Rain World Mods

It's got instructions to set up all of the mods on the website, it uses a program called partiality for most of the mods and once you set that up just put the dll files into the rain world mod file and check for mods with partiality, patch the game and it should be good to go. Sneak, climb, and pounce your way through a dynamic, ever-changing ecosystem of predators and prey Explore a vast world of over 1600 rooms, spanning 12 diverse regions filled with ancient secrets and undiscovered dangers.

Posted: 9 AprilMakes Dark Souls look like a goddamn cakewalk. Damn trading cards. Finishing this blind deserves a badge.Stay away from let's plays and only look at guides and wikis for progress routes and some movement tips.Pearl's are awesome, but don't neglect your destiny.I didn't finish it, but am satisfied with what I managed to pass through. Maybe one day I'll get back to it.Recommended to fans of old persia, blackthorn, abe, and flashback. All are welcome, Rainworld is beautiful in it's own way, but gameplay might put you off too much. Hopefully it won't.Just don't get too caught up with lore and remember your destiny.Chase the lore later.

There's nothing wrong with unanswered questions. Posted: 12 AprilRain World is one of the best games I've ever played, hands down. And I almost quit after the first hour. This is a game that takes some patience and experimentation to get into. I discovered it just recently during quarantine 2020, and have been binge-playing it late at night for hours on end. It is a large Metroidvania with more emphasis on exploration and survival than combat. Its world is cryptic, quiet, minimal, non-linear, and teeming with life.

The creatures in it move and behave like nothing else I've ever seen in a 2D game of this type. Everything is wonderfully gross. Creatures squirm, squirt, fold, twitch, amble, jerk, fall, crawl, slither, and they do so in consistently lifelike, random ways that are not easy to predict.The basic gameplay loop involves doing a little exploration, finding some food as you do so, and finding safe places to hibernate. Then next time maybe you explore a little further, or press into a few new areas.

Take it slow. You can save yourself some misunderstanding and frustration by knowing that this should be your focus early in the game. Worry less about plowing ahead into new terrain, and more about filling your stomach and locating safe hibernation spots. When you hibernate, pay close attention to the symbols and animations that happen - don't skip these over. Hibernating is your primary means of character 'progress' and after a number of successful hibernations, various cryptic goals will become unlocked and your progress towards them will be displayed.

They are mysterious and you can easily look them all up to see what you should try to do, but I'd strongly recommend going into the game with very little knowledge of what to expect so you can discover it for yourself. Eventually you will have questions and end up tapping the game's Wiki or discussion boards, but try to limit yourself from too many spoilers. Because the sense of discovery in this game is very strong, and one of the things that can really hook you in. It is a game with far more depth than it initially appears to have and the mechanics are more complex than you might initially think.You will get frustrated playing Rain World, no question about that.

Play control feels very wonky and uncooperative at first (I'd recommend a gamepad, for sure) but it is surprisingly fluid and on point once you get used to it. There's a video on Youtube explaining the basic play control w/o spoilers, so try that if you have trouble. You're more nimble than it may seem at first, but it's a bit different from what many are probably used to, and kind of old-school feeling. Even once you do get a better handle on the play control, your character is quite weak by design, and while combat and killing is possible and at times necessary, it is definitely an undertaking that will often result in death, and most often it will be best to avoid it as much as possible.As you explore this strange world, you'll find that almost everything you encounter looks and feels extremely dangerous. But a fascinating element of the game is that not everything is an enemy. The biological life in the game has its own food chain, and you are more or less in the middle of it. So you have to kind of feel out which creatures are a threat and which are not.

Some are a valuable source of food. Some are neutral and will leave you be unless you antagonize them. Some are mostly harmless but will steal your things. Some will help you if you find a way to befriend them. And indeed, many are quite dangerous and will devour you happily.

