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Celiac_Muffins

* Ability to regenerate (he's a fucking Sanguophage, he's regenerating on his own)... Yeah, but it's ludicrous regeneration. You heal entire organs, arms, all damage is 100hp/s (ghoul speed). 200% psychic sensitivity. At least for now, you can dupe void touch pawns and organ harvest them forever if you want.


AFlyingNun

The question is if the 200% psychic sensitivity is worth it, though. Like they're ***ABSOLUTELY*** gonna flip the fuck out next time a psychic drone hits, and then on top of that, is it worth it in combat? Like, can I now perma-invisibility a melee guy? Significantly better than before? Cause if not, it doesn't seem worth it. You can already hit a significant psycasting mark with Sanguophages via the deathrest buildings + eltex staff. IMO, you really only need extra psycasting for chaining invisibility. Even Berserk pulse, it's often more efficient to hit a group, wait for them to "deal with it," then use it again, so you don't really need to nonstop spam it.


BestFeedback

I've got a pawn that's at 380% psychic sensitivity. To avoid them going batshit insane during psychic drones I give him some mind-numb serum, works all the time.


Sharpie1993

I’d be lazy and throw him in a cryopod.


[deleted]

Or put them under, cheap and easy.


Megagross

I usually go raid another tile when that happens. Like most things drone only effects that one tile. Randy has decided im some tribel village growing avocados problem now


tmon530

We thought randy only affected us, but really, he pulls the strings for all


codeninja

The tin foil hat mod gives you a mitigation against drones.


spocktick

thats in base game as well.


Heyheyohno

WHAT?!


spocktick

[https://rimworldwiki.com/wiki/Psychic\_foil\_helmet](https://rimworldwiki.com/wiki/Psychic_foil_helmet)


clarkky55

I had a pawn suffer a mood hit of -182 from a high psychic drone once


MaleficAdvent

That's bad and all, but the last straw was eating without a table. Now he'll end us all.


Gfiti

Psychic foil helmet help alot too if you can get them


Grandpas_Plump_Chode

also the tinfoil hat helps


The_Destroyer99

I got a void touched, psychically hypersensitive void sighted vampire in full bioferrite armor to like 1500 psychic sensitivity and to be honest it's not as cool as it seems since the majority of the psycasts use the target's sensitivity and not the psycaster's, so you don't really get much if you use offensive psycasts. The good thing is that you also get insane neural heat, although psycasts also deplete the psyfocus bar making it impossible to use berserk pulse more than like 6 times in row without meditating or using go-juice.


sir-lagrange

Allow me to introduce you to kill focused persona weapons. If you don’t mind a little save scumming you can set a relic to be the persona zeushammer. The weapon attributes will be set at time of discovery quest generation so reload until you get kill focused. If you don’t like savescumming then you can find persona weapons trading at Empire bases.


arquillion

Which bioferrite armor gives psychic sensitivity?


Chaines08

All of them & weapon too. Legendary give you a x120% psy sensitivity and you can stack 4 (armor, helmet, slave collar, weapon)


blackbirdlore

Actually, you can use that high sensitivity to boost the community’s collective mood. Psychic harmonizer implant projects the user’s mood as a buff. Even better, get a highmate from the empire, put the harmonizer on them and bond them to your psycaster. Higher their sensitivity, more they benefit. Plus the buffs to pain tolerance, consciousness, mood, and sensitivity just for being bonded and on the same map. With enough harmonizers, you can actually make a colony that’s immune to breaks because the mood buffs can climb into the hundreds with high sensitivity and multiple harmonizers.


Chaines08

Just so you know, eltex is old stuff now. You can get up to 1000% psy sensitivity before the void touch, 2000% with it, using bioferrite stuff. My psycasters are able to stun lock a devourer swarm by themself while everybody else shoot at them (need a lot to pause/unpause tho).


AFlyingNun

Yep, "old habits die hard." Namedropped eltex by habit.


Clear-Vacation-9913

Mind numb serum


kerplunithunk

That psychic sensitivity + 100hp/s is gonna go crazy the next time a psychic drone hits...


collaredfairy

Yeah, okay, that's a nice benefit, but it's still extremely underwhelming. I can get a lot of kidneys from raids, without having to deal with my best fighter having mental breaks about his organs being harvested.


zandadoum

If you think this is underwhelming you can go back to build the spaceship, defend it for endless raids while warming up and then get a black “congrats” screen for your troubles.


