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Going Medieval News

Recap of the first year of Going Medieval

Greetings medievalists!

We want to do something different this time - we want to do a recap of the first year since our medieval colony sim builder launched in early access.

[h3]Launch[/h3]
Going Medieval launched on 1st June 2021, accompanied by this slick trailer:
[previewyoutube][/previewyoutube]
Alongside this, we dropped the roadmap of what was coming next.



We thought we had a good thing going on, but we did not expect the game to blow up as it did. In its first week, it sold over 175,000 copies whilst maintaining an 89% rating. You understood the type of game we wanted to make, and the limitations of being an Early Access title. You had trust in us and you had patience.

The next couple of weeks were spent on bug fixing and improvements - with such a big player base, finding and reporting bugs became… very fast!

[h3]Experimental Branch - July 19th[/h3]
That’s why we needed a system that will help us identify those bugs before they get to a wider audience. The Experimental Branch helped us immensely here - eager players get to experience new features first while helping us discover bugs or issues. Once the experimental version is stable enough, we make it live on the main branch and make that a full update for everyone. Thank you all who partake in it and help us by playing on the experimental branch, Bug fixing is more manageable with you peeps.

While we did that, we also worked on new features and wanted to surprise you with them. This led to a quiet period which made some of you worried - did we abandon the project, are we doing anything at all? Understandable thoughts, but that was not our intention.

[h3]Medieval Monday Talk Introduction - July 26th[/h3]
Thanks to your feedback, it was clear that you wanted to hear us talk about the development, even when we have nothing immediate to show. To talk about ideas, challenges, future plans, to show that the project is alive and active. That’s why we introduced our Medieval Monday Talk blog posts. We would use Mondays to announce new things and give you a sneak peek at what we were working on. While they did not occur every Monday, we tried to be as transparent as possible.

[h3]Update #1 launch - August 9th[/h3]
[previewyoutube][/previewyoutube]
Early on, we decided to do bigger updates that would appear every few months. That’s why Update #1 arrived after two months. Adding more storage options was always one of the things we wanted to do, but we didn’t expect that it would come so soon. You were very local about it and that’s why this update was all about Shelves & Racks. Of course, we introduced other things too, but storage options were our primary focus.

You folks were aware that after an update, the next couple of weeks would be focused on patches and hotfixes - Going Medieval is a pretty complex game and with every update, that complexity will increase. Some systems that worked perfectly previously would be affected by new changes and sometimes those would destabilize the game. We tried to convey clear messaging and your patience is appreciated.

[h3]Talking about Update #2 - August 30th[/h3]
These are the posts in which we started talking about new features. Presenting it via MMTs proved valuable for a couple of reasons - each blog allowed you to comment on the feature mentioned in that devlog, which would, in turn, give us insight into how excited were you, potential issues, and the ways those features would evolve.

This is also the period where we expanded the team by one programmer thus making Foxy Voxel an 8-member team. This one would be focused on automated testing and modding because we understand the importance of modding in these types of projects. He’ll also do other tasks, but that will depend on a team's availability, the scope of the tasks, etc.

Weekly talks made sure that the game development was very much active, and some of you eagerly waited for another Monday. Sounds like a win-win situation

[h3]Going Medieval is on GeForce NOW - October 11th[/h3]
Some of you wrote to us and asked us when Going Medieval will be on Mac or Linux. Our official stance regarding this is that we are focusing on PC only at this stage. We've been getting reports of people playing our game on Mac by using Windows via BootCamp and on Linux via Proton (with varying degrees of success). However, after looking into it - we’ve seen that GeForce Now allows streaming on Mac without any issues. Going Medieval was included in their library.

[h3]Update #2 - October 19th[/h3]
[previewyoutube][/previewyoutube]
Even though this update was titled “Merchants & Diplomacy” and was all about merchants, trading, and factions, we also managed to upgrade a bunch of existing features by introducing a custom settler creator, relocating objects, and other various improvements.

But after that came a hotfix period, where we took time to fix existing bugs but also upgrade some of the systems of Update #2.

[h3]Our First AMA - November 25th[/h3]
We’d never held an “Ask Me Anything” session, so this was a pretty new thing for us. Our Discord server seemed like a perfect place for it, and it was awesome indeed. You guys are cool!

