RimWorld is an upcoming sci-fi colony simulator produced by independent developer Tynan Sylvester. It follows three survivors of a space-ship crash as they try to survive on an unknown world.
Drago: You are a empathatic Urbworld Entrepeneur. You grew up an urchin on the streets of some urban megapoilis, and rose your way up to a respectable station through guile. You're a compulsory thief, an ignoble trait, but one that kept you fed when you lived on nothing but scraps. Your life on the streets taught you how to hold your own in a fight, and your experience in business has given you insight into how people work and into the basics of modern technology.
Turt: You grew up a lowly slave on a backwater medieval world. Your master later sold you to a passing slaver ship, who then sold you to some asteroid in the middle of nowhere. Years of hard labor have made you wise in physical matters, such as mining and construction, but leave you lacking when pondering the more techincal fields. Your life on the deep-space mining asteroid has given you a tolerance for radiation. A life of isolation and abuse has left your psyche fractured, with your only friends being your multiple personalities.
Grif: You were born from war. Part of a space empire's navy's R&D, you were grown in a testtube. Trained and created specifically for combat, you are deadly at range and in melee combat. Your nature as a living weapon, however, leaves you useless in social tasks. Even the merest social interaction is vexing to you. You rose to the ranks of Comissar in a batallion through your methodical ways. Also you stink and are lecherous.
Holmeshire Rivas: You were born into nobility on some backwater planet. You were raised to understand all the working of court and rulership, and you never had to demean yourself with manual labor. Until, that is, slavers raided your homeland and took you off world. You were eventually sold to a mining outfit, where you spent years working deep in space on mineral rich asteroids. There you slowly learning the secrets of earth and building, as well as becoming strong. You have a bit of a temper, and killed a couple of your fellow miners in a drunken brawl. You were aboard the ship when it crashed. You made it to an escape pod, but launched just as the ship broke apart. You drifted for a week in orbit around Planet before crashing to the surface.
Zed Underwood: You grown as a soldier, like Grif, though you didn't have the same talent in warfare as he did. You were designed to be a technician - you worked under Grif as a Scientist in the navy, working with arcane technologies. You face the same problems in social interaction as Grif does, and your work with higher-level technologies has left you scarred, both physically and mentally.
Beowulf Todd: You're a strange man - covered head to foot in fur like a Wookie due to a genetic disorder. You grew up poor on the streets of a city-world, fighting just to survive. To better your lot in life, you joined the Navy, and became a soldier. You had a particular talent with the maintenance of arms, and always kept your squad's gear in top shape.
(Unclaimed) Sellers: You grew up on on the rough streets of the city, and the brawls you had there prepared you for your true calling - killing. You worked as an assassin for years, honing your skills, before being captured by slavers. Now you've been bought by Spamville. You're good at one thing and one thing only - killing. You have no talent with normal manual labor, nor social graces, nor any talent with numbers. In one particularly lucrative contact, you went to kill an alien crime lord on a toxic world. The contractor bought you cybernetic implants, putting CO2 scrubbers in your respiratory system.
(Unclaimed) Best: You were born a slave and climbed the social ladder to become a military officer. You were enslaved again on a suicide mission by SCD Shipping. Now you are free once more. Your battalion took a special drug that made you numb to all pain. You have a special talent for mathematics.
Our survivors land on Planet. Drago, being the most charismatic of the three, declares himself leader and sets about dictating what needs to be done to Turt and Grif. Turt, used to taking orders, does what Drago says without question. When Drago shares that he managed to grab some scans of the planet before the ship blew apart, Grif gives his own solemn acquiescence to Drago's command as well. Apparently the region they landed in had quite a few geothermal vents. Drago, being a contractor for an interstellar engergy conglomerate, is able to show Turt how to make a generator out of the metal from their escape pods. With power, they can set up shelters in the rockfaces and power a nutrient converter. They might just survive after all.
Drago orders Turt to begin digging shelters into the cliff-face as the next day begins. Then he and Grif begin scavenging their surrounding area for supplies - they find some native fauna that should be fine to eat, as well as scrap metal that crashed from their ship. Their cave-shelters begin to take shape.
Drago and Grif finish collecting everything useful in the local area.They begin a small potato farm from seeds that survived the crash from their ship. Hopefully they can grow enough food to keep the three of them alive. Turt finishes digging some bedrooms, and the survivors make themselves proper quarters. Even turt, a slave, is given a good room.
The survivors set about connecting their rooms to the generator, powering their small home. Grif, knowing how raiders and slavers wander this part of space freely, suggests building some defenses. The survivors put together a small turret near the door of their new home.
The group finally builds a room with a nutrient converter. Eating raw potatoes was getting really dull.
Lights are installed inside the caves. Life seems a little brighter. Turt begins to dig new halls, and a storage room. The survivors have been stockpiling everything outside - they decide to move it inside where animals and the like can't steal their food.
Around noon, a large crashing is heard. Apparently not all of your ship's escape pods were destroyed! Grif goes out to investigate, and brings back a survivor - a girl, one of the mining outfit that Turt was enslaved too. As soon as she's in a bed, her wounds dressed, another crash is heard - this time a scientist from the ship.
As a Terran Week flies past, the survivors - now numbering five total, realize that they're going to be stuck here for a long time. Drago decides that this unintentional colony needs a name - Spamville.
Picture after one week: