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Going Medieval News

Experimental Branch Patch (0.28.39)

[p]Greetings, players! The newest patch (0.28.39) is now live on all platforms on the experimental branch and the demo version of the game. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][h2]
Quality of Life Improvements[/h2]
  • [p]Missing audio has been added for everything except for the Player Triggered Event.[/p]
  • [p]Merchants should have a bit variety in their inventory now.[/p]
  • [p]Siege weapon projectile trails are visible for a longer time.[/p]
  • [p]Added better character preview for skin color, head type, hair type, hair color and facial hair type.[/p]
  • [p]You can prioritize sowing on cropfields via right click now.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed more cases where cellar flood events would flood the whole map. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p]
  • [p]Fixed the issue that would copy body settings to other graves upon selecting two graves where one had all bodies enabled and the other one had none.[/p]
  • [p]Fixed the issue where a blueprint would remain in the air if you destroyed a wall that contained that blueprint building on top of it.[/p]
  • [p]Fixed the issue where if you build a terrace above the room and use a fence for it, the game would detect it as a room.[/p]
  • [p]Fixed the issue that caused incorrect day formatting in-game (now it’s again d/h/m).[/p]
  • [p]Fixed the issue where resource copies would spawn when canceling, destroying or deconstructing buildings.[/p]
  • [p]Fixed the issue that prevented you from roping sleeping animals via right click.[/p]
  • [p]Fixed the issue where a negotiator wouldn’t leave the map after accepting the bribe.[/p]
  • [p]Fixed the issue where your settlers would attempt to work on enemy crops on secondary maps.[/p]
  • [p]Fixed the issue where the human carcass would not get stripped of its equipment when being processed on a pyre or a butcher table.[/p]
  • [p]Fixed the issue where buildings would not be fully shown after using the "Go To Layers" button.[/p]
  • [p]Fixed the issue where some meals would clip a bit through the ground.[/p]
  • [p]Fixed the issue that prevented water from evaporating from positions where its flow was blocked.[/p]
  • [p]Fixed the issue where the silver mirror was missing from the Almanac.[/p]
  • [p]Fixed the issue where an object/item icon would not appear while hovering over that object/item.[/p]
  • [p]Fixed the issue where marsh grass effect was not visible on secondary marsh maps.[/p]
  • [p]Fixed the issue where the main options panel would still be visible in the background and its buttons clickable when opening audio options.[/p]
  • [p]Fixed the issue where incorrect bed placement in the tutorial would prevent research table placement.[/p]
  • [p]Fixed the issue where settlers would continue burying enemy/settler corpses after the grave filter is changed mid-action.[/p]
  • [p]Fixed the issue that prevented Pseudonyms from updating correctly when using advanced character customization.[/p]
  • [p]Fixed the issue that made merchants spawn in unreachable spots.[/p]
  • [p]Fixed the issue where settlers would enter a loop when trying to deconstruct a building that has a sleeping/fainted creature on it.[/p]
  • [p]Fixed the issue where the Main Menu screen looked messed up on Large and Large UI sizes.[/p]
  • [p]Fixed the issue where some room overlays wouldn’t be properly detected.[/p]
  • [p]Fixed the issue where settlers would not refuel torches if there was no floor/ground beneath them. Oh yeah. Finally![/p]
  • [p]Fixed the issue where the Reset button for Starting conditions in the game's options would not restore default Starting Conditions on older save files.[/p]
  • [p]Fixed the issue where map type warning would not refresh upon scenario change.[/p]
  • [p]Fixed the issue that made buildings invisible in some cases.[/p]
  • [p]Fixed the issue where settlers/animals would magically fall through the ground in some scenarios. Please let us know if it starts appearing again.[/p]
  • [p]Fixed the issue where a mining hover would appear on walls in some situations.[/p]
  • [p]Fixed several text issues.[/p]
  • [p]Fixed minor combat animations.[/p]
  • [p]Implemented minor Twitch UI corrections.[/p]
[p][/p][h3]Known issues:[/h3]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Colony sim Going Medieval, aka friendlier Rimworld, hits 1.0 release in March after 16 major updates


Colony sim and city builder Going Medieval will leave early access on 12th March, at which point it will presumably be retitled Gone Medieval. Yes, this is the sort of joke that ought to get you imprisoned – imprisonment being one of many features added to Going Medieval since the winter of 2021, when Sin described it as “a buildier, friendlier Rimworld spinoff”.



