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Going Medieval News

October Update

Greetings medievalists!

We have been very busy and have been working on a bunch of things in-game, refining the old stuff and implementing new features. Check out what we’ve been working on below:
[h3]Task Priority and Chaining[/h3]
Tasks can be prioritized and chained manually by right-clicking on things.

This was requested by a lot of players, so we’ve implemented it! Right-clicking on anything that has a job attached to it can be prioritized now. This is very useful for micromanagement and making certain tasks finish in the order you want.

[h3]Villager Mood [/h3]
We’ve added more mood modifiers and better logic for the way they are processed.

Several new mood effectors have been added to the game, along with the effector types.
  • Proximity effectors: when villagers get near an object, an effector can be bestowed upon them. For example: if a villager goes near a dead body, it will create a negative mood effector. As situations and options evolve in our game, so will the behavior of this effector
  • Production effectors. A villager will get a certain effector when producing something from a certain material. For example: if a villager is producing meat from a human carcass they will get a nasty mood effector
  • Backstories/backgrounds/perks can now have a list of effectors that are always affecting that villager, and a list of forbidden effectors. For example: backstories/backgrounds/perks tied to drinking will bump up drinking priority above all other leisure activities. Also, we can forbid an ascetic perk villager from getting negative mood modifiers when eating bad food and good modifiers when eating lavish food

[h3]Build Feedback[/h3]
We’ve introduced different colored blueprints along with feedback on why they appear.

You asked for this too, but we expanded on some of the ideas:
  • Red blueprints are used as an indicator when something can’t be built along with the feedback on why it happened
  • Buildings are now marked in the orange exclamation mark color when they are not reachable or the player does not have enough resources for them to be built. Clicking on the building in the selection screen layer shows the info on why it cannot be built
  • Replacement buildings are now marked yellow and can be seen through buildings when being placed (to more easily understand what’s happening)
  • Beams now give feedback when you try to place them between two walls that are more than 12 grid spaces apart
  • Socketable buildings give feedback when they can’t be placed somewhere and why
  • Stairs also give better feedback on why they can't be placed somewhere
  • Added clear point where a roof should have support to be placed with a message showing up

[h3]Stockpile Filters[/h3]
We’ve added more categories for stockpile filters, along with features that will give you more control in managing these categories.
  • New categories are Quality and Durability, also additional stockpile options are in the Copy/Paste settings, Global priority
  • Stockpiles can now have filters for hitpoints and quality. Roughly said, this will help villagers take bad gear/stuff to a separate stockpile from raiders and good gear to another one

[h3]Assign panel is turned into Manage panel[/h3]

Beyond the name change, we’ve also implemented more functions on this one. Its main purpose is to make things happen automatically and have the player manually change things if necessary. You want your villagers to auto equip weapons, shields, and other stuff based on some parameters that you’ve made? You’ll do it here, long live automation!

[h3]Introducing religion[/h3]
We’ve introduced religion as an activity for your villagers. There is going to be a need for religious constructions that influences the mood of villagers, it will also grant them buffs if the stat is satisfied.
  • Villagers can be aligned as Pagans or as Christians, and if they have their Religion Alignment more towards the middle of the bar they will need to pray less
  • We’ve added to new buildings villagers can pray to - a wooden Pagan shrine and a Christian shrine
  • Villagers will go and pray at shrines when their religious activity drops under a certain threshold
  • Villagers with higher Christian or Pagan alignment will lose the need for religious activity faster

We also have an update on the development of the game for you. We are approaching the end of a very strange 2020, and lots of events happened this year that we did not foresee. We know some of you have been asking if we plan to launch the game into Early Access this year, so we thought now would be a good time to let you know that we won’t be launching this year. However, we will have some pretty exciting Going Medieval related things happening from early 2021 that we cannot wait to share with you!

In the meantime while you wait for Going Medieval to be released, we suggest you head over to our Discord Server and experience an awesome meta-game based on Going Medieval! You can do this by firstly going to the #choose-a-side channel and pick your loyalty. Then you can head on into the #bot-commands channel start the meta-game!

Thank you all so much for your continued love and support for the game. We have much more news to come via our dev blogs, social channels and Discord - so stay tuned!
Talk to you soon!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

Stake your claim in the Going Medieval demo!

Hi! We are Foxy Voxel, an independent game development studio from Serbia that greatly appreciates colony builders, strategies, and simulation games. We’re a team of experienced developers who, in late 2018, started working together on our first project - Going Medieval.

Going Medieval is a colony builder set in alternate post-apocalyptic medieval Europe. In it, you guide a group of survivors while they migrate and re-settle remote areas reclaimed by nature. It’s up to you, the player, to take care of your survivors in a vastly changed world. You can build simple settlements, multi-story fortresses, or dig elaborate shelters below the ground. You’ll have to defend villagers from vicious raiders in a classless, borderless, and lawless post-calamity age.