[h3]Talking about Update #3 - November 29h[/h3]
From this period, we started discussing features of update #3. Medieval Mondays showed us that you were skeptical about new upcoming features, mainly the introduction of seeds. We heard your feedback and really worked on it to make this not feel like a chore and micromanaging hell.

[h3]Update #3 - February 1st[/h3]
[previewyoutube][/previewyoutube]
Beyond introducing "New Resources & Cultivation", we implemented things like settlers' aging, new buildings, new researchable stuff, and music!

[h3]Talking about Update #4 - March 14th[/h3]
This update has been a long time coming. Previous pathfinding fixes were done on a macro level, so once we adjusted something, it would be adjusted for every situation. This did not work for our game since players would create various different scenarios. The new system would work on a case-to-case basis. But, Update #4 would provide more than that, so we decided to introduce more animals and pets.

[h3]Our second AMA - April 14th[/h3]
We held another AMA because it was fun the first time and you guys deserve honest responses. We tend to be active on our Discord and reply if you folks have issues and/or need help with the game, but AMAs like these help us talk about the feature, which is always nice. We also have to extend a big thanks to our Discord Mod team and its community, thanks to them, Discord is a really helpful place for not only newcomers but seasoned players as well.

[h3]Update #4 - June 1st[/h3]
[previewyoutube][/previewyoutube]
We released this update on our Early Access birthday. It felt right. Animal husbandry was introduced, along with all the important interactions with new animals. We also did a code cleanup and reworked how the game stored save files. All this meant that old saves couldn’t be supported by this update.

We tried our best to maintain compatibility, but it was not possible in this case. We understand that some of you were frustrated by this, and that’s why we kept the legacy branch in which you could play your old saves (minus update #4).

Since Going Medieval is still in Early Access, these situations might happen again. We’ll try our best to avoid it as much as possible, but if it happens again, we’ll notify you ahead of time.

By the way, did you know that to this date, Going Medieval has sold 600 000 copies and has over MILLION WISHLISTS!

As you know, we’re still in the process of bug fixing and making quality of life improvements - we want to do as much as possible before moving on to the next big thing. Here’s how the roadmap looks at the moment:


Still a lot to be done, but we are here for it!

We’d also like to say thank you to the helpful folks of Steam Discussions - thank you for providing advice and interesting insight to other people when we are not there. We're also constantly in awe by your epic creations in the Screenshot tab.

In fact, Players create wonderful settlements all the time, that we really want to share and promote your creativity. That’s why during this period we created Community Spotlight Videos where we would take your settlements and show them in-engine:
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Think you have something epic and want to be in the video? Join our Discord and share your screenshots there. If it looks interesting/epic/awesome/aesthetically pleasing, one of the devs will contact you and ask for a save file, so we can make a video.

We also have to say big thanks to streamers/youtubers. Your video about Going Medieval ranged from informative to hilarious. We’ll try to spotlight a couple that caught our eyes (but in truth, there are a bunch that deserve a mention).

For informative ones, look at the playthroughs of SplattercatGaming, Raptor, and KatherineOfSky.

There are some hilarious videos made by The Spiffing Brit, Let's Game It Out, Drae and ambigousamphibian.

Then, there are those like perafilozof and Just Don’t Die, who spotlight the game in their own way and dissect it big time.
[previewyoutube]https://www.youtube.com/watch?v=D34DVkn6wqQ[/previewyoutube]
[previewyoutube][/previewyoutube]
We simply can’t list all of them as there are too many, but believe us - we love what you are doing and that you are having fun doing it.

Aaaaaand that would be all for now, folks. We’ll make another post soon, detailing what’s to come and how we plan to approach it, but for now, we want to say it again - Thank you for believing in us, and for playing our medieval colony sim builder. Going Medieval is only going to get better from this point on!

If you want to stay in the loop with all development news, follow us on Twitter. We also have a TikTok account which is sometimes funny, sometimes informative, but always Medieval. And of course, our Discord server which allows for faster troubleshooting, promotion of your content and is just a cool place to chill in general. Want more info? We have a helpful fan-made wiki - be sure to check it out.

That would be all for now. Thank you for your time and congratulation if you managed to reach the end - talk to you soon!

Foxy Voxel

Our Discord: Going Medieval server
Follow us on Twitter: @going_medieval
Our Facebook: Foxy Voxel
We are on TikTok, too: @going.medieval

Patch Notes (0.8.35)

Greetings players! The new patch (0.8.35) 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 several crash occurrences.
  • Fixed the issue where settlers would still ignore repairing buildings in some situations.
  • Fixed the issue that caused settlers to be stuck in dismantle loop with nothing to dismantle.
  • Fixed the issue where a pet would freeze in place if the position of its owner was unreachable.
  • Fixed the issue where a wrong message would appear during the Violent Extortionists raid if the extortionist settler was sent to the caravan but returned back before extortionists came.
  • Fixed the issue that caused the Barn Door blueprint to have two colors when the resource for it was unavailable.
  • Fixed the issue that caused arrows in-game to have purple color.
  • Fixed the issue that caused multiple settlers to try and tend to the same person.
  • Fixed the issue where particles during construction/production/harvesting/cutting would appear as squares.
[h3]Quality of life improvements[/h3]
  • Animals will haul more frequently now, but not as they did before. We nerfed this because players with a lot of hauling animals would experience significant FPS drops. This issue is being fixed, but until then, animals will haul a bit less often. If you can’t wait for the fix, did not experience FPS drops, and understand that this might cause some other issues - you can edit files on your own. Find animalBase.json file, look for the animal type you want to modify, and change “fireHaulEndEffectorChance” to 0.
  • Bored animation state added for deer.
[h3]Known issues[/h3]
  • Sound effects are missing for some actions like harvesting/mining etc.
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.

Hotfix (0.8.33)

Greetings players! The new hotfix (0.8.33) 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 where settlers would ignore food and starve to death, despite having food present.
[h3]Known Issues[/h3]
  • Settlers would start to dismantle with nothing, and gain nothing as a result (except the XP), creating a loop in the process - this occurs if you dismantle more than one thing in a building (or if you put it on forever) - the first one will go as intended, but every next one will cause that issue. Right now, until we fix it - we suggest that you cancel that production and put the new one on queue. That reported fixes for some folks.
  • Sound effects are missing for some actions like harvesting/mining etc.
  • Particles during construction/production/harvesting/cutting can appear as squares.
  • Sometimes, lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
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.

Patch Notes (0.8.32)

Greetings players! The new patch (0.8.32) 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 minor crash occurrences.

  • Fixed the issue that caused wolves to be stuck in idle walk animation between two points.
  • Fixed the issue that caused reservation of production buildings, where a message ‘Already assigned to…’ would appear even though no one would work on those buildings.
  • Fixed the issue that caused newborn animals to be a random number of days old.
  • Fixed the issue that caused black bar texts to appear on influence events and after the end of raids.
  • Fixed the issue that prevented the triggering of hunger effector in some cases which would cause settlers to starve, but not to eat.
  • Fixed some of the issues that caused settlers to stand still for a long time, in between the tasks.
  • Fixed the issue that caused wrong armor rating values to appear in tooltips.
  • Fixed the issue where the ‘Tame’ order wasn’t working upon loading in some cases.
  • Fixed the issue that caused settlers to be stuck in the hauling loop.
  • Fixed the issue that caused the flickering of the mining marker.
  • Fixed the issue that caused the flickering of the production circle.
  • Fixed the issue where items were not pickable if they were located on graves.
  • Fixed the issue that caused default clothes to reset upon entering the ‘Edit Scenario’ window.
  • Fixed the issue that caused placeholder building resource icons to appear in settlers' inventory.
  • Fixed the issue where all domesticated animals would go toward/into pen markers when idling, thus resulting in weird visual glitches.
  • Fixed the issue where beam stability would always appear as 4 in the blueprint phase.
  • Fixed the issue that caused incorrect messages to appear upon ordering the opening/closing of windows.
  • Fixed the issue that caused settlers to look for beds that already had unconscious settlers in them.
  • Fixed the issue where enemies would pathfind through settlers upon loading the game that was in the middle of the raid.
  • Fixed the issue where the speed x5 would carry over to the daytime.
  • Fixed the issue that prevented settlers from walking over walls, doors, and windows if those objects didn’t have floors on them.
  • Fixed the issue that caused invisible slopes. Let’s hope that’s definitely fixed.
  • Fixed the issue that caused the appearance of the blank notification when clicking on unavailable settlers in caravan formation.
  • Fixed the issue that caused corrupted idle animation for merchant’s guards.
  • Fixed the issue where plants would still grow even if there was a roof positioned above them.
  • Fixed the issue that caused settlers to ignore repairing damaged buildings after a load.
  • Fixed the issue where newborn domesticated animals would have trained stat at 99%, and newborn wild animals would have tamed stat at 99% in some cases.
[h3]Quality of life improvements[/h3]
  • Raid end conditions are changed to make a bit more sense.
  • A settler can have only one pet now.
  • Added animations for slaughter, milking, and shearing.
  • Settlers should be looking for the nearest beds now.
  • Added ‘Traveling’ next to the settler's name in the ‘Animal’ panel. This will appear if the animals’ owners are currently on a caravan. Those settlers will also be grayed out.
  • The animal haul process should work a bit better.
  • Improved how temperature is calculated. This should result in less lag.
  • Chests have different HP depending on their material type.
  • Plants should be easier to select now.
  • You can now set settlers that are on the caravan as pet owners.
  • When hungry, settlers will now look to prioritize their chair positions. They’ll look first for a great hall > room > under roof > outside.
[h3]Known issues[/h3]
  • Sound effects are missing for some actions like harvesting/mining etc.
  • Particles during construction/production/harvesting/cutting can appear as squares.
  • Lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
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.

