#outskirts and industrial and chimney canopy and shaded citadel and farm arrays and subterranean in that exct order i have the game open rn
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bug-kid-benny · 1 year ago
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How's rain world treating you? Apart from the everything wanting to eat you
ITS SO FUN and challenging in the absolute best way possible!!! its my total favorite game rn i play basically every day im on my like 90 somethingth cycle in subterranean im having a blast and i only got mild ish spoilers from getting super excited and browsing through tumblr
i dont really know where im going right now but my main goals are explore as much as i can and befriend the scavengers (and also get better at the controls)
gourmand and survivor doodle from while i was in class today :D
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hdra77 · 5 months ago
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edit: downpour region poll can be found here!
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rwpolls · 7 months ago
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copepods · 5 months ago
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pop quiz!
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rainworldspinterest · 6 months ago
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Image description: a digital collage-esque fan-art of Rain World. The background consists of painted pieces of every region available in vanilla campaigns, that being from left to right: Outskirts, Sky Islands, Chimney Canopy, Farm Arrays, Garbage Wastes, Drainage System, Industrial Complex, Shoreline, Exterior, Five Pebbles (region), Shaded Citadel, Subterranean. Throughout the piece are scattered several shaded drawings of The Survivor, and single ones of a green lizard, pole plant, centipede, batfly, dropwig, overseer, karma flower, leviathan, monster kelp, slime mold, daddy long legs and miros bird. Each is outlined with a colorful outline. ID ends.
We completed this back in May, and it took several days morning to evening to complete.
Art usage notes: free to use (PFP, edits, moodboard, etc) with credit. Please overview our notes on content we don't want our fan-work to be associated with in our pinned first.
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thewackypegasus · 10 days ago
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rainworldroompoll · 7 months ago
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Round 3 starts tommorrow!
With that said i need to add here a lil update: i will be out of town on a convention on 14 and 15. This won't affect the poll much, i did my best to make some polls before hand and schedule them on these days + a day before and after, so i can prepare and unwind with no worries. But what it means is that we will have ony one poll a day this weekend, i won't be able to add winners on those days on the poll next day and i might not be able to anwser slughunters during that time. I'm so sorry, i know that it's not the best, especially since we just had a week long break on the poll.
Also update for slug hunters: day 161 slug has been found by bonniesband! Congrats again 🎉
Also a lil of fun statistics
Regions ranked by the precenage of how much of them got through to the next round:
Outer Expanse 23.23% (23 out of 99 rooms)
Chimney Canopy 20.75% (11 out of 53 rooms)
Metropolis 19.54% (17 out of 87 rooms)
The Exterior 19.2% (8 out of 62 rooms)
Undergrowth 16.66% (8 out of 48 rooms)
Sky Islands 16.07% (9 out of 56 rooms)
Five Pebbles 14.7% (10 out of 68 rooms)
Industrial Complex 13.20% (7 out of 53 rooms)
Arena 11.86% (7 out of 59 rooms)
Outskirts 10.44% (7 out of 67 rooms)
Drainage System 9.61% (5 out of 52 rooms)
Silent Construct 8.8% (11 out of 125 rooms)
Garbage Wastes (+ past) 8.69% (6 out of 69 rooms)
Rubicon 8.33% (7 out of 84 rooms)
Glacial Wasteland 7.54% (4 out of 53 rooms)
Looks to the Moon 7.44%  (7 out of 94 rooms)
Farm Arrays 7.4% (4 out of 54 rooms)
Windswept Spires 7.40% (4 out of 54 rooms)
Shoreline 7.29% (7 out of 96 rooms)
Submerged Superstructure 6.71% (9 out of 134 rooms)
The Rot 6.79% (7 out of 103 rooms)
Challenge 6.66% (4 out of 70 rooms)
Shaded Citadel 5.81% (5 out of 86 rooms)
Solitary Towers 5.76% (3 out of 52 rooms)
Icy Monument 5.66% (3 out of 53 rooms)
Desolate Fields 5.45% (3 out of 55 rooms)
Subterranean 5.12% (4 out of 78 rooms)
Suburban Drifts 4.47% (3 out of 67 rooms)
Pipeyard 4% (3 out of 75 rooms)
Barren Conduits 4% (3 out of 75 rooms)
Frigid Coast 3.33% (3 out of 90 rooms)
Primordial Underground 2.63% (2 out of 76 rooms)
Waterfront Facility 2.29% (2 out of 87 rooms)
all 216 (8.8%) out of all 2454 rooms!
