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Going Medieval News

Experimental Branch Patch (0.25.11)

[p]Greetings, players! The newest patch (0.25.11) is now live on all platforms on the experimental branch and modding 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 several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when loading a character preset in the character creator.[/p]
  • [p]Fixed the issue that prevented prisoners from being escorted.[/p]
  • [p]Fixed the issue that made reeds invisible.[/p]
  • [p]Fixed the issue that made production circles on research tables get obscured by walls.[/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 (0.25.10)

[p]Greetings, players! The newest patch (0.25.10) is now live on all platforms on the experimental branch and modding 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 several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when you right-clicked on a building that just got destroyed.[/p]
  • [p]Fixed the crash that occurred when you right-clicked and prioritized filling animal trough or prisoner stash.[/p]
  • [p]Fixed the issue that prevented several saves from being loaded.[/p]
  • [p]Fixed the issue where prisoners would not eat.[/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 (0.25.9)

[p]Greetings, players! The newest patch (0.25.9) is now live on all platforms on the experimental branch and modding 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 several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when a Settler died of old age.[/p]
  • [p]Fixed the crash that occurred when a prisoner turned into a Settler.[/p]
  • [p]Fixed the crash that occurred when you would destroy a stockpile while a Settle was hauling to it.[/p]
  • [p]Fixed the crash that occurred if a building that was in a passive production would get destroyed.[/p]
  • [p]Fixed the crash that occurred when renaming a settler or assigning roles and afterwards destroying beds.[/p]
  • [p]Fixed the issue where some saves could not be loaded.[/p]
  • [p]Fixed the issue that caused camera shakes to happen when enemies were placing blueprints.[/p]
  • [p]Fixed the issue where you couldn’t right-click → force-equip an item from a rack.[/p]
  • [p]Fixed the issue which would cause floor variations from mods to not show up properly or work in game.[/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 (0.25.8)

Greetings players! The newest patch (0.25.8) is now live on all platforms on the experimental branch and modding 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.

[h2]Optimization[/h2]
  • The load time of the game has been optimized to be faster. This also means that larger saves should load much faster now.
  • Various CPU bottlenecks have been addressed, making the FPS better in Medium and Large-sized settlements.
  • Various GPU optimization efforts have been made, resulting in slightly better FPS on Medium and Large-sized settlements.
  • Meta files get written into the save file but are also saved next to the saves. Metas are used to display info about the save without opening the actual zip files. This makes opening the Load menu faster for players who have a lot of saves. Because of this, the info of used mods per save may not show properly for saves before this version.
NOTE: Unfortunately, this will all lead to Character presets and Manage presets being deleted. Every new one you make will work fine, it's just the ones before this update that will stop working. :(

More info about our optimization steps can be found in our latest Medieval Monday Talk.

[h2]Quality of Life Improvements:[/h2]
  • Camera shake effect has been added to the game. Some actions in the game (like a trebuchet hit) will make the camera shake. This can be toggled off in the options menu.
  • Camera visuals for rotation show up when the middle button is held. Camera visuals also show up when the game is paused, when holding the right or middle mouse buttons.
  • The prison stash will not be replenished so often.
  • Enemies now set stuff on fire, again. They are now aware of fire and will act a bit smarter, not standing in flames that they made.
  • Added siege weapon trajectory building collision indicator while aiming.
  • Raid spawn ruleset has been changed - Before: if the enemy damages a door but never breaks it in 3x raids in a row, next time the game would spawn a siege variation of the raid. Now: 3x victories in a row and >500 raid points will result in a siege raid.
  • Enemies will now attack pets if they’ve been attacked by them. They will not actively target and hunt them down by default.
  • Various sounds have been added to siege weapons.

[h2]Bugs and Fixes[/h2]
  • Fixed several crash occurrences.
  • Fixed the issue where enemies/settlers standing on the top of staircases were not targetable by AI, making them stuck.
  • Fixed the issue that made enemies think that a forced open door was impassable.
  • Fixed various issues related to melee combat and ladder interactions.
  • Fixed the issue where sometimes settlers wouldn’t shoot down enemies that were on ladders.
  • Fixed the issue that prevented certain piles from being hauled in some cases.
  • Fixed the issue where a combat music would continue even after the battle ended.
  • Fixed the issue where the F-Mod logo on some resolutions ended being cut off.
  • Fixed the issue where enemies would just go through your settlers in some situations.

[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 text keys are still not translated.
  • 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.
DISCLAIMERS:
⚠️ 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.
⚠️ 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.

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!

Foxy Voxel

Medieval Monday Talk #62 - Optimization Integration

Greetings, medievalists!

Have you checked out our latest dev playthrough that covers all the important stuff from Updates 13, 14, and 15? It’s an hour-and-a-half deep dive that explains key features, answers some burning (hehe) questions, and even talks a bit about the topic of today’s MMT.

[previewyoutube][/previewyoutube]
If you are a modder, check the Mod Showcase Call section in the video. We plan to make a video where we play your mods and showcase them all over our social media platforms. We're looking for some interesting, cool and/or useful mods. Whether it is just code change or a new 3D asset integration, we are open to anything as long as it follows our Modding Policy.

