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Going Medieval (PC) Review


Seeing all your villagers starve to death because you did not plan your food well enough will certainly put a pep in your step on your next run. There is a definite learning curve to mastering the complexities of Going Medieval, a survival town-building sandbox game that tasks you with creating a new paradise for displaced villagers hoping to start a new life. But if you can wrap your mind around the game’s bits and bobs, there is a surprisingly robust experience underneath, and a real sense of satisfaction in getting the likes of Hankin Digby through those cold, rain-soaked nights.





Going Medieval is, admittedly, a very slow and methodical game. Do not go in expecting to craft grand castle towns after a few hours, or even 12. Rather, you start with a handful of villagers, a pile of resources and nothing else but determination. New to the full release of Going Medieval, however, are four different starting conditions: A New Life, Pioneer, Peaceful and Lone Wolf.









As each map... Read more

Going Medieval (PC) Review


Seeing all your villagers starve to death because you did not plan your food well enough will certainly put a pep in your step on your next run. There is a definite learning curve to mastering the complexities of Going Medieval, a survival town-building sandbox game that tasks you with creating a new paradise for displaced villagers hoping to start a new life. But if you can wrap your mind around the game’s bits and bobs, there is a surprisingly robust experience underneath, and a real sense of satisfaction in getting the likes of Hankin Digby through those cold, rain-soaked nights.





Going Medieval is, admittedly, a very slow and methodical game. Do not go in expecting to craft grand castle towns after a few hours, or even 12. Rather, you start with a handful of villagers, a pile of resources and nothing else but determination. New to the full release of Going Medieval, however, are four different starting conditions: A New Life, Pioneer, Peaceful and Lone Wolf.









As each map... Read more

Medieval Monday Talk #76 - Development Steps

[p]Greetings, medievalists![/p][p][/p][p]We are so, so close. Just one more day.[/p][p][/p][p]The team is wrapping stuff up in the background, some are working on bug fixes and improvements, and things are getting quite busy on multiple fronts.[/p][p][/p][p]Going Medieval is a pretty complex game with many interconnected systems that behave consistently and interact with one another to produce unpredictable, emergent gameplay. Every playthrough is different and that’s part of the fun.
[/p][p]But with complexity come issues. While most of them can be solved relatively easily, there are always those very specific or rare situations that only a few players encounter. And when they do appear, they can leave a sour taste.
[/p][p]Settler AI and pathfinding are the systems most affected by these scenarios, as they play a key role in how all the other systems function.[/p][p][/p][p]Our settlers were not always the brightest. Getting stuck, walking across the entire map to pick up a resource, or taking strange routes while building - at times it felt like you had to babysit them. Some might even call it a chore.
[/p][p]But we’ve made improvements. We’ve overhauled parts of the AI logic, and settlers should now behave in a much smarter and more consistent way.[/p][previewyoutube][/previewyoutube][p]These improvements are present on the experimental branch and will be part of the 1.0 launch tomorrow. That said, we’re not done. We understand how complex these systems are, and we’re committed to improving them further. Unfortunately, there’s no single solution that fixes every possible edge case.[/p][p][/p][p]What helps the most is your feedback.[/p][p][/p][p]Whether you post here, write on our Discord server, or send reports through F10, every bit of information helps us find and handle those rare, problematic situations where agents are misbehaving.. Your feedback has shaped Going Medieval from the very beginning. Just look at how far we’ve come thanks to the community..[/p][p][/p][p]And we’ll keep improving. We know the game still has issues and bugs, and it’s far from perfect. But we’re here for the long run. If you encounter problems (especially the ones related to settlers’ pathing and getting stuck), please report them via F10 and share the report name here, through email, or on Discord so we can investigate more easily.
[/p][p]We want everyone to enjoy the game and have the smoothest experience possible.[/p][p][/p][p]Tomorrow can’t come soon enough.

UPDATE: Here is the launch time start across the world!

[/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 (0.28.43)

[p]Greetings, players! The newest patch (0.28.43) 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]Twitch mystery gift is now a news that will turn into a pop up window if selected.[/p][p][/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented stockpiles from being placed in certain spots.[/p]
  • [p]Fixed the issue where starting a new game would sometimes show a region instead of a map on a Location selection screen.[/p]
  • [p]Fixed the issue where Unforgettable events achievements would get unlocked regardless of the quality of the event.[/p]
  • [p]Fixed the issue that sometimes caused settlers to run around too much during their build issue order.[/p]
  • [p]Fixed the issue where damaged items would return to 100% after being on a caravan.[/p]
  • [p]Fixed the issue where structure pile related blueprints wouldn’t disappear when the original Pile was destroyed or was sold/traded/gifted/sent via Caravans.[/p]
  • [p]Fixed the issue where room type achievement was not unlocking when building the room, but only unlocking when loading a save with the room already built. [/p]
  • [p]Fixed minor text 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]

Twitch integration is here!

[p]Greetings, medievalists![/p][p][/p][p]Back when we launched in Early Access, we noticed a lot of interest in Going Medieval on Twitch. That moment was definitely special and played a big part in helping the game reach a wider audience.
[/p][p]We wanted to return the favor. Twitch integration was always something we thought would be a fun addition, and one of our team members finally found the time to work on it and come up with some cool interactions, uses, and rewards tied to it.[/p][p][/p][p]If you are a content creator or know someone who is, check this folder for everything you need to know about how Twitch Integration and Twitch Drops work.[/p][p][/p][p]Twitch Integration and Drops instructions[/p][p][/p][p][/p][p]In short, you can make your Twitch streams a bit more dynamic with chat commands, and viewers can earn neat cosmetic rewards by watching the game for a certain amount of time. It’s a win-win for everyone.[/p][p][/p][p]And to spark even more curiosity for the 1.0 version of the game, here is a video of our team member playing it and talking about all the new stuff. You might hear a secret or two:[/p][p][/p][previewyoutube][/previewyoutube][p]Just a few more days! Be sure to…[/p][p][/p][p]Stay Medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]