You can try all of the above in this timed demo. With simple-to-use 3D terrain tools and various buildings and props to create, the only limit in place for the demo is time. The demo ends after 24 in-game days, which may take hours in real-time (depending on your play style). Please keep in mind that this version of the game is still in an early beta phase and a lot more features are still to come as we approach Early Access launch.

Have fun!

Going Medieval Steam Festival Developer Livestream!



We will be featuring a stream led by the fine folk from The Irregular Corporation (our publisher). They are playing the Steam Festival Demo version of Going Medieval right now! Joined by special guest, Vladimir Zivkovic! (Co-founder/Developer @FoxyVoxel)

Vladimir will be giving them all his developer tips and tricks on creating the ultimate settlement!

Head on over to our Steam page to watch now ːsummersunː

Going Medieval Demo is coming to Steam Autumn Fest

Greetings medievalists!

We are happy to announce that the demo for the Going Medieval will be playable when the Steam Autumn festival starts.

For those that are not familiar with it - The Steam Game Festival is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam.

Disclaimer: This demo is almost identical to the one played by the closed-beta players a couple of weeks ago. However, this is a chance for those who missed out on the beta to get hands-on with the game. This also means that the changes made in the September devblog will not be in this demo, however, those things are fixed, true, but they require extensive QA on our side, and we are not yet ready to share them with our players.

You can play our timed demo from Wednesday, October 7th, 10AM PST to Tuesday, October 13th, 10AM PST. It is important to note that the demo lets you play until the end of the summer season. For this purpose we’ve disabled the save/load feature - you will be able to start as many new games as you want during the festival, and play freely by the start of the in-game autumn.

Share your experience with our community and us via our Discord server and Twitter account.

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

September Update

Greetings medievalists!

The closed beta came and went, but the feedback you provided along with the bugs helped us immensely! So, thank you all so much again for taking part.

We have been fixing and implementing some of the feedback suggested throughout August. There is still more to go of course, but based on the response that came from all of you, this tells us that we are on the right path.

Here is what we have added so far:

[h3]Gameplay improvements[/h3]
  • Enemies plan their attacks better now

Users reported issues where enemies behaved weird, not changing targets properly and attacking when they should be fleeing (also attacking unconscious villagers). We’ve implemented a system that should be much more satisfying and optimized when it comes to these attacks, thus avoiding a player’s frustration in the process.
  • Villagers getting stuck within constructions, stairs and ground should be thing of the past now
  • Planning construction within the game’s grid space is much easier now. Also, the issue where some buildings getting canceled in the mid-build process would stay written in grid
  • The underlying system for socketable constructions (wall banners, beams, etc) is refactored and changed. This solved the potential issue where the players couldn’t build buildings under torches or banners
  • We’ve changed to the way villagers reach certain points (mining ground, picking up resources, etc). This way, no pile will be ignored
  • The destroyed door will spawn a floor now. This solves the problem of a door on the second floor with nothing underneath it. When enemies would destroy the door, a hole would be created thus blocking their path forward
  • We’ve added orientation indicators to the buildings. Players can now see where the “front” of the building is
  • Added better position indicators to the staircase in order to make it easier to place the stairs


[h3]Tooltip improvements[/h3]
  • Info that is shown to the player when selecting an item on the ground has been expanded
  • Added tooltips to all the important information in the selection tab (with an explanation of how this number came to be)
  • Added tooltip with more detailed information when hovering on a weapon/armor/shield on the ground
  • Added detailed information on how the math works for range, damage, armor, temperature, etc in the inventory panel

[h3]Additional Features:[/h3]
  • Reworked combat animations. All animations are now slower (in order to help combat look a bit more clearer)
  • Animations no longer move the villager when performing an attack
  • Wind up part of animations have been trimmed away (except for ranged weapons)
  • Doors now animate and open automatically when villagers walk through them
  • Food production no longer has a simmering phase. Other productions like smoking meat still have this passive phase because it’s much longer and logical
  • The player can now choose to produce x5 and x10 food products at once
  • The production panel automatically opens if the production building is selected during construction
  • The construction panel automatically updates when research is unlocked


Now - if you want a COMPLETE list of fixes, you might want to sit down, as this will take some time:

[h3]Beta bugs and issues fixes:[/h3]
  • Fixed a bug that caused enemies to walk through the doors
  • Fixed a bug where the player was able to place stairs blueprint over stairs that were being constructed at the time
  • Fixed a bug where the player was able to place roofs in such a way that one endpoint of a roof was resting on either a wall, window, door, or beam and the other wasn't, i.e. it was resting on a floor one level below its other endpoint. Because of this bug, roofs appeared as floating on one side and on the other they had proper support
  • Fixed multiple roofs related bug issues; villagers wouldn't construct roof after game loading, roofs not visible after loading, roof foundation rotation wasn’t correct after loading and roof positions not calculated properly after loading (which might lead to roofs collapsing for no obvious reason)
  • Fixed a bug when building construction is canceled only while the villager is constructing it. That would lead to that building data to remain on grid spaces it occupies, which resulted in other bugs (example: roofs couldn't be placed because the system thinks stairs exists (even though they've been destroyed))
  • Fixed a bug where the room is not detected in case its door has no ground or floor under it, resulting in villager mood penalties
  • Fixed a bug where the room's wall (under which is a hole) was destroyed, but the area remains still recognized as a room
  • Fixed a bug where the slope dig marker sometimes doesn’t get deleted after the selected slope was removed
  • Fixed a bug that caused villagers to get stuck. Villagers should get stuck less often, if at all
  • Fixed a bug that prevented roofs and stairs from carving crop fields
  • Fixed a bug that caused some dirt ramps to disappear after loading a save game
  • Fixed a bug that prevented villager from not hauling resources to the stockpile if the stockpile was on the upper level
  • Fixed a bug that created an unmovable pile - caused by when a pile spawns at the stockpile and it's forbidden to be stored on it (example: waste spawns after food rots)
  • Fixed a bug that caused the same villager to arrive multiple times (caused usually by that same villager being dead before the event ends)
  • Fixed a bug that caused the roof foundation to not be properly aligned after the roof replacement that happened after loading a saved game
  • Fixed a bug where all of the banners appeared white until you try to open the in-game menu to edit the flag
  • Fixed a bug that caused villagers to stuck themselves into an infinite construction loop. This bug was caused by the beam that had one grid space width in size
  • Fixed a bug that caused incorrect calculation of the year cycle. The game was displaying the spring variant of the materials for a moment when loading the game, then it switched to the appropriate variant corresponding to the current season
  • Fixed a bug where the marked ground would not be dug after loading (the reachable positions would not refreshing properly)
  • Fixed a bug that caused human carcass piles to not be stored/unstored in the resources dictionary when loading a saved game. Villagers would ignore those piles when in need of a resource
  • Fixed a bug that caused villagers not to deliver resources to floor blueprint if socketable item exists above it
  • Fixed a bug where villagers would get stuck inside the stairs when falling down
  • Fixed bugs with dig markers; invisible dig markers, villagers do not want to dig some marked ground, some dig markers when selected show an action_dig text on the info panel, you have to mark it for dig, then cancel and mark again to make it work, etc…
  • Fixed a bug that caused building blueprint to have stability 0 when attached to the voxel - when that would happen, villagers would never deliver resources for construction
  • Fixed a bug that caused when a pile falls down, it's reachable position is null, meaning villager would never touch it
  • Fixed a bug that worked like this - after loading a saved game, if furniture or a socketable item (that's in the foundation phase only!!!) construction fails, it will never start again
  • Fixed issue with the player being able to place a wall through a roof
  • Fixed issue where typing numbers in production queue changes game speed
  • Fixed issue where Villager's Mood tab was showing placeholder text on the first open
  • Fixed issue with overlaying text in Selection Panel > Info Tab
  • Fixed issue with almanac linking - it’s more understandable on what word to click to get almanac help
  • Fixed issue where the wrong villager name was shown on birthday notification
  • Fixed speed button issue where the button would be disabled when no raid is happening on screen
  • Fixed issue where group skills were mismatched on the character creation screen
  • Fixed issue where socketable items (torches, beams) could be placed over other socketable items
  • Changed design of production Edit button to make it more important and easier to spot
  • Fixed Attributes extra panel behavior - Attributes extra panel is now updated instantly after opening
  • Added indicator to the stairs - height indicator as well as from what side can villager access them
  • Animals shouldn’t get stuck into the terrain now
  • Combat colliders should work as intended now - things like archers shooting through floors and walls when showing/hiding layers work as it should
  • Icons are now properly shown in the villager’s Skill Extra Selection Panel
  • Destroyed doors will now spawn constructed floors at their position. This will prevent workers and enemies from getting stuck if the doors were on upper levels
  • Detailed equipment tooltips have been added
  • Changed the way villagers reach piles. Some piles would remain frozen and no one would use them due to a reachable position problem
  • Refactored socketabel constructions: This was done so that the player could place items directly below socketable items. Solves a bug where some socketable items were in blueprint mode forever. Furniture, decorations, and production buildings can be placed on the same grid space as socketable items
  • Deactivating particles when construction fails for socketable torch (infinite particle loop problem)
  • Villagers will prioritize higher nutrition food
  • Socketable items can't be placed if stairs exist at the same position. If the player tried to do that, a message will pop up


And that would be all for this (last) month. There is still a lot of fixing to be done, and a lot of stuff to be implemented, but we are on it!

Stay well, and see you soon.

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: [previewyoutube][/previewyoutube]