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Going Medieval News

Release date & Beta Announcement

Greetings medievalists!

We have so much exciting Going Medieval news to share - so sit down, grab a brew and let’s get started.

[h2]Release Date[/h2]
We can confirm that Going Medieval will be launching into Early Access on June 1st! This means you have just under one month to wait until the game will be available - so start blueprinting your castle designs, sharpen your weapons and let the countdown commence.

We can also confirm the launch price will be £19.99 / €22.99 / $24.99 with a 10% discount.



[h2]Pre-launch Beta[/h2]
We promised the community we would be hosting one final beta before launch and we can now let you all know that our pre-launch beta will be happening from May 21st 9:00AM – May 24th 9:00AM BST. You can sign-up for the beta on the Steam page right now - everyone that signs up will get access to the beta during this period, yay!

To top this all off, your progress from the beta will carry across to the final Early Access version of the game on June 1st, so you will not need to wait very long before you can pick the game back up and continue building the most glorious settlement!



So much exciting news in one post, huh? If you’re interested in finding our main hub for all community chatter, head on over to the Going Medieval Discord channel now.

Thank you all so much for the support so far, we cannot wait for you all to dive in and show us your in-game achievements. It’s really not much longer now until you get to jump in and help us shape the game during Early Access 😊

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
We are on TikTok, too: https://www.tiktok.com/@going.medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

April Update

Greetings medievalists!

We would like to share some important things before we get to bigger announcements in May. With that being said, here is what is new in our game.

[h2]Localization Update[/h2]
We are happy to say that once Going Medieval launches in Early Access, it will support all of these languages:

English | Simplified Chinese | French | Spanish | German | Russian | Japanese | Portuguese - Brazil | Korean | Polish | Turkish


If there is a language you want to see on this list, do express your opinion on Steam - we will consider adding more languages in the future.

[h2]Achievements[/h2]
People love achievements, right? Beyond guiding players on how the game functions and its features, there is a sense of fulfillment when you see that achievement window pop up. Right now, we have 31 of those in our game. Here is how they look:


Some of them are super easy to get, some will require more skill and patience. Can you guess what some of them are? More of the achievements will come as the game develops and new features are introduced.

[h2]Some buildings received alternative versions[/h2]
Some of the buildings received additional variations. For example, if players lack in limestone bricks to build a blacksmith forge - they'll be able to create one by using clay bricks. And it will have a different texture! Everyone will have different materials at their disposal and it’s important to cater to their playstyle.


Also, our Discord community demanded fences and we’ve added that, too. They don’t do much and are easily penetrable by enemies, but with them your crops look much sweeter.

Do you have a suggestion for our medieval colony sim? Head over to our Discord Server and let us know!

[h2]Deconstruction visuals have been upgraded[/h2]
We’ve improved visuals when it comes to deconstructing buildings. Now, everything pops out and is more dynamic. Look at those bricks flying away:



And that is everything for our April update. On the other hand, the May update is coming very soon so expect some super awesome announcements in that one! Stay safe everyone!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

March Update

Greetings medievalists!

First off, we would like to extend a major thanks for the amazing community response we’ve received during the making of the game. With that being said - we have very exciting news for you:

[h2]We’ll be revealing the Going Medieval Early Access Release Window soon![/h2]
We're happy to let you know that we are very close to locking in a release date for Going Medieval on Steam Early Access. We cannot wait to announce the release date, and once we have finalized it we’ll be posting about it on all of our social channels, Discord, and of course, our Steam page! When do you think we’ll be releasing the game? Let us know in the comments. 😄

In the meantime, we have a few other things to share with you that we are also very excited to show off!
[h2]We are at the London Game Festival![/h2]

The full program for this year's London Games Festival has just been announced and Going Medieval will be participating in the show. Going Medieval has been chosen as one of the 40 games to be included in the show's first 'Official Selection', which represents quality, innovation, and diversity. The event is entirely online with 10 days of free talks and video programming available online.

https://games.london/

The festival runs from 19th March to 28th March and Going Medieval will be presented via a dedicated showcase site when the show starts.

