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Going Medieval News

Patch Notes (0.21.28)

Greetings, medievalists! The newest patch (0.21.28) is now live on all platforms. 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]
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

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Patch Notes (0.21.27)

Greetings, medievalists! The newest patch (0.21.27) is now live on all platforms. 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.
  • Additional code cleanup.

[h3]Known issues:[/h3]
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

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Nominate Going Medieval for Labor of Love award

Greetings, medievalists!

The Steam Autumn Sale is here and with it come Steam Awards. As Going Medieval is in Early Access, we're eligible only for the 'Labor of Love' category. If you have a vote to spare, maybe consider giving it to Going Medieval.



Since the release of the game, we've released 13 Updates in total, with the latest one already paving way to some cool mods.

But there is still more to do, more bugs to fix and more features to implement. Next update is just around the corner, as evident by the roadmap.



We talked about it in our Medieval Monday Talk 53 & 54, and we'll talk some more next week, too. We've listened to your feedback and we'll be discussing feature that many of you requested. Here is a teaser:



To each and every one of you, whether you’re still playing after all these years or you just joined us in 2024, we would like to thank you for being with us and playing the game that we love developing. It's just going to get better.

See ya on Monday with another MMT. Until then...

Stay medieval!

Foxy Voxel

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Patch Notes (0.21.26)

Greetings, medievalists! The newest patch (0.21.26) is now live on all platforms. 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.
  • Fixed the issue where the game would crash on load if a mod was missing preview image or modinfo file. Now, the game shouldn’t crash if those files are not present.
  • Fixed the issue where some players were not able to see heraldry changes during its editing.
  • Fixed the issue where installing a building pile would cancel previous building relocation order.
  • Fixed minor text issues.

[h3]Quality of Life improvements[/h3]
  • Updated preprocessing tool to adapt to more complex/nested array structures and simplify modding.
  • Old code is cleaned and more bug hunting logs have been added.

[h3]Known issues:[/h3]
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.21.23)

Greetings, medievalists! The newest patch (0.21.23) is now live on all platforms. 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.
  • Fixed the issue where some players were missing Manage presets. If the issue persists, exit the game and try deleting ManageGroupPresets.json in the %userprofile%\AppData\LocalLow\Foxy Voxel\Going Medieval\UserData\ and run the game again.
  • Fixed the issue where the game wouldn’t allow positioning of gates & portcullises on floors in some cases.
  • Fixed the issue where the game wouldn’t allow positioning of gates & portcullises on floors in some cases.
  • Fixed the issue where some buildings in pile form were missing their names and some stat info in the stats panel.
  • Fixed the issue where a wrong graphic was used to display variant art.

[h3]Known issues:[/h3]
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook