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Explore the RimWorld Anomaly DLC's terrifying entities, including Fleshbeasts, Sightstealers, and Ghouls. Learn about containment, research, and surviving the void's horrors.

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Explore the RimWorld Anomaly DLC's terrifying entities, including Fleshbeasts, Sightstealers, and Ghouls. Learn about containment, research, and surviving the void's horrors.

The Anomaly DLC for RimWorld introduces a host of new horror-themed threats and mechanics. This guide covers the various entities you'll encounter, from shambling corpses to monstrous flesh constructs, and how to research and contain them to harness their power.

EntityDescription

Void monolith

A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.

Harbinger tree

A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.

Fleshbeast

Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.

Sightstealer

Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.

Shambler

Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.

Ghoul

A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.

Gorehulk

A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes. Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close. It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.

Death pall

A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.

Pit gate

A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.

Dreadmeld

A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.

Fleshmass heart

The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything. The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself. Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.

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