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Going Medieval News

Experimental Branch Patch (0.28.21)

[p]Greetings, players! The newest patch (0.28.21) 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 issues where people couldn’t start a new game.[/p]
  • [p]Fixed the issue where settlers wouldn’t tend prisoners’ wounds.[/p]
  • [p]Fixed the issue where prisoners wouldn’t be affected by fire.[/p]
  • [p]Hopefully finally fixed the issue where certain game’s visuals (like floors) would not be properly displayed during camera rotation and layer changing. Let us know how it goes and fingers crossed.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [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 (0.28.20)

[p]Greetings, players! The newest patch (0.28.20) 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]Quality of life improvements[/h2]
  • [p]Scholar’s Lectern is moved into the Furniture category.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where certain game’s visuals (like floors) would not be properly displayed during camera rotation and layer changing.[/p]
  • [p]Fixed the issue where some secondary maps (enemy settlements, camps, etc.) wouldn’t appear in the game as they lacked proper tags in the game’s code.[/p]
  • [p]Fixed the issue where the game would stutter upon using orders from the bottom right corner of the screen.[/p]
  • [p]Fixed the issue that prevented a settler from building soil, if the closest point to it was at the top of the ramp.[/p]
  • [p]Fixed the pathfinding issue where settlers would sometimes deconstruct ladders in the pit from the bottom, thus ending trapped in the hole.[/p]
  • [p]Fixed several text related issues.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [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]

Upcoming Price Change

[p]Greetings, medievalists![/p][p][/p][p]We’d like to let you know that on February 9th, 2026, Going Medieval base price will increase from $24.99 / £20.99 / €24.99 to $29.99 / £24.99 / €29.99.[/p][p][/p][p]Since entering Early Access nearly five years ago, Going Medieval has expanded considerably in both content and systems. During that time, our team has grown modestly, allowing us to work more consistently on updates and long-term improvements as we move toward version 1.0 and beyond.[/p][p][/p][p]This change will not affect players who already own the game.[/p][p][/p][p]As always, we’re deeply grateful to everyone who has supported the game along the way. Your feedback and patience have shaped what it is today, and we’re excited to keep building on that foundation.[/p][p][/p][p]Thank you for being part of the journey, we look forward to sharing our Early Access exit plans with you soon.[/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 (0.28.19)

[p]Greetings, players! The newest patch (0.28.19) 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]Quality of life improvements[/h2]
  • [p]"Are you sure?" window will appear now if you try to start the tutorial after you’ve finished it the first time. Gotta be sure.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that sometimes prevented door placement automatic rotation to work as intended.[/p]
  • [p]Fixed the issue that broke combat animations on ladders.[/p]
  • [p]Fixed the issue where animals would get stuck on ladders.[/p]
  • [p]Fixed parts of the issue where certain game’s visuals would not be properly displayed during camera rotation and layer changing. It is still happening, but it shouldn’t be as frequent.[/p]
  • [p]Fixed the issue where fire-based objects would start burning without resources available after they’ve been built off-screen.[/p]
  • [p]Fixed the issue where the graphics would not be properly shown if you build one ladder on top of the other.[/p]
  • [p]Fixed minor text issues.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [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 (0.28.18)

[p]Greetings, players! The newest patch (0.28.18) 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]Quality of life improvements[/h2]
  • [p]Significant optimization improvements -we've done a lot of work under the hood and figured out how to optimize it especially in the mid to late game. You should see major improvements if you have a lot of building elements on the map. Keep in mind that this is not applied to all creations within saves due to the sheer complexity of some of your designs. Some may experience +20fps, while others can gain just +1fps. Let us know how it goes![/p]
  • [p]Some wild aggressive animals now have a small back-off after attacking behavior. Bears are not those animals. [/p]
  • [p]Peaceful mode now has 0% chance of ambush and runaway events.[/p]
  • [p]Lone wolf and Pioneer have bigger chances of raid events.[/p]
  • [p]Removed the Tedious Diet mood modifier (if a settler ate the same food constantly, they would get a negative mood modifier).[/p]
  • [p]Players are not allowed to select map types not included in scenario's allowed list. This also applies to modded maps.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented Settlers from gathering for an event even though that event was marked as started.[/p]
  • [p]Fixed the issue that prevented settlers from planting/sowing crops on Day 1 of each Season.[/p]
  • [p]Fixed the issue where Anti Aliasing being set to FXAA would make blueprints invisible.[/p]
  • [p]Fixed the issue where UI would not be properly scaled with UI scaling option.[/p]
  • [p]Fixed the issue where input would become enabled in the pause menu after making a save.[/p]
  • [p]Fixed the issue where plant's description in the almanac would disappear.[/p]
  • [p]Fixed the issue where a small black square would appear near the mouse cursor when hovering on the Region map with the mouse cursor and pressing Esc button.[/p]
  • [p]Fixed the issue that caused Eel meal to appear in the wrong resource group (it is part of simple meals now).[/p]
  • [p]Fixed the issue where all trees would hover up, regardless of your selection with chop order.[/p]
  • [p]Fixed minor text issues.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]The martial training event has a praying animation when settlers are attending the event.[/p]
  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [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]