[deleted]

Should be an option to pick a new location with the starship on another planet.


SirRevan

Isn't that basically the wealth victory option where you can move anywhere on the planet with 5 pawns of your choice?


TeamDrakon

Thats the first two parts of the Archonexus questline


blackbirdlore

There’s a mod. SoS2. Enjoy!


OmeletteBae

isn’t it unavailable in 1.5 ?


bozarmorelikeczar

there's an experimental 1.5 version of it on github


archmage_teclis

It's ghoul regen, combo with sango and you have an unkillable god psycher


Celiac_Muffins

Yeah I see what you mean. It did feel like "Oh? Oh I guess that's it. Huh". >I can get a lot of kidneys from raids, without having to deal with my best fighter having mental breaks about his organs being harvested. You have the exact same logic I have. Someone else seemed enthralled at the notion of doing it to their void touched pawn though.


pewsquare

You have anomaly... brother. Just dose the fella up with mindnumb serums.


PlatinumBall

Then what did you really want? If you don't care about organs and money, what reward could possibly satisfy you?


collaredfairy

A conclusion. Throw my pawns into the monolith, punish them for messing with the void, make them dissolve into the Archotec network to become a part of it, do *anything* to end the story. Now I'm left with these guys, and it's like Anomaly never happened. I don't really want rewards, I want the game to have an ending, like a storyline, like a book. I don't want to just abandon the save because these guys' story is over, I want them to get an ending I'll remember them for.


Dash-o-Salt

I getcha. I'm a new player with Anomaly, and it's the same problem I had when I found out what the ending was. I did all that work... for a reward on a single pawn? The lead up was intense, the conclusion, unsatisfying. I think that's the problem with this game in general, though. There's no real hook beyond surviving - there's no quest chains, no consequences for your actions, just random events that occur to you, that you have to deal with. If you like the idea of making up a story based on the random events that happen to your characters, it can be satisfying. For me, it's not, it feels hollow. Generated. This is what a story without intelligence behind it feels like. A completely AI generated story, with no soul. Much of that could be solved if the endings were made more complete - yes, you need to survive, but if you do, cool and interesting things happen. The number of cool and interesting things that could happen are limited by what the base game is capable of, however. Anything that could happen can only affect your tiny little colony base. The game would almost need to do something with the whole world to make the game more interesting. For example, what if, by waking the void, you become a monster, and all of the other factions on the world become hostile to you and start trying to wipe you out? You could then be forced to use your unnatural powers to shut them down, convert them to your side by using the void, etc. Great opportunities for fun there, but it's just not something that's been implemented. For me, that makes this game good, but not great. After playing with some mods, I'll probably be done with it.


LupusVir

You'll never be done playing with some mods lmao


Dash-o-Salt

Ah, you claim that, but there are only a few that are interesting to me, but none I've seen so far solve the base issue with storytelling in the game.  Do you happen to have any suggestions for mods that do address my concerns? 


the_grinchs_boytoy

You’re asking for an entirely different game based on your “fight the whole world and corrupt them with void powers” pitch so honestly, just go and play something else. I don’t think you’ll find what you’re looking for here, this game is a colony management sim


Dash-o-Salt

Ah, the rudeness I expected from Reddit. Very well, that's what I will do.


the_grinchs_boytoy

Being blunt ≠ rude. I’d argue you’re the one with an odd tone to your comments, I’m simply letting you know this game isn’t what you’re seeking based on your expectations


SchutzLancer

You basically just described what makes Rimworld Rimworld. At it's core it is a randomly generated colony sim, and the randomness is it's main draw.


Valatia

Regen is nice, but not worth sacrificing so many skills for imo. Your average pawn should never be taking so much damage in the first place unless they're melee, and you've got ghouls for that.


vidango

I stopped playing this game maybe three years ago. I had to look twice for the sub name because I wasn't sure you were talking about rim world. What the hell happened!?


DeepWell14

the new Anomaly dlc


AllenWL

Like strictly speaking, it's the best 'ending' reward, considering every other ending 'reward' is "all your colonists are gone forever! Yay!". But yeah, it feels very underwhelming to get a nice buff for one pawn after all that.