(if u add the region room numbers together u will get a slightly bigger number, this is because of the gates, when counting for regions all the gates connected to a region count as a room, while when calculating for all i took out the doubles)
Shelters 1.92% (5 out of 260 rooms)
Gates 0% (0 out of 77 rooms)
Outposts 27.7% (5 out of 18 rooms)
Traders 14.28% (2 out of 14 rooms)Swarms (batfly rooms) 16.03% (21 out of 131 rooms)
Ranking depending on the amount that got to the 2nd round and then got to the 3rd:
Chimney Canopy 45.83% (11 out of 24 rooms)
Arena 43.75% (7 out of 16 rooms)
Outer Expanse 38.33% (23 out of 60 rooms)
Undergrowth 33.33% (8 out of 24 rooms)
The Exterior 33.33% (8 out of 24 rooms)
Drainage System 33.33% (5 out of 15 rooms)
Desolate Fields 33.33% (3 out of 9 rooms)
Rubicon 30.43% (7 out of 23 rooms)
Metropolis 30.35% (17 out of 56 rooms)
Five Pebbles 30.30% (10 out of 33 rooms)
Pipeyard 30% (3 out of 10 rooms)
Shoreline 28% (7 out of 25 rooms)
Glacial Wasteland 26.66% (4 out of 15 rooms)
Sky Islands 26.47% (9 out of 34 rooms)
Industrial Complex 25% (7 out of 28 rooms)
The Rot 25% (7 out of 28 rooms)
Farm Arrays 25% (4 out of 16 rooms)
Barren Conduits 25% (3 out of 12 rooms)
Frigid Coast 25% (3 out of 12 rooms)
Garbage Wastes (+ past) 24% (6 out of 25 rooms)
Silent Construct 23.40% (11 out of 47 rooms)
Outskirts 21.21% (7 out of 33 rooms)
Submerged Superstructure 20% (9 out of 45 rooms)
Shaded Citadel 20% (5 out of 25 rooms)
Subterranean 18.18% (4 out of 22 rooms)
Looks to the Moon 17.94% (7 out of 39 rooms)
Solitary Towers 17.64% (3 out of 17 rooms)
Icy Monument 17.64% (3 out of 17 rooms)
Challenge 17.39% (4 out of 23 rooms)
Windswept Spires 15.38% (4 out of 26 rooms)
Primordial Underground 13.33% (2 out of 15 rooms)
Waterfront Facility 13.33% (2 out of 15 rooms)
Suburban Drifts 10.34% (3 out of 29 rooms)
all 216 (25.47%) out of 848 rooms!
Shelters 17.85% (5 out of 28 rooms)
Gates 0% (0 out of 10 rooms)
Outposts 50% (5 out of 10 rooms)
Traders 100% (2 out of 2 rooms)
Swarms (batfly rooms) 27.27% (21 out of 77 rooms)
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amerricanartwork · 10 months ago
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Hewwo!
For ask about rain world
questions: 3,7,8,9
have a great day! ^w^
Nice to see you again! Since they're gonna be long again, the answers are below the cut! I also think I'm gonna have to do this in two parts because of the length, so I'll link the other half when it's done!
For a quick warning, there are some pretty big Rivulet and Saint campaign spoilers down below!
