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Going Medieval News

Upcoming Update News and Experimental Branch

Greetings medievalists!

As promised we wanted to share with you the news on the plans for the upcoming content update!

This update is now live on the experimental branch (if it’s your first time checking out this branch make sure you click the link to find out how) and once this version is stable enough, we will then move it live on the main branch and making this a full update for everyone - Shelves and Racks, Additional stockpile management options, different map sizes, balanced trebuchets, performance improvements mid to late game, QOL improvements, and many, many bug fixes.

If you want to see a breakdown of what is coming to the next update you can check it out here: Update 0.5.31.0 notes

Thanks so much for your patience. We plan on using Mondays to announce new things and give you a sneak peek at what we are working on. It might not happen every Monday, but we want to continue to be as transparent as possible. In the meantime, feel free to post your feedback on Steam discussions dedicated to the experimental branch subforum. If you want more dynamic/direct communication - head over to our Discord server. Remember, as we are a small team we don’t have time to reply to every thread, but we do read the forums daily!

Foxy Voxel

Dev Update

Greetings medievalists!

We wanted to check in as we know we’ve been a bit missing in action the last few weeks when it comes to updates - it’s not that we haven’t been around, we definitely have been here.
However, we’ve been working hard on implementing some quality of life features & bug fixes which we wanted to get out ahead of the first update. We wanted to get back into the swing of our dev blog-style updates so sit back and let us update you!

As you are probably aware that we are a small team of seven people and the exposure and success of the game caught us by surprise - that is the reason we decided to focus on the initial bugs before implementing new features.

Many of you have suggested that we do weekly updates, while others were simply satisfied with new screenshots. After listening and taking onboard the feedback, starting from Monday (19th July) we want to begin a regular series of posts, these will update you on what we are working on, including any issues we come across and noticeable bug fixes that are upcoming.

And we have some news to share with you now. Beyond regular bug fixes and crash fixes, here is what we’ve been working on:

[h3]Resource pile optimization[/h3]
Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and believe it or not - upon further inspection, the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks you had. The biggest FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having the piles fall down would result in 1 FPS for some time.

We have refactored the resource system so some FPS issues are solved - this is something that we felt had to be addressed. This update was the last stop before we start adding more systems and features.

[h3]Improving temperature balance[/h3]
This was mentioned by a lot of players. The issue came from balancing and not from a bug. The ground voxels would give off negative heat and cool down a room, but placing floors would isolate that cooling and make it warmer. Good news - the issue has been solved now.

And we’ll announce more things and fixes in a later update, because...

[h3]Our next update will be ready for testing on the Experimental branch - Monday, 19th of July on Steam, Epic, and GOG[/h3]
We have created an opt-in Experimental Branch for Going Medieval, where you can play a build using our latest changes before they're updated onto the main branch. Expect technical fixes, balancing, and other minor changes and improvements on the Experimental Branch.

The resource pile optimization and temperature balance updates mentioned above will both be available to play in this Experimental Branch too.

We’d also like to invite you to our official Going Medieval Discord server, this is our most active platform and best place to ask questions, chat with mods and us (when we aren’t knee-deep in development).

Thank you for being with us medievalists, and thank you for your patience.

See you on Monday. Should be fun.

Foxy Voxel

Follow us on Twitter: @going_medieval
We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/GuHfL2kf8tM

Patch Notes 0.5.29.3

Patch 0.5.29.2 is here! At the moment we’re focused on fixing crashes with a couple of bugs and issues fixes here and there too, but don’t worry - we’re simultaneously working on feature updates. Those will have to wait a bit, until we make sure that most of you are experiencing Going Medieval crash-free.

  • Fixed crash caused by quitting to the main menu if the settler's health starts depleting
  • Fixed crash caused by quitting to the main menu while the warning messages are appearing
  • Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
  • Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
  • Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
  • Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
  • Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
  • Fixed issue that caused the Research panel to not react to the mouse scroll wheel
  • Animals spawn rate received additional rebalance
  • Minor pathfinding optimization have been implemented
  • Various other crash fixes
  • Fixed issue with not being able to click on the menu and game freezing

Thanks!

Foxy Voxel

Going Medieval goes medieval on the Steam charts, with over 175k copies sold

As we noticed over the weekend, dark ages colony management game Going Medieval is doing rather well - it hit the top slot in Steam's weekly top sellers list just days after entering Early Access. Now developer Foxy Voxel and publisher The Irregular Corporation have revealed that their early access city-building game has sold over 175,000 copies during its opening week - not bad for a scrappy little indie game.


Going Medieval has seen a peak of nearly 15,000 concurrent players on Steam, but that's only part of the story. It's also available on the Epic Games Store, where customers have been able to use Epic's sale coupon to pick it up for $10/£10 cheaper.


If you haven't checked it out yet, Going Medieval is an approachable, middle ages spin on the Rimworld/Dwarf Fortress formula. You'll start with a few settlers who each has a random assortment of skills. With your initial supplies and equipment, you'll need to set up shelters, beds, cooking fires, and defences. Gradually, you'll unlock new structures to build and will eventually be able to construct elaborate fortresses and castles, attracting more and more settlers to your little fief.


Read the rest of the story...


RELATED LINKS:

Brand-new city builder Going Medieval is Steam's weekly top seller

Dark age city-builder Going Medieval looks like a hit on Steam

Charming city building game Going Medieval hits Steam Early Access soon