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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

nikolai

And there goes another thousand hours of my life

David Mapp

Jesus, just gonna drop something as rad as subterranean bases in there lmao

Steven

Regarding Vanilla Mining Expanded, do you mean "underground" like a different Z-Level? If the DLC announcement talked about that I totally missed it!

V (edited)

Comment edits

2026-09-10 22:00 Also actually. Do you have a plan for vanilla books expended since this update seems to be replacing it in some capacity
2024-03-13 19:33

Lars-Christian Selland

Sound great! I hope this won’t push Vanilla Exploration Expanded far too back though!

The Dragonborn

Can't wait to waste my time on all this! And by waste, i mean worship! Especially the remakes!

Moros

This is all very exciting. However, how will Vanilla Mining Expanded function regarding underground bases? Will they be on-world biomes like Biomes! Caverns, or instanced maps like the old Z-Level experimental mod? Would they be primary bases, or secondary bases respectively?

Steamtastic Vagabond

The hype is real. Assuming these psychic rituals behave similarly to the Ideology ones, I can imagine building up a crazy ritual chamber to enhance the odds of successful rituals, with weirdly specific needs dependant on the ritual. Imagine a ritual to resurrect the dead or something, but the chances of success go up the more human hearts and brains are placed around the ritual chamber. How about animal sacrifice? Human sacrifice? THRUMBO SACRIFICE

aybys

I LOVE SCP!!!!!! I LOVE CABIN IN THE WOODS I LOVE HORROR!!!!!! YAHOOOO!!!!!!!!

Benneth Bennington III

Underground bases. I'm so goddamn stoked for that, actually. A sci-fi Dwarf Fortress is what I didn't know I needed but I have plans now

Dimitry Minchenkov

I run tabletop RPG campaigns centered around SCP itself and similar settings and I just cannot be happier! Now, with Vehicles, underwater mechanoids, and various horrors, we can ask ourselves: will we see RimWorld: Subnautica Expanded in any form? P.S. Does Omega from Archotech expanded related to Anomaly somehow?

An Kangaroo

Oskar simply putting ”making underground bases!” Like it’s no big deal is the sexiest thing in human history

qawza

Honestly there are so many opportunities to weave Insects into this new horror theme. Giant many-legged, many-eyed monsters crawling up through the earth in the dark. This is all so exciting!

Nova Solarius

"Underground bases." Great, now I need to clean my desk.

President_Gloria

I was curious, which part of the 1.5 update allows for underground bases?

Shen D

I can't wait for the revamped medieval, viking, and insectoid mods :D

Marc

Ooooh nice! Not at all what I was expecting, never thought that Ludeon would step into the horror genre. Can’t wait to hear more about it!

CommissarFox

Now this dlc was the anomaly we're all happy for

The Gaming Archaeologist

With these DLCs I love but also hate them. I'm glad that they add so much and some great QOL that makes certain mods obsolete, however, the sad part is it does make various mods obsolete and can be a real pain for modders. Especially stressful as I'm looking into doing modding myself.

DMChase

Vanilla Horrors Expanded. More and different horrible monsters that can be researched and taken advantage of for SCIENCE!

Zachery Gaskins

Surprised we haven't called this the Sargspansion yet

Zachery Gaskins

With regards to Vikings, Medieval, and Insectoid, are they going away entirely or just being so refactored for 1.5 that backwards compatibility is impossible?

PaperClipChip

Yes! Horror and cults, please inject them right into my veins!

Loyola

I add Medieval and Classical factions to every playthrough, so I look forward to the remakes

Jason McGinn

Fingers crossed that Exploration Expanded won't be too heavily impacted. That was the criteria to trigger my next playthrough, although now I guess ill sneak in a zero-mod run when the dlc comes out before that.

Cinder Fell

Very happy to hear your future plans with the dlc! It sure looks very promising and you'll surely be able to do many amazing things thanks to it. Also very happy to hear that you'll remake some of the old mods, it's nice to see they still get love. Although if i should ask, i would also love to see more done with the classical faction mod, i love romans, and I'll never have enough roman content ^^

Stephen Foster

Is anything going to be updated for the test build, or will they come out with/after 1.5?

