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Medieval Monday Talk #31

Greetings medievalists!

Last week we mentioned how bed ownership is tied to another feature we are working on. That feature is called: Beauty and Comfort. Here is what we mean by that:

[h3]Beauty[/h3]


Every single thing in the game will have an “Aesthetic Value”, a number that indicates how beautiful (or ugly) things are. When it comes to items/resources, their beauty number will change depending on where they are placed/located. So, it will be a different number if the item is on a pile, on a rack or when equipped. For some resources, beauty will change depending on if they are inside or outside. Buildings, on the other hand, will emit aesthetic value all around them.

When it comes to plants, beauty will relate to the growth phases. Dead plants will have a negative aesthetic value, for example.

Animals and settlers will also emit beauty. Some animals, like rats, will emit negative value, while others, like foxes and pheasants, will emit the most beauty value. Settlers' perks will affect their beauty, but also what they equip.

So, why strive for beauty? Standing in locations that provide the largest amount of beauty/aesthetic will make the “Aesthetic” stat rise and, in turn, offer a nice mood boost. Which leads us to…

[h3]Room Impressiveness[/h3]

Rooms will have different impressiveness levels. These levels depend on overall space, the amount of wealth of the room, and its average aesthetic value. Impressiveness will only be tied to bedrooms, shared bedrooms, great halls, and shrines.

Because of this, settlers will get various mood boosts while doing stuff in these rooms (sleeping in a room, being in a great hall, praying in the chapel, etc.).

Also, mood boost will be related to the newly introduced stat called…

[h3]Comfort[/h3]


The Comfort stat allows settlers to get varying mood boosts depending on the level of comfort. If a settler uses chairs for eating, they will get a comfort boost. If the area they pray on has rugs on it, they will get a comfort boost. Basically, better beds, chairs, and clothes will result in a higher value of this stat.

To spice things up and give you more options, we will introduce some new furniture: new beds, chairs, paintings, tapestries, rugs, mirrors, and statues.

And that is not everything: There is more to come in the official update release. How does it look so far? Wanna try these features now? Well, the good news is that you can! The update is live on the experimental branch, but you know what that means - there might be more bugs than you expect. Fret not, we’ll try to fix it as soon as possible. We have a dedicated subforum for the experimental branch where you can share your observations and bugs. Enjoy!

Obviously, if all goes well, a new update release should come soon. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Foxy Voxel

Medieval Monday Talk #30

Greetings medievalists!

We’re back and ready to talk about features that are coming in the next update. Let’s start with a major one that is requested by a lot of folks: Bed ownership! Settlers can finally have their own beds.



Beds are built as “not assigned” structures. You will be able to assign settlers manually to beds (via that nifty panel in the image above) or, when the night comes, they’ll choose beds and in that process acquire ownership.

This required a lot of troubleshooting on our side. What if the settler has an assigned bed that's unreachable or locked? What to do if you change the assignment of a bed while it’s being used? What happens if you assign an empty bed to someone while that settler is sleeping somewhere else? Thankfully, we managed to solve most of these problems and find a nice balance. We’ll explain them in the official update log. Some things are worth noting.

A settler can’t have more than one bed under their ownership, and a bed can’t have more than one settler assigned to it. If there is an assigned bed in a single bedroom, that bedroom should become the bedroom of that settler.

What about when a settler gets hurt and needs tending? We hear you, and for that purpose we are introducing medical rooms.



Medical rooms are a new type of room that require only medical beds. These types of beds can’t be assigned, but these types of rooms allow for faster healing and better tending actions. Wounded settlers will always be carried to these beds/rooms, and they can’t be used for regular sleep.

Now, here is the fun stuff - we’ll tie all this bed ownership to another feature called aesthetic & comfort. We’ll talk about it in the next Medieval Monday talk, along with other things that are coming in the next update. See ya soon.

While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Foxy Voxel

Hotfix (0.11.13) notes

Greetings players! The newest patch (0.11.13) is now live on all platforms. 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.
[h3]Bugs and Fixes[/h3]
  • Fixed the issue where a settler would be stuck in a looping sequence of picking up and dropping resource during his refueling order.

[h3]Known issues:[/h3]
  • 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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep Dev version of the game, 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. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

Foxy Voxel

Happy Holidays!

Greetings, medievalists!

‘Tis almost the end of the year, and what a year it was, right?

15 Medieval Monday Talks, 5 Major Updates, 2 AMAs and a bunch of bug fixes and improvements. More than 10 000 people have reviewed the game and we managed to maintain a solid 89% rating. However, we wanna do more, we want to upgrade, we want to be better.

So, this will not be your regular Medieval Monday Talk post. Rather, it’s going to be a tease of the stuff we are working on and setting up systems for. We’ll go into more detail about each thing next year, but for now, we’ll give you a short briefing.

The two most demanded things, as of now, appear to be bed ownership and an option for settlers to train their melee skills. Bed ownership has been a long time coming, but we don’t want to make it a simple “right-click, choose owner function”. We wanted to tie it to a couple of systems and we found a perfect way to maximize it. For this to work, we’ll introduce beauty and comfort stats - the look of your room will play a role, too. How will this affect your settlers? Well, we’ll leave that to your imagination for now.

Training and improving settlers’ combat skills is also a must. Sure, archers can train by hunting. It’s not the most convenient way, but they at least had an option when compared to their melee friends. We’ll take care of both sides, with proper training buildings.

We didn’t start the fire, but we’ll allow the fire to start and spread! Enemies setting fires, stuff catching on fire, and settlers putting out fires - things will get hot in our medieval colony sim builder.

Remember ladders? Our long-time players will remember that at one point we had ladders in the game, but we had to remove them due to them breaking the game in several ways. Now, with the improved pathfinding, it seems like a good time to introduce ladders back. Of course, it will not JUST be ladders, but we wanted to emphasize them due to your requests.

We also plan to start working on settlers’ relationships next year. This doesn’t mean you’ll be able to organize weddings, parties and see drunk people fight among themselves, but it does mean that we’ll set up stuff for such scenarios to occur in the future. We’ll start simple, with options for them to do small talk and have some sort of affection system.

Another major thing will be modding. We’re aware of the work dedicated peeps do by modifying game files. We couldn’t support them (even though we have #modding channel on our discord server), since a lot of modding resorted to simplistic editing of the existing game files. We want to do official workshop integration, visual modding, and importing models into the game. This will be a huge undertaking but everything we’ve done so far has led to this.

And we’re not stopping here. We’ll have more to share and write, but all in due time (let us have a reason to write these Monday Talks :D).

Thank you, folks. Thank you for being here with us on this journey. Thank you for the support and kind words and wonderful stories that you share with us via our game. Because of that, working on the game is just a bit easier and worthwhile. We’re not taking that for granted, but we ask for your patience.

From the 31st of December until the 9th of January, Foxy Voxel is on holiday (the majority of the team is celebrating Orthodox Christmas which falls on January 7th) when we’ll resume with our Medieval Talks, bug fixing, and all that jazz.

While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Merry Christmas, Happy New Year, and Holidays! See you next year, with more exciting Going Medieval news. Stay safe people!

Foxy Voxel



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See the trailer for the game here: https://www.youtube.com/watch?v=GuHfL2kf8tM

Hotfix (0.11.12) notes

Greetings players! The newest patch (0.11.12) is now live on all platforms. 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.
[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.

[h3]Known issues:[/h3]
  • 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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep Dev version of the game, 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. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

Foxy Voxel