And again, here's the full questionnaire for reference!
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3. What is your favorite region?
For me, my answer depends on what the criteria for "favorite" is. I'll give 2 answers - one from a gameplay perspective, and one from a concept/artistic perspective.
Gameplay-wise, my favorite region is actually Industrial Complex! I feel it acts best as a personal hub area, and there's two reasons for this.
Industrial Complex is the most strategically located region. To elaborate, I've come to the conclusion that, at least when you start as Survivor, Monk, or Spearmaster, Industrial is approximately equidistant from every other region in terms of how many Karma Gates you have to pass to reach other areas. You have the Outskirts gate, and from there you can go to Farm Arrays and Drainage System, the Chimney Canopy gate which you can use to get to Sky Islands and The Wall, the Garbage Wastes gate which you can use to reach Shoreline, then Submerged Superstructure/Looks to the Moon or Subterranean, and the Shaded Citadel gate which takes you to the Leg, and later Five Pebbles after going through the Underhang. This means that from Industrial every region except Outer Expanse and Metropolis can be reached in 2 gates or less. All of these also exist in vanilla RW, but in Downpour you get a direct link to Pipeyard on top of that, if you like to go for the Wanderer passage like I do!
Of all the regions, Industrial Complex is also a favorite because, to me, it's the least annoying region besides Outskirts. Some are are cool conceptually or fun in certain situations, but with nearly every other region in the game I either don't like them in general — usually due to a mix of uncomfortable terrain layouts, environmental hazards, or annoying enemies — (like Shaded Citadel, Pipeyard, and Shoreline), or in cases like Chimney Canopy, I've had so many bad experiences with them that my resulting opinion has since downgraded noticeably.
Combine these two details with how, as Survivor, Monk, Spearmaster, Artificer, and Gourmand it's a very early-game region that you can go to pretty much immediately, I just think it makes a very good hub-region where I can relax and gain my bearings before moving onward to harder areas.
Now, favorite region in terms of concept?
Definitely has to be Five Pebbles and Looks to the Moon, in all their incarnations (though if I had to pick a favorite version, I think I'd choose the Rot). Seriously, can we just take a moment to appreciate the immensely creative and totally awesome idea that is a sapient city-sized partially organic mechanical superstructure with god-like status? What other game can you say even has anything close to that, be it organic or mechanical? It's honestly part of the reason I enjoy the iterators so much, not even just as characters, but as an incredibly unique "species" that's very fun to explore conceptually.
It was even cooler when, recently, I realized every region in the game (besides perhaps Outskirts, Outer Expanse, and Farm Arrays) is directly connected to the iterator superstructures and, for the most part, used to serve them in some way, once again supporting my idea that they really are central to Rain World's "story". It was so fun trying to piece together what each of the regions used to be and how they assisted Pebbles and Moon, such as Industrial Complex being Side House that gave Pebbles his holy ash, or Sky Islands being his or Moon's main communications arrays. I still remember how excited I was when I realized the Precipice was the bridge the green Metropolis pearl talked about that connected Moon and Pebbles, and that the mysterious metal tower things in the background of Shoreline were the broken beams of the bridge! I don't know, seeing things change over time is also a theme I tend to fancy.
Now, while floating through the Recursive Transform Array or trying to navigate the Cystic Conduit (another area I really don't like for its pipe layout, enemies, and water hazards) isn't exactly my favorite way to play, It's mesmerizing watching the Tesla coils flicker, or seeing the many neurons floating around like schools of fish and making those weird high-pitched whistle-y noises, or listening to the mechanical hum of the deeper parts of the structure, or hearing that mysterious pounding heartbeat (seriously, where is it coming from? Is this to suggest somewhere deep in the structure there is a massive organic heart beating, or some weird heart-like thing pumping... something??).
