Going Medieval v1.0.100g

Going Medieval is an immersive sandbox experience that puts you in command of rebuilding civilization from the ground up in a dark, post-plague era. In this game, you start with just a few lost travelers and gradually transform your humble beginnings into a thriving, walled city. The world is dangerous and untamed, reclaimed by nature and dominated by both beast and bandit, so every decision you make—from designing your settlement’s layout to training your residents for battle—is critical to survival.
One of the game’s standout features is its deep and flexible building system. Using 3D terrain tools, you can shape the landscape to create sprawling fortresses, intricate underground caverns, or cozy, multi-story homes. Whether you’re constructing workshops, chapels, libraries, or simply furnishings to improve your settlers’ quality of life, the vast array of materials—from stone to clay—provides plenty of creative freedom. The game encourages players to think like medieval architects, strategizing not only for aesthetics but also for practicality in defense and daily management.
Managing medieval life is equally engaging. Every settler in Going Medieval has a unique background and skill set. For example, a character like Grimbold might come as a skilled Swineherd with exceptional animal handling abilities, yet his personality and personal tastes could make him a natural fit for a more hands-on role in battle. Balancing each settler’s needs—be it in nutrition, comfort, or morale—and matching their skills with the right jobs underpins the success of your settlement. Happy, well-managed villagers not only thrive in their day-to-day roles but also contribute to a more resilient defense in times of crisis.
Defense is critical in a world rife with raiders and threats. You’ll need to design impenetrable fortifications, set cunning traps, and arm your settlers with equipment forged from medieval tech. The blend of research, crafting, and strategic combat means you must continually adapt your tactics to the evolving challenges posed by enemy raids. As you progress, upgrading your fighters’ skills through practical experience becomes essential to fend off relentless waves of adversaries.
Perhaps the most appealing aspect of Going Medieval is its total sandbox creativity. The game’s randomly generated multi-level maps and robust modding tools invite experimentation. Whether you prefer a small, quaint village or an expansive baronial fortress complete with engineered defenses, you ultimately decide the fate of your settlement. Terraforming the land—be it by digging deep tunnels or raising embankments—empowers you to tailor the environment to your strategic vision.
Overall, Going Medieval offers a rich, layered simulation of post-apocalyptic reconstructions in a medieval setting, combining creative building, meticulous resource management, and tactical defense. While it is still in early access and constantly evolving, it holds great promise for players who enjoy a deep, engaging sandbox where the only limit is your imagination.
[spoiler=Steam Update Info 09.06.2026] Patch Notes (1.0.100) Greetings, medievalists!The newest patch (1.0.100) is now live on all platforms on the main branch, experimental branch and the demo. 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.Quality of Life ImprovementsAs mentioned in our latest Medieval Monday Talk, we improved settlers’ pathing. Do check video examples there to get better understanding of all the improvements, but here is all the notable info: Settlers should choose the closest walking-distance path for most of the actions (construction, hauling, choosing the closest production building, etc).Construct, Deconstruct, and Mining priority is now determined by the order in which you place blueprints, mark deconstruction or digging. Settlers will disobey the order only when they think it might trap them (example: dead-end hallway of blueprints - they will construct from the dead-end outwards).When it comes to cluster behavior and calculating priority for jobs, settlers will take into account not only the order in which buildings were placed / voxels were marked for mining but they’ll also try to construct as many buildings which are close together first. This is not a flawless logic and may not work all the time, but should feel much better than before.Settlers can now carry building materials up to their carry weight capacity and will thus fill more blueprints than before.Temporary hauling for those extra resources dropped after the delivery goal is disabled so that they aren't snatched away.Settlers will ... [leech=https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1834602721201042]Read more in Steam[/leech][/spoiler]
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