You can put your mods on the Steam Workshop and showcase them there, join our Discord and share them in ⁠⚒modding or mod-showcase channels. The submission deadline for this is: July 14th 2025. We'll go through the workshop and do some playing of the stuff that is already there. And don't worry, this will not be a one time thing - we plan to do this when we can and when we see a bunch of new mods. So take your time - the most important thing is to have fun.

But let's tackle optimization now.

Optimization is a big challenge for our game, especially when it comes to the mid to late game. Once you get many settlers, animals, and add enemies to them... it takes a lot of processing power to handle all of that. So, it is more CPU-bound than it is GPU-bound. This doesn’t mean that a beefier CPU would handle the game better. Due to the ever-growing complexity of Going Medieval’s systems and their constant expansions and interconnections, the way the code was initially written left a lot to be desired.

We wanted to have all the bigger stuff in and functional before we revisited the foundation and untangled the code and, in turn, made playing our game a much faster, smoother, and more enjoyable experience. This, too, will be a bit of techy talk, but we hope that you’ll get some better understanding of game development even if you are not into programming.

Early in development, our focus was on fun: adding features, systems, and content to make Going Medieval the best colony sim we could. But over time, all that growth made things... well... a bit sluggish. It came to the point where loading the game via some of your reports took over 2 minutes. And you send those a lot (and we greatly appreciate it)! But you can also see how a lot of our time would be lost just to loading. The Unity engine wasn’t helping here, either. Starting the game via the Unity Editor to test something would take over 40 seconds just to reach the main menu. In order to even get to the in-game lag and mid to late game performance, we had to fix the loading time first.

[previewyoutube][/previewyoutube]
We used built-in tools (like Unity’s Profiler) to track down which parts of the game were hogging resources. Think of it like using a map to find the biggest traffic jams in a city.

We also tried out more advanced tools (some free, some not), and even built a few custom ones just for this job.

That helped a lot, because we discovered a hidden culprit - Unity was reloading everything from scratch each time we pressed Play. So we changed how that works under the hood and cut that time down to just 5 - 10 seconds.

Another thing that became evident during this process was that the game was creating too much temporary garbage memory, which the system had to clean up constantly. This, in turn, caused hiccups and stutters in-game.

So we rewrote parts of the code to be less wasteful. Fancy but inefficient tools were replaced with simpler ones. We focused on reusing existing objects instead of throwing them away and making new ones for identical purposes. We also optimized how the strings within the game are called and processed.

It’s pretty obvious that Going Medieval is heavily dependent on loops when it comes to coding. Basically, loops are how the game says: “for each settler, do this.” But not all loops are equal.

We found ways to make them faster, especially in situations that were being repeated thousands of times per second. In short: simpler code, better speed.

Another thing that clogged our code was events. No, not those. We are talking about events in the code. In programming, “events” are a way for parts of the game to talk to each other. Imagine your settlement in the game. When something happens - like a building being constructed or a settler getting injured - there are many systems that need to know about it. For example: the UI wants to show a notification, the audio system might want to play a sound and the AI might need to react in some way.

Now, each of those steps could be checked individually, but that would also be sloooooow. That’s why we group everything together into an event which basically announces that in one function, and anyone who “cares” can listen and respond.

Events are powerful, but they can become a mess if not handled properly. If something is listening to events but never stops listening, it can hang around in memory longer than it should - even after it's no longer needed. This bloats the game’s memory usage and slows things down. We fixed those leaks, cut down on unnecessary messages, and streamlined communication behind the scenes.

Another thing that improved the fps of the game significantly was how humans and animals perceived things in our game. Every time a character in Going Medieval (like a settler, animal, or NPC(internally referenced as agents)) moves, the game has to update what that character can see or sense nearby - things like enemies, items, or other characters.

Previously, we did this by scanning the entire area around the character, like spreading ripples in all directions. This method (called flood-fill) was simple but slow - imagine walking through a forest and having to inspect every tree, bush and rock, every time you take a single step. Now, imagine all the people around you doing the same thing. That’s how much unnecessary work the old system was doing.

Now, instead of checking everything within the area, we only look at the certain radius of an agent - what's newly entering or exiting their range of vision, but not what is inside or outside of it - just the radius “edge”. Here is an example of this behavior:

[previewyoutube][/previewyoutube]
This small change made a big difference - the game should be much faster, and no one in the game world notices the difference - except your framerate.

All of these things made the game work better and load faster. There are a bunch of tips and tricks we applied that significantly improved performance - you will not notice those changes visually, but you’ll probably feel it. Thanks for your patience. And thanks for reporting the bugs and sending us saves via F10. That helped us a lot. Hopefully you’ll see it in-game soon, as the idea is to push this to experimental some time this week. Let us know how it goes.

Bonus: Yesterday was our early access birthday and because of that we are giving away 5 keys for the game on Bluesky and Twitter/X (5 for each platform). If you have a friend that uses those platforms, they might want to give it a chance. Until next time…

Stay medieval!

Foxy Voxel

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