I want to expand on what I said about the Rot, too. For some context I didn't play through Five Pebbles the first time blind, so I wasn't as captivated by the iterators as a concept then. But this past Thanksgiving I was doing my first Rivulet playthrough and MAN, have I never been more uncomfortable yet fascinated playing a video game as when I was running through the Rot, especially since I, in completionist fashion, was determined to explore every part of it before progressing. Every time I saw the stationary rot cysts (and wasn't running from DLLs) and collapsed rubble with some of the old rooms still recognizable my heart went out to Pebbles so much, and I couldn't stop thinking about what it must feel like for him, literally rotting from the inside out, and what he must be thinking knowing he brought it upon himself and now he really is going to die with no way to stop it. I tend to really admire when art can truly convey a particular idea and the corresponding emotions very well, and I'd say the Rot does that best of all the regions, mainly given the context of everything else that led up to it. And best of all, I think it serves as a major positive turning point for Five Pebbles character-wise, so it even has a silver lining to it!
So yeah, the iterators are my favorite regions in terms of the idea and art of it!
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7. What is your favorite song from the soundtrack?
This may sound like a bit of a boring choice, but I've always loved "Pictures of the Past", honestly, and by extent "The Cycle" for reasons I'll explain soon. Firstly, I enjoy how, besides the Sundown theme, it's the very first thing you hear in the game, and it's so short yet good at conveying the emotions of the initial Survivor intro cutscene. It's nice to listen to, having a clear emotion but not super intense.
Secondly, something about this song just fits its source material very well. Going back to what I said above about how I like art that conveys an idea really well, I think "Pictures of the Past" just does such a good job of selling that feeling of being a small, strange creature in a huge and even stranger world so artificially changed by a long-gone civilization, yet still slowly returning to the wilds. It sounds sad in a way, yet very wondrous too, and those last notes as the song slows down are like the perfect invitation to explore this new world! Every time I listen to it, it reminds me of how Rain World was like at first, before Downpour and all the expansion on the iterators, when it was just that little creature in an urban world they can't understand.
The third reason I like it so much, and why I enjoy "The Cycle" as well is because it's my favorite example of the "Sundown" leitmotif, which can also be heard in "Random Gods", "Moondown", and "Deep Light" among other songs. If you've read some of my previous posts you can probably already tell I strongly enjoy when elements of a story have some kind of poetic, thematic, or narrative significance, so as a result I really enjoy leitmotifs in art when they're used to help convey a running theme or different perspectives of the same idea. Thus, I naturally gravitated to this one once I discovered it. For a while I've also been trying to develop a personal interpretation of what this particular leitmotif means. I came to the conclusion a while ago that it could in some way represent the Great Cycle or the idea of cycles in general, and while I still have to develop this idea, my suspicion that this is what that leitmotif represents has all but been confirmed upon understanding the soundtrack song, "The Cycle".
Upon hearing this tune in my first Saint playthrough I already loved it, because it sounded so final and emotional and fitting for the last part of this grand story. and the fact it plays around the iterator chamber in Rubicon just further added to the feels and the finality of it all, and made my heart go out to Five Pebbles and Looks to the Moon one more time. To me, it sounds exactly like how they must feel, finally understanding the problem they both worked so hard to solve, yet not being upset, instead having made peace with all the tragedy they've faced, accepting their place in the Great Cycle, and finally ready to move on to the next part; somewhat sad that it's over and they can't go back, yet somehow at peace too. So afterwards I searched for the name of the song to listen to it again, and upon finding it I lost my mind when I discovered it's a reversed and edited version of "Pictures of the Past"! Like, dude, I already loved this song as a sweet send-off to Moon, Pebbles, and Rain World as an experience, and now you're telling me it's the same song as the very first one we hear when we first start playing, thus ending the game by sending us back to where it all began? No wonder it's called "The Cycle" — there's no real end, it really does start all over again in a great big cycle! And it seems like, at this point in the story, Five Pebbles and Looks to the Moon have finally realized it's not something to run from or try to escape. They really have made peace with it, and then it starts all over again.
