The events that transpired from the start to the end
of the Rain World universe are complicated and entangled. The slugcat's journey
across the world is also riddled with clues and subtle messages of the past. Far
more than just finding a home and a return to its family, its adventure is also
a search for truth.
A number of pieces of evidence and excerpts acquired over the course of the
game's storyline offer a logical and well-supported explanation in regards to
the cause of the world's current state of decay and disrepair.
The Ancient Civilization and Void Fluid
Eons ago, an ancient civilization inhabited the planet. Intelligent and
capable, they ruled supreme over the realm. However, even such a developed
society could not escape the grasp of the Great Cycle that impacted all living
creatures. Birth, death and rebirth were connected to each other like a ring,
and try as they might, none could truly die. Death would simply result in a new
awakening—a restart, a repeat. Stuck within a deathless loop of agonizing
longevity, it had long been this civilization's goal to break free of this
cycle—a process known as transcendence.
Even far before the storyline of Rain World began, methods and spiritual
instructions were devised by beings such as monks to rid oneself of natural
urges. They were practiced in an effort to escape the Great Cycle. However,
there is no indication that these instructions were able to achieve any success.
The situation changed drastically, however, with the Void Fluid Revolution.
At some point in their history, the ancient civilization discovered what later
came to be known as Void Sea far below the surface in the Depths. The Void Sea
was comprised entirely of Void Fluid. While it was difficult to harvest the
fluid due to its nature of dissolving anything that comes into contact, devices
known as Void Drills were invented to gather up small amounts of Void Fluid
embedded in rocks slightly above the Void Sea, where its concentration is lower
and wouldn't pose a risk to the equipment. The impurities such as rock and
sediments were then filtered out to obtain a sample of the pure liquid.
Soon after this, the fluid was found to be an outstanding source of energy.
Armed with the potential of the Void Fluid, technological advancement boomed,
and the ancient civilization reached the height of its power.
After further studies, it was found that the Void Fluid does not just dissolve
objects, it also removes them from the physical realm. Attempts were made to dig
even deeper into the Depths to find higher concentrations of Void Fluid as well
as uncover more information about it, but the ancients' equipment simply broke
or dissolved. As later described, no one returned if they ventured too deep into
the Depths. However, this property of the Void Fluid coincided with what the
ancients thought to be the solution to escaping the Great Cycle. The
civilization believed that the ability of the Void Fluid to remove one from the
physical world was the transcendence they had longed for. Since any that came
into contact with Void Fluid did not return, it was inferred that they must have
broken free of the cycle. However, a risk was associated with taking the plunge
into Void Sea to escape the world. Not even Void Fluid was enough to remove
those with sufficiently large egos from the physical realm. This resulted in
some "horror stories" in regards to semi-transcended abominations. Several
ancients that did not entirely transcend are likely to be the six "blue-golden,
glowing, squid-like creatures" scattered in the world. These creatures claim to
know how to transcend, but express a sense of regret and sorrow at being trapped
between the mortal realm and the transcended realm. The names of the six
ancients are:
Nineteen Spades, Endless Reflection
Six Grains of Gravel, Mountains Abound
Four Needles Under Plentiful Leaves
A Bell, Eighteen Amber Beads
Two Sprouts, Twelve Brackets
Droplets Upon Five Large Droplets
It would seem that, in order to transcend, one would have to abandon all
attachments and desires, entering an "effortless" state. The ancients once again
turned to archaic methods to rid of one's natural urges and ego before deciding
to use Void Fluid in order to avoid failure in transcendence. However, this
seemed not to be an entirely perfect solution, which would explain why iterators
were constructed (see below).
Creating and Using the Iterators
It was around this time that the height of the civilization's power had passed
and it fell into an age of decline. The cause for this decay has not yet been
revealed. Believing there to be an alternative method to transcend without the
risks associated with Void Fluid, the ancient civilization used its
technological prowess to create and construct the iterators. Iterators was the
name given to supercomputers or artificial intelligences that were constructed
to solve the 'Great Problem'—to find the method of breaking free of the Great
Cycle. Each was of a colossal size and held incredible power, and it was their
purpose to ponder and uncover a method to transcend without the use of Void
Fluid.
Seven iterators have been named but there are up to twelve total (including the
named seven) which have been seen in-game. The seven mentioned are:
Five Pebbles (Erratic Pulse)
Looks to the Moon ("Big Sister Moon" to her friends)
Sliver of Straw
Seven Red Suns
Chasing Wind
Unparalleled Innocence
No Significant Harassment (NSH)
The Iterators were a combination of organic and synthetic components, relying on
specially grown microorganisms as peripheral processing devices: their natural
metabolism and reproduction could perform very complex calculations beyond the
capabilities of electronics physically. In order to keep their electronic
components cool and their organic components clean, iterators required
absolutely gargantuan amounts of water. The iterators stripped their nearby
ecosystems of water and pumped water vapor back into the atmosphere, where it
would condense into rain and be used again. Due to this process and the sheer
number of iterators built, the equilibrium of the world's ecosystems was
severely disrupted or even destroyed, creating a dense layer of fog and clouds
rife with torrential downpours and periodic flooding. Ultimately, this effect
came to be known as the Rain. The ancient civilization compensated for this by
moving away from living on the surface, and constructed immense, dense cities
directly on top of the surface of the iterators' "cans"—massive, square shaped
buildings which protruded like islands far above the cloud layer. In addition to
computing the solution to the Great Problem of transcendence, the iterators were
tasked with providing regular shipments of food, water, equipment and Void Fluid
for energy to these colonies.
