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Going Medieval News

Experimental Branch Patch (0.28.41)

[p]Greetings, players! The newest patch (0.28.41) is now live on all platforms on the experimental branch and the demo version of the game. 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][h2]
Quality of Life Improvements[/h2]
  • [p]Added a new cursor to the game.[/p]
  • [p]The forage step in the tutorial now requires more shrubs to be selected and more to be on the stockpile.[/p]
  • [p]Sling throw has a new animation.[/p]
  • [p]Updated animal & settler names with the names that were submitted by our Discord moderators and key helpers.[/p]
  • [p]Discord moderators and key helpers are added into credits.[/p]
  • [p]Added custom heraldries made by Discord moderators and key helpers as default heraldry options.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that triggered heavy lag when cancelling large amounts of dig markers via cancel button in selection UI (multiple seconds freezes).[/p]
  • [p]Fixed the issue that allowed wild aggressive animals to be tamable through the Overview window.[/p]
  • [p]Fixed the issue that prevented the appearance of certain building variants, despite having necessary resources/unlocked research.[/p]
  • [p]Fix settlers trapping themselves in dead ends with stairs[/p]
  • [p]Fixed the issue that prevented structure piles from being recognized as resources when saving and loading the session.[/p]
  • [p]Fixed the issue where the "Remove" process would not resume after saving and loading/resuming the session.[/p]
  • [p]Fixed the issue where the battle balance scale would appear on top of everything.[/p]
  • [p]Fixed the issue where injured humans would slide when exiting the water.[/p]
  • [p]Fixed the issue where the sergeant-at-arms would play lute sometimes. God forbid that a person has hobbies.[/p]
  • [p]Fixed the issue where walls would sometimes offset randomly after their build animation was finished. [/p]
  • [p]Fixed the issue where selecting a trade deal would not accurately represent what you selected.[/p]
  • [p]Fixed the issue that prevented enemy carcass and human carcass from appearing on lists of productions.[/p]
  • [p]Fixed minor UI issues.[/p]
[p][/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] 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 (0.28.40)

[p]Greetings, players! The newest patch (0.28.40) is now live on all platforms on the experimental branch and the demo version of the game. 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][h2]
Quality of Life Improvements[/h2]
  • [p]Visual explosion effect has been added for trebuchet impact with flammable oil and greek fire oil.[/p]
  • [p]Some construction / deconstruction / mining improvements. Settlers now wait less time when choosing what to do next.[/p]
  • [p]Turning V-sync on will now turn the framerate cap option off.[/p]
  • [p]Night is a bit darker.[/p]
  • [p]Heavy rain nights are a bit darker.[/p]
  • [p]Snow days are a bit brighter.[/p]
  • [p]New grass visuals have been implemented into the Main Menu.[/p]
  • [p]Added custom cursor to the game.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where socketable buildings would end up being hard to select and place sometimes.[/p]
  • [p]Fixed the issue where placing large amounts of building on cropfields/stockpiles would cause mini-freezes/stutters.[/p]
  • [p]Fixed the issue that made wicker roof variants visually glitch in some cases.[/p]
  • [p]Fixed the issue where grass wouldn’t be properly displayed in heatmap overlay mode.[/p]
  • [p]Fixed the issue where when a multi selection is made on your settlers, settlers avatar highlights were updated with delay.[/p]
  • [p]Fixed the issue where the enemy's construction AI wouldn’t properly work in some cases.[/p]
  • [p]Fixed the issue where heraldry wrapping pattern didn’t behave as intended.[/p]
  • [p]Fixed the issue that teleported settlers/animals underground in some cases.[/p]
  • [p]Fixed the issue where a message “wound needs tending” would appear on wild animals.[/p]
  • [p]Fixed the issue where settlers would prioritize sleep if they had nothing to do and were set to “anything” in their work schedule.[/p]
  • [p]Fixed the issue where Gobbler perk wasn’t in a conflict with Austere and Ascetic perks.[/p]
  • [p]Fixed the issue that prevented snow melting from some roofs in certain situations.[/p]
  • [p]Fixed the issue that prevented snow from appearing on top of roofs if they were demolished and then rebuilt.[/p]
  • [p]Fixed the issue where items would float in the air around merchant stalls if that building is rotated during placement. For real this time.[/p]
  • [p]Fixed the issue that caused settlers to get trapped underground when deconstructing ladders inside holes.[/p]
  • [p]Fixed the issue where the Wooden beam structure had a plus sign in the building menu even if no other variant has been unlocked.[/p]
  • [p]Fixed the issue where some resources would miss icons upon hovering on them.[/p]
  • [p]Fixed the issue that prevented socketable buildings from being built above slopes.[/p]
  • [p]Fixed the issue where Honey Crispels weren’t giving enough points for the Feast event.[/p]
  • [p]Fixed the issue where map type description wouldn’t update if you clicked on world map markers (from region) when starting a new game.[/p]
  • [p]Fixed the issue where if the settler was drafted, their pet with the battle turned on would end up stuck on hauling tasks.[/p]
  • [p]Fixed the issue where animals/humans would end up being on fire in certain situations.[/p]
  • [p]Fixed various text issues.[/p]
  • [p]Fixed some minor UI bugs.[/p]
[p][/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]

