RimWorld Compute Get in touch

How it works

An in-fiction stock market and compute economy for a colony sim. The full technical description of RimWorld Compute — what it does, what it is made of, and what state it is in.

The premise

A RimWorld mod that adds a stock market to the colony economy. Colonists trade shares in the other civilisations of the rim at a trading bench, and prices move with real in-game events — wars, raids, faction relations, trade visits, seasons, and a slow bull/bear cycle.

Later, datacenters and crafted compute modules automate the trading and store knowledge to sharpen its edge, scaling the fantasy from one colonist clicking buy and sell to an autonomous financial machine. No amount of compute makes trading risk-free; that ceiling is a stated design guarantee.

What is included

Share prices driven by real in-game events plus a long-cycle market trend

Datacenters and compute modules that automate and improve trading

A designed risk floor — compute never removes volatility

Core-only baseline with optional DLC integration

How it is built

RimWorld Compute is built on C#, Harmony and RimWorld 1.6.

It is maintained in a private repository; its history is not published.

The method behind it

Every project here starts as a written specification, and the specification stays authoritative once code exists. The repository keeps a build plan with live status, an append-only decision log recording where the implementation departed from the plan, and a handoff document describing the true current state — including the parts that are not finished.

That is why a portfolio this wide is not a shallow one, and it is why this page can describe the product without overstating it.

Current state

Specified. Designed in full, build not started.

The source is private. What this page claims is checkable against the product itself, not the repository.

Next

Build RimWorld Compute

The design is finished. Ask about implementing it, funding it, or taking it somewhere else.

This is a pre-production site. All content is subject to finalisation, and nothing stated here is binding until the site is live.