Colony sim & RimWorld-likes

Build a colony.
Survive the planet.
Tell the story.

A hand-curated catalog of the deepest base-building survival games, where every colonist has a name, every winter is a threat, and the best stories are the ones the game never wrote.

Base buildingAutonomous pawnsStory generatorPermadeathSurvival economy
colony - day 47 · 6 colonists · 1 prisonerautosave
RimWorld winter colony base mapSECTOR 12-N · 51.4, -114.0
RIMWORLD SIGNALRaid watch active6 colonists online · prisoner secured
FOOD
74%
MOOD
61%
POWER
88%
HEAT
34%
89 games indexed
37 genre tags
release radar
02 / Editor picks

Featured colonies

Where to start if you love RimWorld: the deepest, strangest, and most replayable colony sims we cover.

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#1 benchmarkRimWorld command file
CSG-0012018PC / Mac / Linux

RimWorld 10.0

RimWorld is the core benchmark for RimWorld-like games because it ties every system to colonist needs, injuries, moods, traits, relationships, prisoners, animals, weather, raids, and long-term survival. It is less about perfect optimization and more about keeping a fragile settlement alive while emergent events create memorable disasters and recoveries.

Colony SimRimWorld-likeBase BuildingSurvivalStory GeneratorModdable
Open game page →Ludeon Studios · 2018
04 / The genre

What is a colony sim?

You do not control a hero. You shape the conditions, and a handful of fragile autonomous people try to survive inside them.

Part city-builder, part survival game, part accidental drama. You assign priorities, build the base, manage food, heat, mood, oxygen, and defense. The game supplies the disasters; your colonists supply the chaos.

01

Autonomous people

Colonists, dwarves, duplicants, settlers, or crews act through needs, work priorities, traits, skills, and schedules.

02

Survival economy

Food, heat, oxygen, water, tools, power, morale, and defense turn logistics into pressure.

03

Built space

Rooms, workshops, farms, stockpiles, pipes, walls, beds, gates, and storage shape what the colony can survive.

04

Emergent drama

Events, weather, raids, injuries, mistakes, shortages, and strange personalities produce stories the designer did not script.

The colony-sim loop

// the cycle that produces the stories
01

Land

A small group arrives with too little shelter, food, power, or knowledge.

02

Assign

Jobs, priorities, rooms, and stockpiles turn intent into a working plan.

03

Stabilize

Food, sleep, safety, mood, and infrastructure become the first victory condition.

04

Expand

New rooms, tech, workers, production chains, and risks make the colony useful.

05

Recover

A bad season, raid, fire, leak, or breakdown rewrites the next plan.

The loop never really ends: every story rewrites the next plan.

05 / Reviews & articles

Reviews & articles

Features, comparisons, explainers, and practical colony-sim advice worth clearing your weekend for.

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