So, yeah, in short "Pictures of the Past" and "The Cycle" are my favorite OST tracks, because they are fun to listen to, convey the feelings of their corresponding scenes very well, and have deep narrative significance through being intertwined with and parallels to each other, functioning as the perfect beginning and ending of Rain World both as a story and as a game experience.
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snnyleo · 11 months ago
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ok guys
he'll explore all of these, but lets see which ones he goes to first
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crazydrawsblog · 1 year ago
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Y'know what. I'll do it Revember. Region November.
Outskirts
Industrial Complex
Drainage System
Garbage Wastes
Shoreline
Shaded Citadel
The Exterior
Five Pebbles
Chimney Canopy
Sky Islands
Farm Arrays
Subterranean
Pipeyard
Submerged Superstructure
Outer Expanse
Waterfront Facility
Metropolis
The Rot
Looks to the Moon (region)
Undergrowth
Silent Construct
Journey's End
Frosted Cathedral
The Husk
Five Pebbles
Looks to the Moon
Depths
Communications Array
Luna
Rubicon
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vanilla-slugcat · 1 year ago
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randomrainswap · 2 years ago
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List of Swaps
This is the list of swaps. I'll make individual posts for each one after this.
X -> Y (Z), X takes the role of Y and is now called Z. Some parts of X may be introduced into Y.
List of Slugcats Survivor -> Spearmaster (The Outlaw) Monk -> Artificer (The Samaritan) Hunter -> Rivulet (The Courier) Artificer -> Monk (The Technician) Gourmand -> Saint (The Cleric) Rivulet -> Survivor (The Wayfarer) Spearmaster -> Gourmand (The Juggernaut) Saint -> Hunter (The Revenant)
List of Iterators Moon -> Suns (Looks to the Sun) Pebbles -> Moon (Five Moons) NSH -> Sliver (Sliver of Harassment) Suns -> NSH (No Significant Sunlight) Sliver -> Pebbles (Pebbles and Straws) Innocence -> Wind (Chasing Innocence) Wind -> Innocence (Unparalleled Wind)
List of Regions Outskirts -> The Underhang (Hanging Suburbs) Industrial Complex -> The Wall (Stratospheric Factory) Drainage System -> Garbage Wastes (Jammed Pipelines) Chimney Canopy -> Shoreline (Smokestack Coast) Garbage Wastes -> Shaded Citadel (Junkyard Cathedral) Shaded Citadel -> Sky Islands (Shadowy Transmitters) The Leg -> Pipeyard (Gravity Pumps) The Underhang -> Drainage System (Electric Sewers) The Wall -> Outskirts (Outer Fortifications) Shoreline -> Farm Arrays (Kelp Plantation) Sky Islands -> Subterranean (Aerial Tramways) Farm Arrays -> Chimney Canopy (Elevated Shafts) Subterranean -> Metropolis (Hidden City) Pipeyard -> Industrial Complex (Valve Center) Outer Expanse -> The Leg (Overgrown Struts) Metropolis -> Outer Expanse (Distant Ruins)
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fcmn · 2 months ago
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So, now about Consonant World state and his regions.
The world state of Consonant's campign can't be called the same as any other campign. Consonant have a unique thing with his world, it's shattered into different times. Let me explain.
In his world, regions are mostly from other times, past, present or future.
For example: Shoreline. The top part of the region is actually a Frigid Coast and the lower part is Waterfront facility, and Looks to the Moon is from Survivor time, in a semi dead state.
All the region changes:
Outskirts only have one change, the right half of the region is shattered to a normal state (Survivor campign) and frozen state (Saint campign)
Idustrial complex is fully from Rivulet's campign (rain, spawns, etc.).
Chimney canopy isn't changed at all, but the gutter is in the frozen state.
Sky islands is replaced by Windstep spires.