Happycam

Will Vanilla Books Expanded be updated to 1.5 and integrate the new book feature into the mod or will that mod be dropped and remain a 1.4 and earlier mod? If it is dropped, will you be open to consider creating Vanilla Books Expanded 2 where you take the newly implemented vanilla books and add features previously found in the og mod such as the writing and typing stations where one can create their own books? Perhaps also add more diversity to the books' titles and descriptions, with lore mentions and additions from the vanilla expanded series? Ex: Schematic regarding the Zeus cannon or Novel on the history of the empire. Or a textbook regarding animal genetics added from Genetic Rim/Vanilla Genetics Expanded? Would help expand the lore as well as give rimworld book collectors things to look forward to finding and getting. Perhaps you could even unlock new buildings and bill options by getting schematics, novels or textbooks to certain things similar to a techprint.

Somerandomsmuck

In relation to the ~12 mods related to Anomaly, will any of them being drawing inspiration from SCP in terms of features/additions?

Daniel Wensink

Here hoping you are going to a 999 like creature.

Luke Abiko

Since this dlc seems to have a heavy psychological focus, it’d be dope to get a mod that makes mental health a little more manageable. I only ever find myself using dev mode or save scumming when stupid happens because of a mental break like loosing all my mechanoid components because a colonist threw a tantrum.

Casey Alce

I dont know if you will be able to answer this, but given that phil works on vehicle expanded framework and I know he has been busy with cursed crew, whats rougtly the wait time to expect for the mod to be updated. I know you guys dont promise specifics since you guys dont give yourselfs deadlines but just trying to get a general idea if its gonna be a while before it updates or if it will be realitively soon after the dlc is released

Steven Hawkins II

I was reading through the update's changelog and and was several times surprised to find additions to the game that I apparently have added via mods and just forgot they weren't vanilla.

BevvRatBites

So all the extreme horror is a super AI screwing with the colony's minds by making horror movie nonsense real? That's rad, I hope it comes with a plethora of tweakable options, full zombie apocalypse playthroughs, constant mimic monster infilitrations so you never know who is real...Some insane youtuber playthroughs are to come.

Dick Turnip

I'm a bit on-the-fence about Anomaly, honestly. So far it just looks like an excuse to shoehorn in more annoying challenges (in other words, difficulty for its own sake) to a game that's already riddled with them, to the expense of features that badly need updating (I'm looking at you two, Yayo Diplomacy and Pointless Caravanning). But at the same time, the Lovecraft superfan in me is squeeing like mad. I'll actually play it for myself before I pass judgement, but the questions I have essentially boil down to "how much of this am I going to have to mod out/disable in Scenario Editor to not lose a colony I've sunk hundreds of hours into for the stupidest of reasons?".

Daniel Wensink

Also, who else here is already to Cursade against Lovecraftian horrors?

Trevellian

I really appreciate you and the team working so hard with a new major patch / expansion. It really means a lot to know you're invested in 1.5, and I'm excited that you're excited. heh I'm really looking forward to seeing your ideas for the future. I also really want to thank you for being open about the mods you're NOT keeping updated to 1.5, as it really helps to know what to move on from. Especially with some series like Rim-Effect, which I've had a feeling might be left behind sooner than later. I just want to be emotionally prepared. haha

Andromeus

Honestly I’m a bit disappointed with the DLC as I was expecting something that would overhaul systems like diplomacy, exploration and politics, which are essential to make the world map vibrant and appealing. Fortunately your team will expand (wink wink) on them with mods. Looking forward to getting frameworks that mods can expand upon as well, like Z-levels. With Biotech we got genes and children.

Qualli

Im super exited for the performance improvement because they put pawns and animal to an extra thread. Mods like Rimthreadded always tried to convert the game to a multi core based game and the performance boost is so much needed for bigger or highly modded colonies. Anyway I hope this update does not makes it any harder to create mods. I also wished for more ingame mechanics like exploration and diplomacy, but we will see. Vanilla expanded got ouer back anyways. :)

Fizzlebuns

As I play almost exclusively Medieval Rimworld, I NEED to know what's up with VFE Medieval and Vikings and the whole 'remaking' instead of patching. Basically, I need to know how long I'm going to not be updating my game to 1.5.

AKorgar

This new DLC looks fucking awesome, I'm very much looking forward to it.

Jonatan

Good new features in 1.5 update, but not sure if the content DLC its for me...

Samuel Milling

This is all great but *underground bases* is so hype.

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.

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!!!

Jackalope

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