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Medieval Monday Talk #26

Greetings medievalists!

Sometimes you just need cosmetic features that don’t impact your game in any significant way but add a little bit of flavor. That’s where signs come in.



Signs are a part of the Misc category. They are wooden constructions that can be placed on the ground or attached to a wall. Upon their constructions, you’ll be able to change their shape, add a symbol to it and give it a color.

Also, you’ll be able to leave a message on them. Those messages will be shown when you select a sign or hover on it via mouse cursor.



From the development side, this helps us mark different parts. Also, it’s useful when it comes to leaving notes, when we need to test certain systems. You too can use them, to give us a note when reporting bugs.

This is already on the experimental branch if you want to test it. This also means that if everything goes well (as it is), you can expect official update very soon. It will contain everything from this and the previous two Medieval Monday Talks.

Also, a bonus: You are probably aware that we were on a vacation for almost a month. On our Discord server we have these challenges where we give them a theme and they present screenshots that fit that theme. Winner's creation gets to be promoted on Going Medieval Twitter account, so that's nice. However, during our absence we requested a bigger theme, something that will take weeks to complete. The theme was Medieval City and the winner would be featured in a YouTube video made by us that showcases the winning settlement in more details. This is the result:

[previewyoutube][/previewyoutube]

You folks are constantly surprising us with your creations and you are the reason why working on Going Medieval is such a joy. Stay excellent and see ya next time with the official release of Update 5!

Foxy Voxel

Medieval Monday Talk #25

Greetings medievalists!

We understand that the animals you encounter are not necessarily the ones you want to keep. And since we have a perfectly functional merchant/trading system - why not make the most of it?

Trading animals will finally be a thing. That’s right - merchants will come to your settlement accompanied by different animals which you’ll be able to buy. This will work both ways - if you have any animals you want to get rid off, use this opportunity and trade for something that works better for your settlement.



You will also be able to send animals on caravan travels. If you do that, the caravan carrying size will increase in relation to the carrying capacity of those animals.

While we’re on the subject of animals - we want to introduce three new ones that the community requested: Cats, Donkeys and Pheasants. However… Our technical artist wanted to test his skateboarding skills during the weekend, but that didn’t go so well. So the introduction of new animals will have to be postponed - they’ll appear in Update 5, but later, in one of the patches. Here is what you need to know about them:



Cats - You know cats. You know how they roll. Let’s say that with them, any rat problems will be short-lived.

Donkeys - Donkeys are intelligent animals. They haul more frequently than the rest of the animals and have a big hauling capacity. Naturally, this makes them ideal for caravans. They’ll always come as domesticated and should be relatively easy to train.

Pheasants - Getting to chickens might take some time, so why not try these wild animals? They’ll lay eggs all over the woods. Sure, they don’t lay eggs as frequently as chickens, but they are valuable assets in the early game. Taming pheasants will have medium difficulty and training them will be very hard, but why would you do that? - they can’t attack or haul.

All animals are going to give you meat upon slaughtering. (Please don’t slaughter cats.)

That would be all for this week's MMT. Expect another one next week!

Also, more news about Update #5 and when it's going live on the experimental branch coming soon. Sooner than you think. Seriously.

Foxy Voxel

Medieval Monday Talk #24

Greetings medievalists!

We’re back from vacation and ready for new challenges! Thank you for your support during our absence. The team talked about future plans and ideas and how we want to approach them. You know how previous updates were huge content-wise, but occurred every 3-4 months? We want to try something different this time - we want to make smaller updates that will occur (hopefully) every month. Here is one of the things you can expect in Update #5:

Food consumption received some changes. We’ll talk about it in more detail once the update is released. For now, what you need to know is that this will affect their behavior during all of the hunger phases and how they calculate food intake and pick food piles, based on quality/quantity. This should prevent situations where settlers would frequently abandon work just to satisfy their nutrition.

This system will also take into account the location of chairs and where and when settlers will sit after picking up a meal. Sitting in a chair with no table will give a different mood effector than when sitting at a table to eat.



Settlers will have food pouches. A food pouch is a sort of storage where the settler can store food for later. You know that situation where you send your settler somewhere far away to do something, but they have to return after some time because they were hungry? Food pouches should solve such problems!