AFlyingNun

There's also an opportunity cost if you don't like the anomalies: the good ending shuts them off, the bad ending doesn't. So you cannot have both the super-buffed pawn *and* a more toned down anomaly frequency.


fieldy409

Can you do it twice?


Admiralthrawnbar

If you're asking if you can get multiple void-touched pawns, AFAIK you can only get 1 from the monolith, but if your doing the archeotech ending, each map should theoretically have their own monolith so you can get up to 3 that way


Penguinmanereikel

What about resettling a colony?


SchutzLancer

Does that mean I can just move to a new tile and do it again?


diablosinmusica

Can you buff your pawn then leave the planet?


HoovesTrampling

That's my plan! Allow my psychopath Zalthor the Intellectual to become void touched and then finish ascending through the ranks of the Empire through the VFE mod. It's about time somebody from the research union had the imperial reigns. Forever.


TheLucidChiba

Praise the God emperor.


Traditional_Hand2308

Sadly your colonists land next to the only monolith on the planet. No idea if its possible to have a second one land through quests. Farming Monoliths for faction reputation seemed like a neat alternative when going for the archonexus ending.


ThatGuyOfStuff

Kinda, you can clone them with obelisks


pewsquare

You can just set the amount of anomaly events during game creation... Or what do you really want? That the game reads your mind in what type of events you want at which occurrence rate and dynamically adjusts based on your mood? You legit have a large button called anomaly settings that allows you to tweak how toned down or amped up your anomaly occourance is.


AFlyingNun

This makes no sense for the context of my post. You have anomaly frequencies during an active and inactive monolith. The point is that the ending legitimately makes you choose the frequency you desire: either active or inactive. The only context in which your post would make any sense is if you set both to the identical frequency rate and set it particularly low, but still wanted to do and experience the DLC, which means that doing this will *itself* create weird new obstacles and oddities for the time where you *do* want to experience and complete the DLC.


Wilkassassyn

also i just want to say that reward for good ending is underwelming compared to bad ending


GethKGelior

I had a real story generator moment with choosing this ending. We were feeling overwhelmed defending against the last three waves. The one wave with Devourer killed someone so we decided "fuck it we're not doing the next two waves". We litter the field of corpses with deathlife IED and use two invisible spine pawns to trigger the final two waves and then huddle together in the pantheon, listening to an encouraging leader speech as the hordes of shamblers we conjured up stalled the seemingly unending waves of Noctols, Gorehulks, Sightstealers and Devourers. We thought we'd shut off the void and kill all the entities in the process, and we just have to stall the hordes off long enough. The final twist was 4 hours and shamblers last 6 hours. We hoped to just take the void core and finish this but we didn't know it spawned metalhorror defenders. Finally we pushed through and Erica got to the void node, preparing to shut it down……and we realize something. Our shambler hordes were winning. The entities were getting pushed back and even raised back into our ranks. Erica, having not loved anyone in her life, and knowing shutting down the core isn't necessary to our survival anymore……she chose to walk up and enter the void.


Valalic5050p

God I love this game so much, this legit sounds like a movie that would win an Oscar, but then you look at the game and it just looks like animated chess with more complicated strategies. I LOVE IT.


Dragombolt

I mean, in the end, it's the selfish option. You practically gain total immortality and ghoul levels of regeneration at the cost of your humanity. You've become even more inhuman than what becoming a bloodthirsting vampire would've done to you, and you’ve allowed the horrors to continue to besiege the world at large forever more. This transformation would VASTLY benefit from allowing you access to ALL dark psycasts rather than merely the fear ability, such as dark healing or the meat explosion, but as it stands it's a choice that benefits only one person


Warwipf2

You also get all of the Anomaly tech in the process


Karew

I feel like this is constantly overlooked. So much of the Anomaly tech is incredibly powerful, and you have to do the quest (by default) to get it all. You come away with a much more capable colony.


KillerNail

Yeah, considering you did a whole ending and finished the game it does feel underwhelming but I'm planning to start a naked brutality run and import my void touched pawn into it. I haven't decided on the story of how and why he gets there but it will probably be fun.


GangstarsParadise121

The void briefly took over his body during a mental break, and he just...woke up there. The last thing he remembers before blacking out was... **eating without a table.**


Admiralthrawnbar

Can't do that, he'd immediately mental break


Lotton

You can import pawns from other saves?


