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Going Medieval News

Release Date Announcement

[p]Greetings, medievalists![/p][p][/p][p]We are finally here, we’re so close! You might have seen the latest IGN Fan Fest trailer, but in case you didn’t, here is a standalone version of the trailer:[/p][previewyoutube][/previewyoutube][p]That’s right: Going Medieval has a 1.0 launch date! We are so excited to share that it’s launching on March 12th 17th 2026! After 16 major updates, numerous patches, 75 Medieval Monday Talks and over 1 million wishlists we feel that Going Medieval is in a great spot. Version 1.0 will bring a proper endgame, wonderful improvements, new content, and a lot of achievements - but more on that in the official blog with the release.[/p][p][/p][p]Have you been waiting for 1.0 to try the game? We have a fresh demo that adequately portrays the first few hours of Going Medieval experience. While you’ll be able to experience core mechanics, the demo itself will play until the end of spring. Try the game and let us know what you think - it’s always interesting when a fresh pair of eyes plays the game:[/p][p] [/p][p][dynamiclink][/dynamiclink][/p][p]Reaching 1.0 is a huge milestone for the game, but it does not mark the end of development for Going Medieval. On the contrary - we have so many things we want to do, quality-of-life improvements we want to implement, and even some features you’ve been very vocal about. We’ll talk more about those in the coming months.[/p][p][/p][p]And yes, we have a little gift for everyone who supported us during Early Access and picked up the game during this time. Once version 1.0 goes live, you’ll unlock the ability to build a Fox statue. Does it do anything useful? Not at all. Is it majestic? Also debatable. But it is a shiny thank-you from us to you - a symbol of appreciation showing you were here from the early days. Thank you for believing in us![/p][p][/p][p][/p][p]If you have a favorite content creator, let them know about the game’s release date. Are they on Twitch? Great news! We’re also incorporating Twitch integration into the game, with cool player-audience interactions, nifty options, and sweet Twitch Drop rewards for watching people play Going Medieval.. We’ll share all the necessary information when the time is right. Until then,[/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 (0.28.34)

[p]Greetings, players! The newest patch (0.28.34) is now live on all platforms on the experimental 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 the issue where some blueprints would turn invisible when the camera is zoomed out.[/p]
  • [p]Fixed the issue where prioritizing construction via right click would make settlers to just bring resources and not construct.[/p]
  • [p]Fixed the issue where animal task icons (tame, train etc.) would remain visible even after that task is completed or canceled.[/p]
  • [p]Fixed the issue where settlers would sometimes refuse to prioritize deconstruction.[/p]
  • [p]Fixed the issue where new settlers that would join your settlement wouldn’t have the first name.[/p]
  • [p]Fixed the issue that sometimes made fainted settlers fall through the bed.[/p]
  • [p]Fixed the issue where diagonally positioned walls (image below) would not prevent the basement flooding event from occurring.[/p]
[p][/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]

Experimental Branch Patch (0.28.32)