Other elements introduced over the long, increasingly Medieval years include fire, water, siege weapons, and a trading system. The 1.0 launch will bring “a proper endgame, wonderful improvements, new content, and a lot of achievements”, write developers Foxy Voxel on Steam. God be praised! Break out the good wine, slaughter the prize calf and let the trumpets ring from the battlements! Here’s a trailer.

Read more

Release Date Announcement

[p]Greetings, medievalists![/p][p][/p][p]We are finally here, we’re so close! You might have seen the latest IGN Fan Fest trailer, but in case you didn’t, here is a standalone version of the trailer:[/p][previewyoutube][/previewyoutube][p]That’s right: Going Medieval has a 1.0 launch date! We are so excited to share that it’s launching on March 12th 2026! After 16 major updates, numerous patches, 75 Medieval Monday Talks and over 1 million wishlists we feel that Going Medieval is in a great spot. Version 1.0 will bring a proper endgame, wonderful improvements, new content, and a lot of achievements - but more on that in the official blog with the release.[/p][p][/p][p]Have you been waiting for 1.0 to try the game? We have a fresh demo that adequately portrays the first few hours of Going Medieval experience. While you’ll be able to experience core mechanics, the demo itself will play until the end of spring. Try the game and let us know what you think - it’s always interesting when a fresh pair of eyes plays the game:[/p][p] [/p][p][dynamiclink][/dynamiclink][/p][p]Reaching 1.0 is a huge milestone for the game, but it does not mark the end of development for Going Medieval. On the contrary - we have so many things we want to do, quality-of-life improvements we want to implement, and even some features you’ve been very vocal about. We’ll talk more about those in the coming months.[/p][p][/p][p]And yes, we have a little gift for everyone who supported us during Early Access and picked up the game during this time. Once version 1.0 goes live, you’ll unlock the ability to build a Fox statue. Does it do anything useful? Not at all. Is it majestic? Also debatable. But it is a shiny thank-you from us to you - a symbol of appreciation showing you were here from the early days. Thank you for believing in us![/p][p][/p][p][/p][p]If you have a favorite content creator, let them know about the game’s release date. Are they on Twitch? Great news! We’re also incorporating Twitch integration into the game, with cool player-audience interactions, nifty options, and sweet Twitch Drop rewards for watching people play Going Medieval.. We’ll share all the necessary information when the time is right. Until then,[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.28.34)

[p]Greetings, players! The newest patch (0.28.34) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where some blueprints would turn invisible when the camera is zoomed out.[/p]
  • [p]Fixed the issue where prioritizing construction via right click would make settlers to just bring resources and not construct.[/p]
  • [p]Fixed the issue where animal task icons (tame, train etc.) would remain visible even after that task is completed or canceled.[/p]
  • [p]Fixed the issue where settlers would sometimes refuse to prioritize deconstruction.[/p]
  • [p]Fixed the issue where new settlers that would join your settlement wouldn’t have the first name.[/p]
  • [p]Fixed the issue that sometimes made fainted settlers fall through the bed.[/p]
  • [p]Fixed the issue where diagonally positioned walls (image below) would not prevent the basement flooding event from occurring.[/p]
[p][/p][p][/p][h3]Known issues:[/h3]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.32)