Farm Arrays isn't changed.
Subterranean isn't changed, but Filtration system is replaced by Ancient labyrinth (Saint campign).
Outer expanse is also didn't changed.
Shaded Citadel from the Industrial complex's gate now is Frosted cathedral, but the rest of the region is basic.
Shoreline is now Frigit Coast on the surface and Waterfront facility on the bottom, Looks to the Moon is from normal Shoreline.
The exterior isn't changed too much, but the Underhang is now a lot more stormy and the Wall is snowy below the clouds.
Five Pebbles isn't changed at all from the Wall route in his can. Unfortunate development is replaced with it's version from Spearmaster's campaing, the rest of the region, besides Memory conflux and General system bus is replaced with The Rot.
Drainage system is replaced by Undergrowth.
Garbage wastes isn't changed.
Pipeyard is... Pipeyard. It didn't changed.
The depths didn't changed, but Void sea is changed. After some sweaming you will get to the new region, Wandering Stars.
That's it for now, the next post will be about Consonant's campign Iterator, Wandering Stars and it's region.
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rwpolls · 6 months ago
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which region has the best region art? as in the backgrounds for the title screen/passaging to that region (this can be two polls for vanilla and downpour)
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cephalofrog · 1 month ago
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inv regions tier list btw (ordered within tiers)
s tier (actually fun): five pebbles, sky islands, pipeyard
a tier (okay): shoreline, shaded citadel, outskirts, subterranean
b tier (bad): exterior, industrial complex, farm arrays, garbage wastes
f tier (I hate it): chimney canopy, drainage system
five pebbles: I like water levels in this game and the moving water is fun. the fact that it floods is interesting too. loses points for having no food but I was having such a good time going through this region in comparison to how it normally is that it kinda lands on top
sky islands: a lot of people hate inv SI but I love it. aesthetically it rocks and I love the use of the screen looping. it's a bit more rough with a slugpup but that kinda adds a degree of challenge imo
pipeyard: not too spammy with the tough enemies and the colour-changing palette is cool
shoreline: it's just hunter SL with some miros vultures. the aesthetic inside moon is really cool though
shaded citadel: a solid introduction to inv. the red spiders on the lower route get obnoxious but you probably shouldn't be taking that route anyway.
outskirts: the gimmick is funny though it's kinda spammy with the enemies
subterranean: also pretty spammy with enemies. I kinda like the darkness gimmick though and I'm glad they didn't decide to go with something super stupid for the final region
exterior: it's too dang hard!!! I like it in theory but in practise it's kinda boring since you just route around it. underhang is the most doable part but I got so bored trying to get through and dying on the same grapple worm part over and over
industrial: I hate train lizards. they're like everything bad about caramels - dodgy physics, annoying AI, unpredictable movement, but turned up to 11, and they are absolutely SPAMMED, especially in the lower parts of industrial.
farm arrays: worm grass gimmick bad. I barely went there this run so I can't comment on difficulty but I avoided it specifically cause the precycle rain combined with worm grass spam is a miserable combination
garbage wastes: another one that you just route around cause it's too hard to go through. I've not experienced much of it, going from industrial to DS via GW didn't seem too bad, but the gimmick massively discourages exploration cause every room is pretty much one-way.
chimney canopy: I hate this gimmick so much. I hate yeeks and their dodgy physics and I hate not being able to actually play the game or have fun. horrible region I hate every second I spend there
drainage system: it's just kinda unplayable RNG bullshit. I don't need to explain this one
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inv 100% complete. a couple pics from various parts of the run
this was grueling. not sure I'd recommend doing it unless you're the kind of person who never gets angry at videogames. it taught me a lot and some parts of it were fun though. the slugpup accompanied me for the vast majority of the run but they remained unnamed
it wasn't exactly cheated but I did use karma caching a LOT so if I do another I'll try to go without that
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thewackypegasus · 10 days ago
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