Fall of the Ancients and Pebbles' Madness
Unfortunately, the ancient civilization disappeared and collapsed before the
iterators computed the solution to the Great Problem due to an as-of-yet unknown
reason, possibly because the iterators could no longer satisfy the needs of the
populace, or perhaps a massive transcendence movement of the entire population,
leaving the surface cities dark and abandoned if largely intact. However, the
iterators were left turned on, their final command being to continue working
towards a method to transcend without using Void Fluid and guide lesser
creatures on the path to the realm beyond should the solution ever be
discovered. Over the next indeterminate amount of cycles up until the start of
the game, the iterators did not achieve any major breakthroughs. Only Sliver of
Straw claimed to have uncovered the solution, but she died almost simultaneously
as the confirmation of success was broadcasted to the other iterators, causing
the methods in which she attained this positive result to be lost.
Unable to find the solution after Sliver of Straw's death and growing
increasingly frustrated, another iterator—Five Pebbles—became convinced there
was no solution to the great problem, there was no reason to keep trying to
solve it, and that death was the only way out. It is likely he showed these
beliefs off in iterator chat logs under the pseudonym EP. The ancients had
anticipated this kind of thinking, however, and put taboos preventing self
destruction within the iterator's genetics. One (and perhaps the only) way to
circumvent these taboos was a very dangerous and repetitive shuffling of
genetics that required a heightened water intake. The goal was to cause cells to
mutate until the desired genetics were obtained: ones that would overwrite the
encoded taboos. It is very likely Five Pebbles used this method to attempt
overwriting his genetics. At some point Five Pebbles began drawing several times
the usual amount of water, tapping into the neighbouring iterator, Looks to the
Moon's water source. Attempts by Moon to persuade Pebbles that water shortages
would be fatal to her failed and she had to leverage her seniority in an attempt
to make him stop, to which Pebbles responded that this plea has "ruined
everything". Upon being interrupted, Five Pebbles lost focus of his genetic
shuffling, and it is likely it became what is known as the Rot (or Daddy Long
Legs). Five Pebbles attempted to rid his systems of the rot, doing things such
as flushing it out into Garbage Wastes, but it has proven resilient and still
resides within him, slowly consuming more and more, day by day. It is unknown if
Five Pebbles still uses extra water during the time that the three playable
slugcats take place in. Due to many cycles lacking water, Looks to the Moon's
processes eventually seized, her facility compromised, and her primary cognitive
unit descended into an amnesic, near-death state. The fate of Seven Red Suns,
Chasing Wind, and Unparalleled Innocence is unknown, but No Significant
Harassment is active and well at the start of The Hunter's story.
The Timeline of Hunter, Survivor, and Monk
Hunter is sent by No Significant Harassment with a pearl and a slag-reset neuron
to help Moon in her state of decay. The Survivor's story is based on the
scenario that the Hunter delivered the neuron and revived Moon, with the rest of
its choices unknown. In the Hunter's transcendence scene, the Hunter is seen
with a strange purple goo coming out of it, before being seen in the arms of an
iterator-like figure.
One interpretation of this cutscene is that the Hunter was injected with some of
NSH's microbes, and then sent by NSH to transcend under the cover of helping
Moon. The goo seen coming out of the Hunter is believed to be these microbes.
This also explains the Hunter's sickness- like in the Iterators, slag would
build up off these microbes being worked, and would thus lead to organ failure
in the organism. By doing this, NSH was able to effectively break the
self-destruction taboo, enabling them to transcend with the Hunter.
A second interpretation is that the goo is the Hunter's sickness (in this case
presumed to be either cancer or some other terminal illness rather than slag
buildup) being removed from its body upon transcending. The iterator-figure is,
in this scenario, theorized to be Sliver of Straw, the only iterator to ever
transcend. She then carries the Hunter into the afterlife, allowing it to rest.
Some time after these events, Survivor is separated from its family by heavy
rainfall, and is eventually guided by one of Moon's Overseers. The Overseer
leads the Survivor towards Moon with images of its family, and encourages the
Survivor to bring additional neurons to repair her memory. After visiting Moon,
the Survivor travels to Five Pebbles, achieves the Mark, and transcends.
However, the player can choose to not transcend and/or steal neurons from Five
Pebbles and give them to Moon. The player can also skip visiting Pebbles and
Moon entirely, and instead pursue the Echoes to gain maximum karma and transcend
that way. The Survivor, upon transcending, is taken to the Void where many other
transcended slugcats are shown.
The Monk is seemingly a younger sibling to the Survivor, jumping after its older
sibling during the beginning cutscene. The Monk's story seems to take place a
significant time after the Survivor's story. This is shown in-game by the fact
that the world's data pearls have faded and no longer contain information. The
Monk is left with the same options as the Survivor in terms of meeting the
iterators and transcending. As of 1.7, it is revealed in the Monk's ascension
cutscene that it finds the Survivor in the Void.
The ending cutscenes could also be interpreted as the slugcats' wishes
manifesting as final dreams as they lose consciousness in the void fluid: the
Hunter dreaming of being back with NSH, the Survivor finding its family and the
Monk being reunited with its sibling.
As violent as The Rain is, an ecosystem has developed under the bullet-like droplets. It is in this decaying and crumbling world of mysteries the slugcat's adventure commences.