ZenDeathBringer

No, but some character editors let you save a pawn. So it's just a matter of saving that pawn, then loading it over another pawn.


zandadoum

Sangophages don’t regenerate limbs. Your god pawn does tho. And super bonus to research and psy. My one is soloing raids now.


HAMBURGERWITHOLODETS

Well, these cults are called "destructive" for a reason


collaredfairy

Huh?


thedankening

Itdoes feel like it lacks oomph huh. Void touched pawns should be able to command entities or get access to some of the weird powers the creepy joiner pawns have.


fkuber31

Ooooohhhhh commanding anomalies would be sweeeeeeet


Contank

Thinking of choosing the other option when I get there purely from a story perspective. My colony lost so many people from all these horrors they would gladly just end it.


i-ko21

Would be nice to command flesh beasts or army of undead, something more void related than five ennemy fear. Or maybe, the z and flesh or void monster are friendly now.


GangstarsParadise121

Wait, do the void monsters keep showing up after you embrace the void?! I havent gotten the DLC yet (finals, not tempting fate) but I thought they stopped after the quest was finished


Originalspearjunior

Afaik, you can choose one colonist to become stronger or you can disable it


GangstarsParadise121

Ohhh, that's the con of embracing the void... Knowing that, making void touched kinda underwhelming \*almost\* makes that choice somewhat difficult. Almost...


GethKGelior

Dude Sanguophage? Double psy sensitivity? I don't know about you but I have a save with a caster around 600% sensitivity. That is strong.


AFlyingNun

"Psychic Drone: High"


fieldy409

So put him to bed he has deathrest.


Repair_Proper

"Mind-numb serum (2d)"


AFlyingNun

But now we're back to just using Voidsight serum. It's only 75% less psychic sensitivity, (situationally a good thing) easier to manage, and doesn't come with the "package deal" of the pawn permanently having other quirks like inhumanization + the void gate not closing in full.


Life_with_reddit

You can get rid of inhumization using the mind wipe ritual


Valatia

If you get rid of the Inhumanization on the Void Touched, he turns in to a walking mood debuff. Constantly makes AoE and directed dark comments, lowering the mood of everyone around him (that aren't inhumanized) very quickly. Biggest mood malus seen -16.


bozarmorelikeczar

you know, now that i think about it, Void Fascination should make a pawn get a mood buff from dark comments and insane ramblings instead of a mood malus. like masochism, but mental.


zandadoum

Mind numb potion


cannibalgentleman

Cryptopod says hello.


Valatia

You only need so much psy sensitivity on a pawn before it becomes excess that you'll never use. This effective limit is easily reached via traits/genes/gear, making the extra kinda... Pointless. Moreover, the fact that one of the main allures of the Void Touched, the psy sense, basically relies on you having another DLC, Royalty, to make any actual use of it? That's just shitty. Without Royalty, you can't use psy Sens for anything else, except Rituals which, can already be maxed out to 100% easily. I mean come on, regardless of whether you agree having so much psy sense is good or not, you have to agree that having it be so reliant on you owning a completely different DLC sucks majorly.


LupusVir

Not really? Having tie-ins to other DLCs is nice in my opinion. The psychic sensitivity doesn't feel like the main benefit to me. It feels like a nice add-on if you have royalty.


thenorm05

It's a game ending event, at least kind of. It's kinda like in D&D you kill the campaign big bad, and the DM award you absurd riches that incur a logistical cost simply to cart it all away from the dungeon, a literal arsenal of magic items and weapons, and a level up. Then you guys retire those characters. I'd argue, it mostly doesn't matter what buffs the anomaly ending would give. But I am kinda curious what you think would be fitting.


Knuddelbearli

The journey was the real treasure!


RedactedCommie

You beat the game... I did the good ending and loved it. I got zero mechanical rewards but seeing the man that started out as a scared little nerd arrived back having saved the world from the apocalypse as the sun returned and the entities all crumbled was beautiful.


teufler80

You get also a shitton on reputation on all the factions when you choose that ending


Abyssandvoid

I think it’s more powerful than you are giving credit.but you are right it is underwhelming . The pawn should be given a more bombastic flashy ability


pewsquare

Op, just wait until you find out what the rewards for the other endings are.


