Showdown: Duels of the Rim
Step into the street at high noon.
Step into the street at high noon. Showdown brings Wild-West gun duels to RimWorld: two gunslingers, a fixed distance, a held standoff, and a single tense moment before the draw.
A duel plays out in full, not as a dice roll you watch. The two fighters break off, walk to their marks, and face each other down. After a held standoff, the DRAW decides who fires first - speed, nerve, a steady hand, and a good measure of luck. The one who gets the drop fires a real aimed shot. If that first shot doesn't settle it, the two trade fire under duel rules until the stakes are met. Even the fastest gun can be caught flat-footed, so a challenge is always a real gamble.
== THREE WAYS A DUEL HAPPENS ==
CALL SOMEONE OUT. Draft a colonist and use the "Challenge to a showdown" command, then click your target. You can call out enemies, your own colonists (to settle a score on your terms), or neutral visitors and traders - anyone on the map. Pick your stakes and, if they accept, the street clears.
RIVALRIES THAT BOIL OVER. Colonists who genuinely can't stand each other may have it erupt into a challenge on their own. When it does, the game pauses and asks YOU: do they fight, and for what stakes? You always decide - backing down is allowed, but it carries a social sting.
RAID CHAMPIONS. When a raid hits, its toughest member may step forward and call out your colony. Choose which gunslinger answers (your best is highlighted) and the stakes. Win, and the raiders lose their nerve - a chunk of them break and flee. Lose, and they press on emboldened, and you've spent your champion. A genuine high-noon gamble that can turn a fight without erasing it - best against small and medium raids.
== STAKES ==
Every duel is fought to a chosen level:
- First blood - first wound ends it.
- Until one drops - fight until someone goes down.
- To the death - exactly what it says.
== YOU OWN THE RISK ==
Nothing is forced on you. Every duel a colonist could be drawn into is something you accept or decline. The consent is the point - the danger is real, but it's always your call.
== THE SACRED DUEL ==
A showdown is one-on-one and the whole street respects it. While a duel is underway, no one else can target the two fighters, the duelists can't break off to shoot a bystander, and nearby onlookers hold and watch. The fight stays clean - no buddies ganging up, no stray fire deciding it.
== CONSEQUENCES THAT STICK ==
Duels matter to your colony long after the smoke clears. Winners carry the pride of victory; survivors of a loss wear the humiliation; those who back down from a challenge feel the shame, and others think less of them for it. Witnessing one of your own win earns them lasting admiration. Every pawn's record is tracked - win enough and they become a known gunslinger, their reputation shown right on their inspect panel.
== ALWAYS ABLE TO DUEL ==
No gun, no problem. Any pawn without a ranged weapon is loaned a revolver for the showdown and gets their own loadout back when it's over - so a brawler, a psycaster, or an unarmed visitor can always be called to the street.
== MOD OPTIONS ==
Tune it to your game under Mod Settings:
- Toggle emergent rivalry duels, incoming challenges, and raid champion duels independently.
- Allow or forbid challenging your own colonists.
- Adjust how often rivalries are checked and the cooldown between automatic challenges.
== COMPATIBILITY ==
Requires Harmony. No DLC required. Works mid-save - add it to an ongoing colony any time. Built to stay out of the way: duels are self-contained, fully cancellable from a gizmo on the dueling colonist, and have hard safety timeouts so a pawn can never get stuck.
Now load up, square off, and may the faster gun win.