[p]Greetings, players! The newest patch (0.28.32) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p][h2]Twitch Integration[/h2][p]Twitch integration was always something that sounded pretty cool in our heads. We finally managed to find time to work on it and thought of some cool moments, usage and rewards tied to it.
[/p][p]For this to work, you'll have to connect with your Twitch account (via Options > Twitch) and invite friends to participate in your gameplay. All features are toggleable and you can decide which one suits you best. Default settings are for small streamers,  up to 20 people watching. With more viewers, try increasing cooldowns.[/p][p][/p][p]The commands viewers are able to type in the chat:[/p]
  • [p]!appear, will spawn a random small animal of random type with a name of a twitch user, has global cooldown of ~30 seconds[/p]
  • [p]!gift, items dropped on the edge of the map by “mysterious individual” with a name of a twitch user, gift value scales with total settlement worth, has global cooldown of ~10 min[/p]
  • [p]!name, will add you to a pool of names, each living creature gets assigned a name from the list[/p]
  • [p]!strike, spawns a random lightning strike on the map, has a global cooldown of ~5 min[/p]
[p]This is still work in progress and we’ll update you once more things are introduced.[/p][p][/p][h2]Quality of life improvements[/h2]
  • [p]Autorotated buildings can only be rotated in 180 increments if they're between 2 buildings which forced autorotation (ie door between walls).[/p]
  • [p]An unforgettable feast as an event result is now possible.[/p]
  • [p]More time has been given for you to set up sieging.[/p]
  • [p]The tutorial map scene received minor adjustments.[/p]
  • [p]The upper part of the corner variant of a merlon has been enlarged.[/p]
  • [p]The tutorial step now has markers for additional merlon placement.[/p]
  • [p]All apparel has yearly override now.[/p]
  • [p]Some light optimization is introduced. This caused options, keybinds, etc. to reset. Please double check.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where in some cases a prisoner merchant would leave the map without taking prisoner with them.[/p]
  • [p]Fixed the issue where sometimes edge fences would not be visible upon their construction.[/p]
  • [p]Fixed the issue where you’d get duplicated socketable objects if you place a socketable object blueprint on a wall blueprint and the settler starts to build a wall and you cancel that wall’s construction.[/p]
  • [p]Fixed the issue that prevented room detection from working if you dug a hole in that room.[/p]
  • [p]Fixed the issue that prevented triggering animation for settlers climbing ladders .[/p]
  • [p]Potential fix for the issue where object variants would not be properly loaded in some cases.[/p]
  • [p]Fixed the issue where in some cases archers were able to shoot through closed gates.[/p]
  • [p]Fixed the issue where the season sunrise/sunet and angle values were wrong in the Lone Wolf scenario.[/p]
  • [p]Fixed the issue where a large black square cloud could sometimes be seen on Region Map.[/p]
  • [p]Fixed the issue where settlers would mine/ignore selected soil voxel, if that voxel was positioned on the 16th layer (the top one).[/p]
  • [p]Fixed the issue where portcullis didn’t deal damage upon its closing.[/p]
  • [p]Fixed the issue where graves would flicker a bit during their construction phase.[/p]
  • [p]Fixed the issue where the white force-equip outline would remain on the empty slot in the Manage panel when a settler would drop a force equipped item.[/p]
  • [p]Fixed the issue where during the caravan formation if some settlers leave the map (but not all) and you save and load the session, the game would remove those settlers that left the map out of the game, never to return.[/p]
  • [p]Fixed the issue that allowed you to give orders to banished settlers via right click.[/p]
  • [p]Fixed the issue that allowed you to interact with banished settlers via selection panel buttons.[/p]
  • [p]Fixed the issue where the most impressive room calculation wasn’t properly detected.[/p]
  • [p]Fixed the issue where settlers, if drafted, would start gliding when moving out of the water.[/p]
  • [p]Fixed the issue that prevented portcullis animation to work as intended.[/p]
  • [p]Fixed the issue where a room detection popup would appear each time you expanded a room via digging.[/p]
  • [p]Fixed the issue where cellar flood events would flood the whole map in some cases. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p]
  • [p]Fixed the issue where partially building the roof at step 9. in the tutorial would prevent you from making further progress.[/p]
  • [p]Fixed the issue that allowed you to open and use the Stockpile menu causing a softlock in Step 11. in the tutorial.[/p]
  • [p]Fixed the issue that prevented animals from reacting to being hunted by settlers.[/p]
  • [p]Fixed the issue where domestic animals would never leave pens made out of blueprint fences.[/p]
  • [p]Fixed the issue where a socketable building preview wouldn’t always rotate automatically when it should have. [/p]
  • [p]Fixed the issue that prevented date/time tooltip from showing.[/p]
  • [p]Fixed the issue where wild animals would break blueprints of fences.[/p]
  • [p]Fixed the issue where large structures, if they were rotated, would emit destruction particles at a wrong angle during the deconstruction process.[/p]
  • [p]Fixed the issue that caused merlon blueprints to be placed in a wrong way in some cases.[/p]
  • [p]Various text key fixes and improvements, applied to Localization, too.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]