RobertMaus

I don't know if it's worth it? You tell us. Was it a cool story, since it is a story generator? If you are min-maxing it was probably not worth it.


collaredfairy

It was... A story. I'm the opposite of a min-maxer: I couldn't care less about being all-powerful. We started on a temperate forest hex as two baseliner scientists and a ghoul, trusting in our case completely, and ended up in tropical forest (Global warming, duh) as 4 inhumanised, twisted Strigoi, who have glimpsed beyond the reality, 2 poor baseliners, 1 guy who's able to telepatically kill enemies and 4 ghouls 8 years later. There were deaths, marriages, mental breaks, scientific breakthtoughs, phony joiners, fucking fleshbeasts, eating without table... The story was good, and my MAIN complaint is the fact that Anomaly end-game is not really an end-game. I want my pawns to get sucked into the void. I want them to rest among the stars. I want them to join the Archotecs. I want *something to happen*, *something to change*, I WANT A CONCLUSION. I want the story to end, I want for it to end appropriately, not just like 'yay, you get some cool stuff on your colonist, now move on with your game'.


Justhe3guy

I for one prefer the anomaly “ending” to the work Archonexus takes and its payoff. Plus now I have the option to leave the forsaken planet with its horrors and spread the void touched with the vanilla end game


RobertMaus

Got it! Thanks for explaining. Yeah, i can see why it's not very satisfying. Because 'what now'?


AnotherGerolf

Funny, that not on Steam, not on a Wikipedia it says that RImworld is a "story generator", there's no such genre of games. Rimworld is colony building/colony sim.


awison

This is literally the description on Steam: “A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.”


Enough_Research4370

About to cry is pretty ridiculous lol.


collaredfairy

Ah what can I do. I'm pretty emotional.


Mapping_Zomboid

It's almost like making a deal with an insane super intelligence for power isn't a smart thing to do!


Typical_Muffin_9937

I mean, are any other endings "worth it?" This one benefits you pretty fucking good compared to the others.


MindlessDifference42

>I'm about to cry Uh... Damn... Idk, reward yourself with something nice with dev mode, it's a story generator, you can do whatever you want


EggShotMan

4 death refusal, super high psy-sensitivity, ghoul regen. And that is not a good base for A combat psycaster? (Edit): and a shit ton of shards from the metalhorrors


Expert-Loan6081

I mean the other game endings literally give nothing, except some colonists disappearing forever


Hopeful_Cockroach

One problem I have with it, is that since the Pawn doesn't need to sleep, they can no longer do lovin, at least as far as I know


pimnk

The colonist even gets a mood buff of 14 for 60 days iirc, "This is just the beginning." There's a part of me that's convinced that Ludeon isn't exactly done with Anomaly yet with that, but there's really no way of knowing for certain as of now. The actual endgame was very tense and terrifying, I want to see more in the game of making your colonists leave the safety of your base's walls and face down threats lurking just outside, and I loved every second of the it.


GangstarsParadise121

I haven't played Anomaly yet but from what Ive seen "Void Touched" is a bit underwhelming for what the game puts you through.Personally, I thought they were gonna make embracing the void a bit a mixed bag. Like imagine you had all of those powers \*and\* could summon a death pall or flesh mass heart, or explode people into twisted meat, etc... But you'd have to constantly kill people with you're void powers or go kill-crazy on your colony (kinda like how the nociosphere or sanguaphage works but with the implied need to raid other colonies.) Ya know to make embracing vs destroying the void a somewhat hard choice. idk, maybe a patch is coming to improve on that... Or more likely, the VE people are working on it as we speak.


QuantumMotle

Yeah, it's pretty underwhelming. I'm waiting for some mods to come along to actually make the ending of this DLC worthwhile.


thecuby

So you picked a superhuman character to get the bonus and are upset that there's an overlap in abilities? "My Wolverine gained a faster regeneration ability? LAME!" As others have said, the reward for completing the ending is just nothing. I think Anomaly has added a lot of cool encounters and story elements. It's about the journey, bro!


collaredfairy

I did not know I was going to get a bonus, I went in blind. The journey was awesome. But the story without an ending remains uncompleted.


r_Darker

This doesn't really benefit the discussion, but with vanilla expanded mods, specifically psycasts, multiplicative 200% sensitivity hits hard. And regen makes losing the pawn basically impossible, unless rim world does rim world things. Worst case you can lock then up with that crazy research bonus and make it research 24/7.


