Rimrooms — Async Industries

A company-management campaign for RimWorld about contract work beyond a gate.

The three starts and what each one is actually like to play.

The three starts

All three appear in the ordinary new-game list. All three establish a branch and use the same systems.

The opening decides what you have on day one, not what you can eventually do.

Native pawn customisation works on every start.


Contact is the thing that differs

The corporation's protection — the crew it sends when a branch goes under — applies only once that branch is in contact with it.

StartIn contactWhat that means
Async IndustriesYes, from the first minuteYou are already an investment. Help comes
The StoreNoReaching contact is the achievement
Lone survivorNoSame, from further away

For two of the three starts there is no rescue until you earn it. That absence is the difficulty.


Async Industries

The intended opening, and most of this wiki is written about it.

You getA built facility, staff, an account, and a survey already accepted
The gateAssembled most of the way, not yet working
First jobRestore power, finish the gate, run one crossing, bring back a record
DifficultyThe gentlest. You start with the tools

The facility is a real one: a control room onto the gate hall, lab rooms, security, decontamination, storage, housing, a mess, medical, an archive, a power room, and a breezeway where the generators sit outside and the batteries sit in.

You watch the gate from the Machine pane, not through a window. The control room is sealed off from the hall by a solid wall and reached through an airlock — two automatic doors in series — so nothing in the hall is ever one pane of glass away from your operator.

The Store

You begin in a shop with a way through in the back.

You getA small retail business, ordinary staff, stock, a till
The gateNone. A narrow anomalous threshold in the basement
First jobSecure the public area, account for who is missing, decide how to handle it
DifficultyLess money, more improvisation

No corporation yet. Getting one is a decision you make, and it is also what buys you a safety net.

Three readable approaches to the first incident: evacuate and seal the basement, run a short supervised search for the missing customer, or document the way through and ask for outside help.

Lone survivor

You are already inside.

You getOne person, field kit, a blank record book, limited supplies
The gateNone, and no facility
First jobStay alive, learn a local rule, record a way out
DifficultyThe hardest. The map you start on is a coordinate

Getting anywhere else is the first problem. An escape lead reaches a surface contact, a radio response can establish a small remote site, or you can keep going as a solo expedition.


Which to pick

If you wantPick
The full company game, taught from the startAsync Industries
To build the company yourself from nothingThe Store
A survival run with the company as a distant hopeLone survivor

Every start can eventually run several gates, and every start reaches the same systems.