But even these creatures can be turned to your side on occasion. The game tracks all of your decisions about how you interact with your environment in the background, and your progress towards various goals in the game depends partly on that. Not that there is a right or wrong way to do so, but the game attaches significance to your decisions in its way.Rain World's maps are extremely well-designed and full of 'oh wow' moments. You move from room to room or screen to screen by way of Stryder-like pipes (usually), and every new screen I entered was interesting and surprising in some little way. There is a great variety of environments which all feel rich and alive, distinct from one another, but consistent on the whole.

Just beautiful art direction and animation across the board.The world itself is huge. Or at least it feels huge, if you take your time as you explore it.

It was a much bigger game than I expected in terms of sheer ground to cover. I've been playing for 50 hours and doubt I've seen much more than half of the game. (I do take my time and I've restarted from scratch a lot). You can and probably will get lost at times. Playing it felt like the first time I played a Metroid game as a kid. It is entirely non-linear. There is a little floaty alien-guy who will sort of clue you in to directions that might be a useful path.

He'll give you hints about where to find food, where predators are, where you might want to head to advance the 'story,' things like that. But overall you can (and should) go wherever you want and just feel the world out bit by bit. It is a deeply rewarding experience and there is no real advantage to racing ahead.

Think of it as a survival sim as well as a Metroidvania and you'll do ok.The world is also full of weird objects, and unless you look it up it will often be unclear what various things do or are for. You'll find bits of rubbish that you can throw laying about, and little spears that can be used to attack or to build a makeshift ladder rung - those are simple enough to understand. But as you progress you'll find all kinds of weird little bits and bobs whose use is a mystery. Many things in the game are not essential to progress, but most have some kind of use or function, and sometimes what they do can be quite surprising and impressive.The AI in this game is also profoundly impressive, especially given what a small project it is, coded and animated mostly by just two guys.

Creatures continue acting independently and proceed with their own interactions even off screen. So each new 'cycle' or 'day' or however you want to think of it feels uniquely alive and unpredictable. If you're curious about this aspect of it, you can find the devs giving a talk on Youtube about how they did they animation and AI.In conclusion, Rain World is difficult, cryptic, large, wondrous, original, rewarding, and I couldn't recommend it more. Support the amazing little team behind this and give Rain World a try.

Contents.Buttons and basics. Up: Grabs onto poles and climbs up them. Causes slugcat to climb up small ledges and reorient in midair. Also causes slugcat to rise up onto two feet when crawling.

Down: Causes slugcat to duck down and crawl on all fours. When on a vertical pole, causes slugcat to crawl down it. When on a horizontal pole or the bottom of a vertical pole, causes slugcat to drop off of it.

Also causes slugcat to drop off of corners. Left/Right: The basic horizontal movement of the game. Also used to cause slugcat to grab onto a wall and slide down it.

Jump: A basic jump allowing slugcat to climb over obstacles, reach poles and leap across gaps. Mvp baseball 2005 soundtrack. Grab: Picks up an or grabs certain creatures.

If slugcat's left hand is free, they will always grab objects with that hand first. Throw: Throws held objects, often with considerable force. If slugcat is holding two objects, the object in their left hand will be thrown first. Some objects will have an effect when thrown, and others are thrown a much shorter distance.

Map: When tapped, briefly pulls up the HUD showing slugcat's level and hunger. When held slightly longer, brings up a timer depicting how soon the next rain will come. When held down for about a second, brings up a map from slugcat's memory. Slugcat cannot move while remembering the map, and this will not pause the game. Pause: Opens up the pause menu.

Restart: Only usable from the slugcat selection screen, if held down will allow for starting a new game with that slugcat, deleting prior progress (besides mode unlocks). Automatically bound to the 'R' key on the keyboard.Object management. Eat: Holding grab will cause slugcat to eat any they are holding. If slugcat is holding food in both hands, they will eat the food in their left hand first. If slugcat is already full, they will not eat any more food. Certain food, such as, are eaten as soon as they are grabbed. Drop: Pressing down and grab at the same time will cause slugcat to gently drop an item rather than throw it.

Like throwing, slugcat will drop the item in their left hand first. This can be very useful when the player wants to grab hold of something else without wasting objects such as spears or explosives, or when attempting to appear nonthreatening around neutral creatures.