However, settlers will only store:
  • Foods enabled in their manage panel
  • Foods in the meal category (so no raw foods, but only packaged, lavish, stew, etc)
  • Food that is on shelves and or stockpiles

When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers. They’ll try to prioritize refilling their pouches during a non-working schedule.

You will be able to order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.

Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground.

And that would be everything for this week’s Medieval Monday Talk. But we are not stopping here. See ya next week with another Monday Talk in which we’ll discuss more animal content. Maybe even… new animals?

Thank you for your time!

Foxy Voxel

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Vacation time

Greetings, folks!

It’s been a busy year, right? Before we tackle new features, we decided that now is the perfect time to go on the holiday break... Our eight-person team has been working on Going Medieval constantly, and after talking among ourselves, we figured that August seems like a perfect time for everyone to go on a well-deserved rest. Improving Going Medieval is important but taking care of mental and physical health is crucial, too.

Starting today, we’ll be offline until the 29th of August. If you have any issues with the game, you can submit them by using the F10 button or send a mail to [email protected], and we’ll check it once we return. However, it is also worth noting that we have a super helpful community here on Steam and Discord - if you are not sure how something works or if you think it’s a bug, the folks there will help you figure it out and maybe provide instructions on how to circumvent the issue. We also have a fandom page where you can get more info on things like mood, perks, quality map seeds, and other fun stuff.

On our Discord, we have a challenge with the theme “Medieval city”, where people can submit their epic creations on what they deem a worthy medieval town. Once we’re back, we’ll pick a winner and dedicate one full video showcasing that settlement, so join our Discord and start making epic stuff (the deadline is August 29th, 10 AM CEST).

We hope that you are having fun playing Going Medieval. Thank you for supporting the game and having patience. Finally, from all of us here - we hope you have a wonderful summer holiday. Avoid longer sun exposures, be sure to take frequent naps, and enjoy the latest update for our game. Also, check the last patch notes for bug fixes and known issues.

Foxy Voxel

Patch Notes (0.8.36)

Greetings players! The new patch (0.8.36) is now live on all of the 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 that caused the loss of certain weapon animations upon loading the game.
  • Fixed the issue that caused graves to ignore stability updates.
  • Fixed the issue where placing beams under completed structures (such as floors, walls, etc.) wouldn’t always refresh stability properly.
  • Fixed the issue where objects placed on beams wouldn’t change stability when those beams changed their stability.
  • Fixed the issue where beam stability would appear the same in each construction phase (blueprint/constructed).
  • Fixed the issue where a couple of animals on one grid space would appear as if they are on top of each other.
  • Fixed a couple of issues where settlers wouldn't properly prioritize crop planting, harvesting, and cutting.
  • Fixed the issue where all furniture pieces would be registered as storage buildings.
  • Fixed the issue that caused settlers to try to pick up multiple pieces of equipment at the same time while hauling, resulting in a hauling loop.
  • Fixed the issue that prevented settlers from sowing crops in some cases, despite having necessary resources in their possession.
  • Fixed the issue that prevented a raid event from ending.
  • Fixed the lag that occurred if a player would banish a settler, but that settler wouldn’t have a clear path for leaving the settlement.
  • Fixed the issue that caused settlers to ignore cooking if that job was set to ‘1’ in the Job panel.
[h3]Quality of life improvements[/h3]
  • Minor performance improvements.
  • Bored animation states added to boars & chickens.
  • Dismantle goal received better optimization.
  • Production goal received a couple of fixes and should work better.
[h3]Known issues[/h3]
  • Sound effects are missing for some actions like harvesting/mining etc.
  • When the message appears that a settler can’t be banished, it will appear in English in all of the languages.
  • If your settlers are experiencing weird animations with some of the actions, be sure to cap the game’s FPS in the game’s options. Cap it to 60fps. If the issue persists, cap it to 30fps.
  • Some crop harvesting yields nothing. This occurs if one crop type has been turned into another one at some point in time (e.g. apples into cabbages). The solution (at the moment) is to cut old crops, destroy the cropfield and plant the ones that you want. We'll fix this in the next patch but don't know when that is happening.
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.