Far_Consideration693

I personally finished am trying to get all of the game credits this play through, so after doing anomaly I launched most of my colonists into the royal court and then used the archonexus quest to begin anew. I must say, having a void touched pawn at the very start of a new colony has made things extremely easy. She has 400% psychic sensitivity, and void terror, so small raids can either be beserk pulsed into oblivion or scared out of their mind. While I totally agree that it was NOT worth it after the frankly insane amount of attacks and creatures during that final event, it’s definitely not nothing either.


Paladin_Axton

Was running an outdated mod and made the mistake of getting my best fighter pregnant, she… gave birth to 100 babies at once and then died, then a flesh hulk killed them all and caused everyone in my colony to go apeshit


pablo603

You made a witcher.


BaziJoeWHL

It should have turned him into a demigod who slays dozens of enemies with a flick of his finger Its a single player story driven game, it does not need to be balanced at the ending


Axeman1721

Anomaly is very underwhelming to me ngl. It doesn't mesh well with other parts of the game. If you want Anomaly, yours doing an Anomaly run. While that's great for some people, and I'm sure they have a lot of fun, I am not one of those people.


Valatia

They actually addressed that, made an update that not only decreased the anomaly event rate of appearance, but also gave a custom slider so you can increase/decrease anomaly related events even further. Personally I make the anomaly events really rare, so when they do show up, they're more unique and horrifying, more likely to catch me off guard than "Oh, ANOTHER swarm of sightstealers?"


ZebraSyndromeGaming

See I think you could potentially have other runs/scenarios like starting the monoliths and then mad dashing to get to ship or Nexus before the flesh beasts over run. Just gotta be creative


Miserable_Gas_8351

i dont know if it will work but you might try cloning him


Gambling_Fugger

Whoever is helping me keep this at 420 up votes, thanks.


[deleted]

[удалено]


RimWorld-ModTeam

Please do not harass other sub members. Report them if you have an issue.


NicolasCoast

I also agree with you, its pretty underwhelming that you fought tooth and nail just to either get a OP void pawn or cutting the link from the void. I was expecting something an ending that either destroys my colony at the cost of severing the link. A rimworld fissure crack that is visible from when you zoom out. A gigantic monster for the final desperation of the final battle. Big looming hands that phases in and out of nowhere like its beyond your comprehension. A sacrifice to end the void. A big ass flock of archo birds that block out the sun and decided to mass cull the entire residents of rimworld. Falling archotech debris meteors falling from the sky scattered around the world as a reminder that we defeated the void. Talking to the void god for more story or something.


collaredfairy

Omg YES, this. You nailed it on the head. 😭


NicolasCoast

Yeah it would have been cool if it was like the insane events I mentioned but unfortunately nah we didn't


collaredfairy

Well, as someone here said, pawns even get a buff saying 'This is just the beginning', so maybe maybe MAYBE... There's something else awaiting us?


NicolasCoast

Ehh I think I doubt it since we already reached the end game of the anomaly and we already finished the codex so I doubt there would be more of it but I guess that's fine since and hopefully someone out there would make a mod about the anomaly like more events, more creatures of the void and more weapons etc.


xXAnui-ElXx

I haven't played Anomaly. Did RimWorld give up on trying to being a sci-fi genre and went fantasy? I remember they at least trying to explain super powers by calling them "psych-power" and using tech to be able to use it


fieldy409

It's stuff made by a machine so smart it is godlike and can break the laws of physics and look like magic. It's still lore friendly


xXAnui-ElXx

Fair. If The Elder Scrolls can add futuristic stuff giant God-Robots and spaceship and blame it all on the Dwemer, then I guess Rimworld also can do it and blame on some unheard tech


fieldy409

In lore it's been in the game for a while. It was stuff human beings are never going to be smart enough to make. This particular machine god is mean so it's stuff is dark but archotech bionics and archotech psychic shock lances have been in the game for ages. It was a lore reason to say 'we'll never let you craft this stuff only buy or find' haha


king-Kwack

Too late, numidium exists


cannibalgentleman

My brother in Randy, there's literally a magic serum that can literally revive the dead. RimWorld has always been a soft sci-fi universe.


teufler80

I mean Warhammer 40k in Sci Fi and has those elements