Swap: Double-tapping grab will cause slugcat to swap the items held in their left and right hands, letting them throw or drop a different item first. Item Storage/Regurgitation: If the player holds down grab, as if to eat, and is unable to eat (due to not holding any food or being full), slugcat will instead swallow an object they're holding. This object can then be regurgitated later on by holding grab again. As long as slugcat is not in a tunnel, the object will be regurgitated into one of slugcat's hands if they have an empty one. If not, the object will be spat on the ground. Food and spears cannot be stored this way. A slugcat boosting off a corner in a tunnel Movement.

Longjump: If slugcat is crouching and holds jump for a short time without moving, their back will visibly arc slightly. Releasing jump will then cause slugcat to leap a considerably longer distance than a jump alone would do.

Note that slugcat will not jump as high, however. Walljump: If slugcat is pressed up against a wall, pressing the jump button will cause slugcat to jump off of it. By default slugcat cannot walljump up a single wall, but if two walls are close enough to each other, slugcat can gain height by walljumping back and forth. Note that if slugcat is up against a corner, slugcat will instead climb up it. Slugcat boosting into a shelter by jumping when exiting the pipe.

Dash reversal: When slugcat is running in one direction, quickly turning around will cause slugcat to dash the other way, going slightly faster than usual for a short time. Tunnel-dashing: When crawling in a tunnel, slugcat can briefly boost their speed by pressing jump. This will cause slugcat to lose their grip for a short time, and as a result is slower in upwards and horizontal crawling, but lets slugcat quickly descend tunnels and gain a burst of speed when exiting one. This can also be used when exiting a pipe, including pipes between rooms. Corner-boosting: Pressing jump immediately after rounding a corner in a tunnel results in a much greater burst of speed with no slowdown penalty, as slugcat pushes off from the wall behind. Slugcat embedding a spear into the ground.

Tunnel-turning: If slugcat is crawling backwards in a tunnel, their speed is greatly decreased. This can be fixed by pressing jump and the direction you wish to turn, causing slugcat to take a moment and reorient in that direction. Backflip: If slugcat is running one direction, then turns around and jumps, they will backflip in that direction.

The jump will reach slightly higher than a usual jump, but slugcat will be upside down at the apex, making it difficult to grab anything higher than usual. Throwing downwards: Slugcat can throw items downwards, mid-backflip, by holding down and pressing throw without holding left or right. Spears thrown this way will embed as short poles, and can be climbed.Water When in water, slugcat will move in the direction the player pushes using up/down/left/right. Diving downwards is significantly slower than going upwards. As slugcat loses breath, slugcat will rush upwards and begin ignoring inputs to go downwards, eventually only allowing the player to lightly steer their ascent.

If slugcat runs out of breath, they will eventually begin drifting limply, and will die if they do not resurface immediately after. Water Dash: If the player presses the jump button while slugcat is submerged, they will dash along at an increased speed. Doing so takes off a significant amount of breath, and should generally only be used to evade predators or to quickly move horizontally near the water's surface. Turn Boost: Slugcat accelerates slightly whenever they turn in the water, in order to be able to turn around at a reasonable speed. By wiggling back and forth, the player can swim slightly faster than slugcat's normal speed.Situational controls The region features unique controls, which for the sake of spoilers are not listed here. Info on the controls can be found on the page for the region. Slugcat slide-spearing a lizard in the mouth.

Slugcat backflipping off a pole. Miscellaneous.

Pole Balancing: After hopping vertically from the top of a pole, slugcat can land on top again in the balancing position. This is done by pressing instead of holding up, just as slugcat's feet reach the tip of the pole. Pole Backflip: Slugcat can backflip off of poles, both horizontal and vertical, by grabbing and climbing up the pole immediately after turning around (when jump would normally be pressed to perform a backflip). This stores the backflip until jumping from a balancing position. Ledge Holding: Slugcat can hold onto ledges indefinitely by releasing forward/up mid pull-up. Ledge Falling: When in the ledge hold position, pressing backwards will cause slugcat to fall down at a much higher speed than usual.