Launch Date Update

[p]Greetings, medievalists![/p][p][/p][p]We originally planned to release on March 12th. However, as the date approached, it became clear that it was shaping up to be a very crowded week for city builders and colony sims.[/p][p][/p][p]Rather than asking players to split their time between exciting launches on the same day, we decided to move our release slightly.[/p][p][/p][h3]Going Medieval will now launch on March 17th.[/h3][p][/p][previewyoutube][/previewyoutube][p]It’s only a few days later, but in today’s market, visibility really matters. Almost every week brings multiple great-looking games, and we want to give Going Medieval the space it deserves - both for our long-time supporters and for new players discovering it for the first time.[/p][p][/p][p]March 17th feels like a better moment for us to step into the spotlight. We hope you understand the decision, and we truly appreciate your patience.[/p][p][/p][p]In the meantime, tell your friends, rally your settlers, share your creations, stream the game, and most importantly - have fun.[/p][p][/p][p]Thank you for being part of this journey. And while you wait, don't forget to...[/p][p][/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 (0.28.38)

[p]Greetings, players! The newest patch (0.28.38) is now live on all platforms on the experimental branch and the demo version of the game. 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][h2]
Quality of Life Improvements[/h2]
  • [p]Missing audio has been added for everything except for the Player Triggered Event.[/p]
  • [p]Merchants should have a bit variety in their inventory now.[/p]
  • [p]Siege weapon projectile trails are visible for a longer time.[/p]
  • [p]Added better character preview for skin color, head type, hair type, hair color and facial hair type.[/p]
  • [p]You can prioritize sowing on cropfields via right click now.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed more cases where cellar flood events would flood the whole map. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p]
  • [p]Fixed the issue that would copy body settings to other graves upon selecting two graves where one had all bodies enabled and the other one had none.[/p]
  • [p]Fixed the issue where a blueprint would remain in the air if you destroyed a wall that contained that blueprint building on top of it.[/p]
  • [p]Fixed the issue where if you build a terrace above the room and use a fence for it, the game would detect it as a room.[/p]
  • [p]Fixed the issue that caused incorrect day formatting in-game (now it’s again d/h/m).[/p]
  • [p]Fixed the issue where resource copies would spawn when canceling, destroying or deconstructing buildings.[/p]
  • [p]Fixed the issue that prevented you from roping sleeping animals via right click.[/p]
  • [p]Fixed the issue where a negotiator wouldn’t leave the map after accepting the bribe.[/p]
  • [p]Fixed the issue where your settlers would attempt to work on enemy crops on secondary maps.[/p]
  • [p]Fixed the issue where the human carcass would not get stripped of its equipment when being processed on a pyre or a butcher table.[/p]
  • [p]Fixed the issue where buildings would not be fully shown after using the "Go To Layers" button.[/p]
  • [p]Fixed the issue where some meals would clip a bit through the ground.[/p]
  • [p]Fixed the issue that prevented water from evaporating from positions where its flow was blocked.[/p]
  • [p]Fixed the issue where the silver mirror was missing from the Almanac.[/p]
  • [p]Fixed the issue where an object/item icon would not appear while hovering over that object/item.[/p]
  • [p]Fixed the issue where marsh grass effect was not visible on secondary marsh maps.[/p]
  • [p]Fixed the issue where the main options panel would still be visible in the background and its buttons clickable when opening audio options.[/p]
  • [p]Fixed the issue where incorrect bed placement in the tutorial would prevent research table placement.[/p]
  • [p]Fixed the issue where settlers would continue burying enemy/settler corpses after the grave filter is changed mid-action.[/p]
  • [p]Fixed the issue that prevented Pseudonyms from updating correctly when using advanced character customization.[/p]
  • [p]Fixed the issue that made merchants spawn in unreachable spots.[/p]
  • [p]Fixed the issue where settlers would enter a loop when trying to deconstruct a building that has a sleeping/fainted creature on it.[/p]
  • [p]Fixed the issue where the Main Menu screen looked messed up on Large and Large UI sizes.[/p]
  • [p]Fixed the issue where some room overlays wouldn’t be properly detected.[/p]
  • [p]Fixed the issue where settlers would not refuel torches if there was no floor/ground beneath them. Oh yeah. Finally![/p]
  • [p]Fixed the issue where the Reset button for Starting conditions in the game's options would not restore default Starting Conditions on older save files.[/p]
  • [p]Fixed the issue where map type warning would not refresh upon scenario change.[/p]
  • [p]Fixed the issue that made buildings invisible in some cases.[/p]
  • [p]Fixed the issue where settlers/animals would magically fall through the ground in some scenarios. Please let us know if it starts appearing again.[/p]
  • [p]Fixed the issue where a mining hover would appear on walls in some situations.[/p]
  • [p]Fixed several text issues.[/p]
  • [p]Fixed minor combat animations.[/p]
  • [p]Implemented minor Twitch UI corrections.[/p]
[p][/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]

Colony sim Going Medieval, aka friendlier Rimworld, hits 1.0 release in March after 16 major updates


Colony sim and city builder Going Medieval will leave early access on 12th March, at which point it will presumably be retitled Gone Medieval. Yes, this is the sort of joke that ought to get you imprisoned – imprisonment being one of many features added to Going Medieval since the winter of 2021, when Sin described it as “a buildier, friendlier Rimworld spinoff”.



Other elements introduced over the long, increasingly Medieval years include fire, water, siege weapons, and a trading system. The 1.0 launch will bring “a proper endgame, wonderful improvements, new content, and a lot of achievements”, write developers Foxy Voxel on Steam. God be praised! Break out the good wine, slaughter the prize calf and let the trumpets ring from the battlements! Here’s a trailer.

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