[p]Greetings, players! The newest patch (0.28.32) is now live on all platforms on the experimental 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][h2]Twitch Integration[/h2][p]Twitch integration was always something that sounded pretty cool in our heads. We finally managed to find time to work on it and thought of some cool moments, usage and rewards tied to it.
[/p][p]For this to work, you'll have to connect with your Twitch account (via Options > Twitch) and invite friends to participate in your gameplay. All features are toggleable and you can decide which one suits you best. Default settings are for small streamers,  up to 20 people watching. With more viewers, try increasing cooldowns.[/p][p][/p][p]The commands viewers are able to type in the chat:[/p]
  • [p]!appear, will spawn a random small animal of random type with a name of a twitch user, has global cooldown of ~30 seconds[/p]
  • [p]!gift, items dropped on the edge of the map by “mysterious individual” with a name of a twitch user, gift value scales with total settlement worth, has global cooldown of ~10 min[/p]
  • [p]!name, will add you to a pool of names, each living creature gets assigned a name from the list[/p]
  • [p]!strike, spawns a random lightning strike on the map, has a global cooldown of ~5 min[/p]
[p]This is still work in progress and we’ll update you once more things are introduced.[/p][p][/p][h2]Quality of life improvements[/h2]
  • [p]Autorotated buildings can only be rotated in 180 increments if they're between 2 buildings which forced autorotation (ie door between walls).[/p]
  • [p]An unforgettable feast as an event result is now possible.[/p]
  • [p]More time has been given for you to set up sieging.[/p]
  • [p]The tutorial map scene received minor adjustments.[/p]
  • [p]The upper part of the corner variant of a merlon has been enlarged.[/p]
  • [p]The tutorial step now has markers for additional merlon placement.[/p]
  • [p]All apparel has yearly override now.[/p]
  • [p]Some light optimization is introduced. This caused options, keybinds, etc. to reset. Please double check.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where in some cases a prisoner merchant would leave the map without taking prisoner with them.[/p]
  • [p]Fixed the issue where sometimes edge fences would not be visible upon their construction.[/p]
  • [p]Fixed the issue where you’d get duplicated socketable objects if you place a socketable object blueprint on a wall blueprint and the settler starts to build a wall and you cancel that wall’s construction.[/p]
  • [p]Fixed the issue that prevented room detection from working if you dug a hole in that room.[/p]
  • [p]Fixed the issue that prevented triggering animation for settlers climbing ladders .[/p]
  • [p]Potential fix for the issue where object variants would not be properly loaded in some cases.[/p]
  • [p]Fixed the issue where in some cases archers were able to shoot through closed gates.[/p]
  • [p]Fixed the issue where the season sunrise/sunet and angle values were wrong in the Lone Wolf scenario.[/p]
  • [p]Fixed the issue where a large black square cloud could sometimes be seen on Region Map.[/p]
  • [p]Fixed the issue where settlers would mine/ignore selected soil voxel, if that voxel was positioned on the 16th layer (the top one).[/p]
  • [p]Fixed the issue where portcullis didn’t deal damage upon its closing.[/p]
  • [p]Fixed the issue where graves would flicker a bit during their construction phase.[/p]
  • [p]Fixed the issue where the white force-equip outline would remain on the empty slot in the Manage panel when a settler would drop a force equipped item.[/p]
  • [p]Fixed the issue where during the caravan formation if some settlers leave the map (but not all) and you save and load the session, the game would remove those settlers that left the map out of the game, never to return.[/p]
  • [p]Fixed the issue that allowed you to give orders to banished settlers via right click.[/p]
  • [p]Fixed the issue that allowed you to interact with banished settlers via selection panel buttons.[/p]
  • [p]Fixed the issue where the most impressive room calculation wasn’t properly detected.[/p]
  • [p]Fixed the issue where settlers, if drafted, would start gliding when moving out of the water.[/p]
  • [p]Fixed the issue that prevented portcullis animation to work as intended.[/p]
  • [p]Fixed the issue where a room detection popup would appear each time you expanded a room via digging.[/p]
  • [p]Fixed the issue where cellar flood events would flood the whole map in some cases. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p]
  • [p]Fixed the issue where partially building the roof at step 9. in the tutorial would prevent you from making further progress.[/p]
  • [p]Fixed the issue that allowed you to open and use the Stockpile menu causing a softlock in Step 11. in the tutorial.[/p]
  • [p]Fixed the issue that prevented animals from reacting to being hunted by settlers.[/p]
  • [p]Fixed the issue where domestic animals would never leave pens made out of blueprint fences.[/p]
  • [p]Fixed the issue where a socketable building preview wouldn’t always rotate automatically when it should have. [/p]
  • [p]Fixed the issue that prevented date/time tooltip from showing.[/p]
  • [p]Fixed the issue where wild animals would break blueprints of fences.[/p]
  • [p]Fixed the issue where large structures, if they were rotated, would emit destruction particles at a wrong angle during the deconstruction process.[/p]
  • [p]Fixed the issue that caused merlon blueprints to be placed in a wrong way in some cases.[/p]
  • [p]Various text key fixes and improvements, applied to Localization, too.[/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]

Experimental Branch Patch (0.28.30)

[p]Greetings, players! The newest patch (0.28.30) is now live on all platforms on the experimental 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 the issue where slope pathfinding on new games was broken.[/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]

Experimental Branch Patch (0.28.29)

[p]Greetings, players! The newest patch (0.28.29) is now live on all platforms on the experimental 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][h2]Quality of life improvements[/h2]
  • [p]We’ve made default camera rotation changes so it aligns more with what is displayed on map preview and still manages to look neat (shadow angle and all those vibes).[/p]
  • [p]Added the Subscribe to Newsletter button in the Main Menu. Support your devs! We promise not to spam.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where a settler would end up in an infinite construction loop if they attempted to build over a sleeping settler.[/p]
  • [p]Fixed the issues where some of the players had issues accessing their existing saves that used mods that modified maps.[/p]
  • [p]Fixed the issue where outlines were offset in some cases.[/p]
  • [p]Fixed the issue that made settlers end up stuck during ladders/stairs/slope deconstruction.[/p]
  • [p]Fixed the issue where drafted settlers wouldn't attack animals via right click order.[/p]
  • [p]Fixed the issue where animals would appear in the map corner on the lowest floor level during Charter Fair Grand Objective after transactions with the 5 merchants.[/p]
  • [p]Fixed the issue that made drafted settlers to glitch out during the ladder usage animation.[/p]
  • [p]Fixed the issue where roof detection would not work if it was a cellar with a roof and the only exit was via staircase.[/p]
  • [p]Fixed  the issue where you were not able to rotate construction items when placed adjacent to merlon.[/p]
  • [p]Fixed the issue that made settlers sleep under beds. The monsters are gone now.[/p]
  • [p]Applied minor corrections to automatic variation change upon placement.[/p]
  • [p]Various text related fixes.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]Slope pathfinding on new games will be broken. Reloading the save will fix the issue.[/p][p][/p]
  • [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]