[h2]Developer Gameplay Walkthrough![/h2]
To celebrate this today’s news, we’ve prepared a developer gameplay walkthrough video that will give you an introduction to the core features of Going Medieval and what our medieval colony sim is all about, this video is showcased to you by Vladimir Zivkovic, Co-Owner/Developer of Going Medieval / Foxy Voxel.
[previewyoutube][/previewyoutube]
[h2]More Bug Fixing[/h2]
Our community recently had the opportunity to play a closed beta of our game. We would like to say a big thank you to the players who participated in the Closed Beta during this period. Your feedback was tremendously helpful, and we are grateful for your continued support - we are putting all of our efforts on bug fixes from the feedback and reports you shared with us.

In the upcoming weeks, we’ll be sharing where we are with the localization, what other features we’ve implemented, as well as overall progress of the game.

In the meantime, be sure to check our Twitter for more news, gameplay videos, and feature showcases. And our Discord Server to chat with like-minded Going Medieval fans, as well as being a key place for all game updates, news, and announcements!

Until next time,

Foxy Voxel Team

February Update

Greetings medievalists!

February is all about quality-of-life updates. But don’t worry, there are some new features here and there too! For example:
[h3]You can plant trees now! 🌲[/h3]

Settlers are able to plant trees and they don’t cost a thing, but they do take a lot of time to grow, so bear that in mind. Players will have to think upfront about where they want to do this, as their settlement will naturally expand over time whilst playing & building.

[h3]Coal is a new type of resource! ⛏ [/h3]

Marked with a distinct black color of the ground, coal can be used as a fuel instead of wood or sticks, but don’t forget it is also the only fuel that can be used for making steel.

[h3]Players can make custom Heraldry symbols now! 🛡[/h3]

As long as the file image is a .png, players will be able to place it in the //StreamingAssets/HeraldryCustomSymbols and use it in our game. And that’s not all! We’ve also gone ahead and added a bunch of new symbols for when you create your own Heraldry from scratch.

[h3]Animal behavior improved! 🦊🦌[/h3]

Animals will now try to avoid the settlers. They may pass through the player’s settlement, but they will not stay there for the long term. Nor will they enter the rooms as they did before.

[h3]Settlers idle behavior is also improved![/h3]

When they have nothing to do, settlers will aim to stay close to the source of warmth like a complete room or campfire/fireplace. This will matter a lot once the winter kicks in and they have spare time.

[h3]And now let’s talk about the bug fixes and QOL updates:[/h3]
  • mining logic received an upgrade - the situations where settlers would fall into the holes that they dig should be avoided now
  • settler that had killed an animal will also take its carcass to the stockpile now
  • prioritization function received an additional polish
  • fixed a lot of spelling mistakes and issues regarding text presentation
  • fixed issue when some buildings would be marked as “unreachable”, when in fact they could be
  • fixed bug where two settlers would sleep on the same hay sleeping spot
  • fixed issue where setters were able to build through the trunk of a tree
  • fixed issue where the light of the torches and braziers could be seen throughout the walls
  • fixed bug where notification panel didn’t properly update
  • fixed bug where pressing the ESC key during the loading screen of any save would result in errors being displayed
  • fixed bug where using the pause option for any product would corrupt the pause/resume button
  • fixed bug where a wrong item description for all of the inventory slots would appear upon resuming the game
  • fixed bug where merlons could be built on empty spaces
  • fixed bug where products would grow near the designated field area
  • fixed bug where the number of research resources do not properly update after using the “Reset” option

And that is all for the February update folks! In the meantime, be sure to check our Twitter for more gameplay videos and feature showcases. And be sure to join our Discord Server to chat with like-minded Going Medieval fans and as is a key place for all game updates, news, and announcements!

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team

Sign-up for our next closed beta!

Hey everyone,

If you are part of our Discord you may have seen we have a closed beta coming up!

We will be hosting a small closed beta from February 22nd (12:00 GMT/ 13:00 CET) until March 1st (12:00 GMT/ 13:00 CET), we are looking for a select bunch of people to jump into the latest beta version of the game and spot any bugs, issues & of course provide feedback.

The discussion for this closed beta will be taking place on Discord primarily, so if you haven’t already joined us there head on over now!

Do you have time to jump in from Feb 22nd? If so, fill in our sign-up form now: https://forms.gle/gnnexFY3EgXucE7u6

As said above this beta will be focused on bugs, issues and feedback - as it is in beta we will expect to see various bugs within the build.

Note: We will be closing the form on Thursday 18th February, but we also have a number in mind which we’d like to reach for this beta, if we hit that before hand we'll close the form.
Also the reason we are asking for Discord usernames on the form is so we can add you to the private closed beta discussion channels once it is live :)


Thanks everyone :)