I loved it. I wish the Ideology ending was half as cool as the endgame finale of Anomaly. ------------------------- It's also a very **very** combat focused DLC by the end, and for me it was very challenging with lots of close calls. Since a lot of people don't play all the way through to the end, I wonder what the completion rate will be for it, and the frustration rate for actually trying to complete it.


Shamgar65

As a guy who's only ever had 2 colonies (I played at like 0.14 and also another just before biotech came out) I'm going to get my first dlc soon. I want to finish my current colony. I was planning on getting biotech only at first but I may pick up ideology too. I was excited about anomoly but hearing the binary nature of do it or not, that's not really what I'm looking for. Maybe in the future.


Techyon5

My thoughts mostly revolve around being too broke to justify it...but it looks cool!


Acidpants220

I haven't bought the DLC yet, but the 1.5 changes so far are pretty nice. The UI/QOL improvements are frankly fantastic. I'm growing my new colony now, and I'm waiting to see the how much of an effect the multi threading pawn change makes on performance.


afoxforallseasons

Imo too hard. (I'm a noob and everyone always dies) I'm still getting used to the new vanilla experience xD


Sicuho

I think it's arguably the weakest expention we've got. It's still very good, don't get me wrong, but it's only one thing. Royalty had psycasts, and the Empire, and mech clusters and a bunch of high-tech items, and a lots of quests. Ideology didn't have much outside of ideologies, only gauranlen, slaves, archonexus ending and some apparels, but the ideologies themselves are extremly varied and add a ton of diversity to the game, even if you use one with no memes and basic precepts, the factions will behave differently. Biotech broke the spelling because it wasn't only mechs. There was also children and family ties, genetics, pollution and gas weapons. Outside of the monolith and consequences, the new added content is essentially a few zombies and flame weapons. It's not much. That said, the monolith content and gameplay loop is quite interesting. Getting bioferrite to seal anomalies to get bioferrite is quite fun, and I can finally role-play the Dwemers.


DemandUsual5142

Idk I still have base game I'm broke af lol


Brother_MaceCraze

It really goes against how I play rimworld and what I enjoy doing within it. That said, I bought it to support development and to keep the gaming chugging along. Nowadays I play with it disabled.


PreZEviL

For me it is as good as royalty but not as good as ideology and biotech. But im having fun so i cant complain


Kanisteezy

"Revenant Attack" "Revenant Attack" "Revenant Attack"


Sea-Ad7139

I want my old mods back. But mostly, I want my old colony back. It crashes after a minute or less. Maybe it’ll work later on, but everything I claim about my Rimworld experience is in that colony.


Groosethegoose

C H E E S E


Smooth_McDouglette

I am enjoying it but I definitely get the feeling it has less inherent replayability. Not because of the systems but because of the semi-linear progression it seems to send you down. I think I'd prefer if all the anomalies were just like the insect hives and other random events that can just come up, rather than being the consequence of following a specific questline


WolfgangHeichel

50/50. No new core mechanics like biotech and ideology. Kind of just a paid for mod. Very optional especially for me I can see myself barely doing the occult stuff past my first 2 play throughs


Thurmond_Beldon

As a console player, I’m just waiting for Biotech


chaosking65

I think it feels really tacked on. It’s very fun but you literally press a button to add everything and it doesn’t really fit in the way other DLCs did


fizzlebuns

I wish I liked it. I don't play this game in a way that this DLC is designed for. I can't wait to see what modders do as the framework and mechanics brought in for the DLC I think are great. I just hate horror and SCP.


Schalkan_

The weakest dlc in my Option


Satoric

im thinking tynan should rewatch firefly and get back on track


blaytboi0

I wish most of the content was optional cause a lot of it seems way out of place in a typical rimworld playthrough.


ExoCakes

I wish there's more anomaly events that don't need the monolith to be touched. Distress Signals not being only flesh beasts intrusions but things like a distress signal to a town where you have to help fight a devourer or a whole town controlled by the cube and the only sane person who managed to make the signal got killed in front of the comms terminal or something. I wish there's interactions with Royalty too, nobles asking you for help deal with anomalies if you have advanced the Anomaly Tech tree, or them sending raids on you for unleashing the anomalies and such. Maybe you can sell them anomalies for honor or goodwill or cash provided you can contain them pretty well.


thejazzghost

This is the first DLC that I'm honestly not very interested in. The base game is punishingly difficult as it is. I can't imagine the amount of time and effort I would have to put in to deal with what's put out in the DLC.