Patch Notes (0.8.30)

Greetings players! The new patch (0.8.30) 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 various crash instances.

  • Fixed the issue that caused the appearance of a wrong production duration calculation.
  • Fixed the issue that prevented beams from being selectable by the side parts.
  • Fixed the issue that caused flickering if a beam was selected and hovered over it.
  • Fixed the issue that caused the corruption of the target indicator, thus making it appear offset.
  • Fixed the issue where some enemies wouldn’t hunt settlers when destroying one of the doors.
  • Fixed the issue that caused settlers to be “stuck” in place.
  • Fixed the issue that caused disappearances of room overlay colors.
  • Fixed the issue that caused the appearance of floating piles.
  • Fixed the issue that caused influence to drop to zero.
  • Fixed the issue that caused copied objects to have different priorities from the original ones.
  • Fixed the issue that caused settlers to perform infinite trap resetting animation if a priority order was given while they were rearming traps.
  • Fixed the issue that caused Combat music to appear during merchants' visits.
  • Fixed the issue that caused settlers to avoid eating in ‘Great hall’ room types.
  • Fixed the issue where adding passion levels had no cost in Group Creation Points.
  • Fixed the issue that caused the multiplication of warning messages every time you return to the main menu and load the game.
  • Fixed the issue that showed incorrect warning messages like "Buildings can't be reached" and "Not enough resources" on blueprints when using the ‘Relocate’ option.
  • Fixed the issue that caused the placeholder text to appear when a wild animal group was leaving the map.
  • Fixed the issue that showed the influence graph to have the upper limit of 175, when it should be 100 since it is a percentage value.
  • Fixed the issue that caused production reservations not to work as intended.
  • Fixed the issue that allowed Barn doors to be used for making Pens, thus resulting in situations where domesticated animals could get out of pens.
  • Fixed several issues with settlers not prioritizing stuff and/or doing stuff and holding on to them while sleeping. Long story short, this should fix several scenarios like:
    - Settlers kept the task reserved even when they went to sleep.
    - Forced food piles were not properly reserved for the hunger goal.
    - Prioritizing the hauling order did not work as expected.
    - Production resource delivery was not properly reserved.
[h3]Quality of life improvements[/h3]
  • You can load the game from inside the game. Huzzah!
  • Plant growth gets halted when the plant is roofed.
  • Using the ‘Attack’ goal via order and/or right-click should be more responsive and reactive now.
[h3]Known issues[/h3]
  • Sound effects are missing for some actions like harvesting/mining etc.
  • Settlers will take some time before they decide what to do next. This issue is probably related to the big number of pets and humans performing hauling goals. It also affects the lagging in the game. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
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.