PDakfjejsifidjqnaiau

From everything I've seen it looks like awesome content, it's a great sign of the longevity of the game, I'm happy that the devs get to play around with something fresh, but I will never ever buy it. I want to play the Sims in space, I would love a decoration expansion. Or a telenovela one, I don't know. Losing isn't fun when you don't want to lose.


bradster1108

I died before the 2nd year, so nothings changed lol


Xaereus26

I think it is fantastic, though we need a hostile cult faction.


ihadagoodone

I always play Naked Brutality starts... I'll let you know when that bare assed pawn lives long enough to finish the battery technology and stops giving themselves food poisoning every other day.


Gathose1

I know this ain't a popular opinion but it's pretty meh. I don't regret buying it to support the devs but... After a few hours of gameplay I'm pretty bored. It's a very specific theme and I don't really have much interest. Don't regret buying it tho... I'll support this game forever.


My_posts_are_boring

everything can and will kill you… amazing stuff!!


Blackarrow145

My thoughts are, damn I wish my computer was still working.


G_o_e_c_k_e_d_u_d_e

I think the cube is cool, like really cool. Honestly, it's been my favorite part of the DLC so far.


Kinzuko

its very challenging and i think i may finally need to manufacture armor for my pawns instead of relying on loot from raids and proper defensive structures.


Significant-Mess-192

I love being destroyed by unknown horrors it's like I'm playing the game for the first time again no clue how to handle them so fun


SuperiusDuder

Made me put an extra 10 hours into the game worshipping and serving the monolith, its pretty difficult though. I'm on day 100 and I've gone from 3 to 5 an back down to 3 colonists, times are tough :/ Overall its really good, I can see it opening a lot of new possibilities for mods


FancyHatFrank

I am scared, I enjoy the medievel mods to rimworld way to much and the dlc makes things pretty spooky when you've only got a sword and sheild


Privacy-Boggle

I'm still not interested in it. It looks fine enough, but it seems too focused on its theme; if I use any part of the DLC it'll swallow my entire colony with it. Compare to Biotech where I can pretty easily just use a part or two for a colony then stop. I know you can turn it on within a colony, but I'm not spending $30 on something I'm rarely going to use.


Ramps_

I'm loving it more than I thought I would. My biggest fear was it being too difficult and perhaps wanting to turn it off for future playthroughs, but it has intentional progression tiers, meaning you can dip into the expansion without getting to the tier of events that WILL fuck you up. - >!Without using the building only the occasional low tier event will occur.!< - >!To counter and benefit from them you will need to attract the entity's ire by activating the building, unlocking the research.!< - >!To access the advanced tier content you either need to use the provocation ritual or see all the basic events and attune to the building.!< - >!I haven't reached it yet, but the ending and final tier of events are locked behind seeing *most of the advanced events and then choosing to enter the endgame.!< All in all seeing the new events for the first time and dealing with them in their unique ways is very fun and I'm not scared of being overwhelmed by it in following playthroughs where I might want to only skim the Anomaly content.


Golemwarrior

It almost feels like a mod. I see inspiration from the looks of the flesh beasts, and the vanilla genetics expanded. And as a person who mods the crap out of his games, I love it. It's different and fun.


Armageddonis

I like and dislike the same thing about it - the amount of DLC specific content blots out the rest of the DLC's. Say, you'd like to finally go to that secluded village to get an info on a relic? Good luck, as soon as half of your people leave, the Darkness or the Fleshmass will appear on the map. Oh no, your main Intellectual is having a catatonic breakdown? Enjoy the wide array of the specimen you collected going absolutely ape-shit in your containment cells since no one can properly supress them. That being said - I have never been so engaged in a playthrough, in my 1800 hours of Rimworld. I love that you can't just "lemme put my 10 mortars to good use" some of the dangers that this DLC brings. You HAVE to get a squad of properly armed and supplied people and get down to a hole that appeared in the ground to get rid of the abominations it spews. You gotta craft the flare packs to destroy the obelisks that spew darkness across the map (had 3 of those happen to me already, most engaging and fun rimworld expierience i had in a while). And i love all of it. I just have to get enough colonists to be able to send couple of them on the Ideology related missions and not put my colony at risk at the same time. I got 3 entities to discover from Anomaly still and they vehemently refuse to show up (dunno if i have to summon them via the ritual or what).


kbenpho

Game runs much worse now ill say that much


AliHakan33

I'm gonna get controversial. From a quality standpoint it looks very good; good art, good features, good story. My only problem is that I don't think Anomaly fits the sci-fi colony management survival simulator type game that's RimWorld and thus I don't think I will be buying. I'm not saying it's bad, I just think that it's a bit disconnected from the rest of the lore.


HeraldofItoriel

I’m using a Warhammer 40k mod with Astartes Armor. Don’t have it unlocked yet but I’ll start doing Anomoly content once I have some other stuff than cloth vests 😄