Going Medieval
Going Medieval

Going Medieval

1,011
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Data taken from Steam
This game is in Early Access, which means it's still in development and will be missing features.
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Going Medieval - City Builder & Colony Sim
Going Medieval - Fortified Early Access Trailer
New Updates: Fire, Prisoners & Modding
Going Medieval - Accolades Trailer
Going Medieval - Launch Trailer
Going Medieval
Going Medieval
Going Medieval
Going Medieval
Going Medieval
Going Medieval
Going Medieval
Build and manage your own castle settlement in a land reclaimed by wilderness. With detailed management, survival strategy, and a moddable sandbox world, Going Medieval challenges you to build the mightiest colony this side of the apocalypse.
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Published by:
Release Date:

Steam
Latest Patch:

Steam
GOG
Categories
The categories have been assigned by the developers on Steam



Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
89%
7,583 reviews
6,812
771
204.2 hours played
Written 29 days ago

This game is a chore to play, it is NOT fun. They are adding more complexities with allowing enemies to dig etc but aren't fixing the basics people have complained about ages ago. When your population becomes high the game becomes a micro-management nightmare. I have to inidividual tell people when its winter to only wear winter clothes, shouldn't they be smart enough to know this? At least give me a bulk assign to all command type so I don't have to do this one by one. Like others have said, I have to painfully excavate holes one block at a time because the villagers just dig holes around themselves and get stuck. I have to manually tell them to not plant crops in Autumn/winter, if I don't I waste seeds. Combat is extremely painful, I have to get everyone one by one into positions in a battle, I have to assign their weapons and gear (because everything gets damaged over time when worn), then I have to set their stances so they don't run around during battle and open gates etc they aren't supposed to. SO much manually doing things. Have a call to arms bell, ring the bell and everyone takes the best weapon of the class they can use and armour and gets into positions automatically (imagine setting 'zones' with who guards there, the stance etc. This game is an extreme chore and has been in EA for years. Finish the base game and release expansions but core features you come to expect from games in this genre (look at rimworld) are sorely lacking. The dev's don't seem to listen to these basic complaints from members and are just slapping on features that people aren't asking for instead of finishing the game.
171.3 hours played
Written 4 days ago

Recent changes have resulted in horrible difficulty balancing. Walls, moats, all static defenses are nearly useless because the raiders have multiple ways to quickly bypass them. You have to play a very specific way in order to survive. New games when you are weak, as well as newer players are going to hit a hard wall.
54.5 hours played
Written 26 days ago

I first played this in 2021. There was a lot of potential but it was still rough, so I shelved it until I decided to retry last week. This is much improved game. Overall, it's not as good as Rimworld but it's got it's own charm / strengths. Being able to build no kidding castles is great and there are many, many things it does right. However, there are still a few features that are oddly lacking. - Not able to manually que multiple tasks like you can in Rimworld. This is extremely annoying. - Not being to mass assign weapons / clothing / etc, instead having to manually switch each settler from summer to winter clothing, for example. - Enemy raids will sometimes spawn right behind your base, in extremely close proximity. - Instead of 1 - 5 priorities for job, let us do 1 - 10 to allow for more granular control on tasks. - Storage restrictions are arbitrary. I can't place whatever I want on a shelf? Only certain classes of item? - I have yet to have a single mood issue with my settlers. The system exists but it's extremely easy to keep your settlers happy and interpersonal conflict doesn't occur like in Rimworld from what I've seen. I even intentionally made a rude settler who should be hard to get along with and she's still friends with everyone. Overall a great game and can't wait for more content. But I hope they address some of these core issues, particularly with commands.
184.0 hours played
Written 15 days ago

Going Medieval — Review There’s something special about Going Medieval. I don’t say that lightly. The building system alone made me stop and just stare for a bit — not out of confusion, but admiration. It feels like the kind of sandbox my dad would’ve fallen in love with back in the '70s or '80s. It’s like Age of Empires and RollerCoaster Tycoon had a beautiful, blocky child and handed it off to RimWorld to raise in a cottage full of hay, bricks, and barely-contained plague. And it works — sort of. The bones are here. The soul, even. But the body? It’s still growing. This game is in its awkward pre-teen years — full of promise, full of ambition, and still tripping over its own feet. And I mean that lovingly. I want this game to succeed. But right now, it feels torn between being a charming village-builder and a full-blown medieval dynasty simulator. I built my castle. I built walls, turrets, tunnels, crop rotations, and stockpiles big enough to feed an army. And then… nothing. I pushed beyond what the game seemed ready for — not out of spite, but out of passion. I hit 55 colonists before realizing that wasn’t even close to the intended scale. Turns out the game expects more of a RimWorld-sized group — five to ten settlers — not an actual medieval kingdom. And that’s my biggest gripe: it feels like the game wants to be more, but it’s afraid to take the leap. The story isn’t quite yours to tell like it is in RimWorld. There’s no grand arc, no meaningful diplomacy, no complex systems of trade or long-term conflict. You build. You survive. You defend against raids. But once your walls are up and your people are fed, the challenge plateaus. It becomes more of a sandbox and less of a living world. And maybe that’s by design. Maybe the devs never meant for Going Medieval to carry the weight of an empire. But damn — it’s built on a foundation that could. This isn’t a mobile-tier time-waster. This is a game with a brilliant start that deserves to go full Age of Empires in scope and ambition. I’ll say this: I love it. And it frustrates me because I do. If it was a game I didn’t care about, I wouldn’t bother writing this. But I see something here — something worth nurturing. Like a young squire learning how to swing a sword, Going Medieval isn’t there yet. But with time, growth, and a bit of guidance, it could become something truly legendary.
10.6 hours played
Written 25 days ago

the devs are putting focus on all the wrong things and making this game feel less and less like a medieval settlement game and instead more and more like base rimworld with spears, and i don't mean that as a compliment. with the direction this game is going, it feels like they've completely lost sight of what it was at release and what players wanted out of it i do like this game, but the choice to prioritize implementing needless 'features' that nobody asked for or wanted and darker elements like executions (this is realistic for the time period but i don't think it should have been prioritized over other things which are significantly more important) and cannibalism (?????????) over family, relationships, marriage, and children for natural settlement growth is insane to me and i can't help but feel like we've lost the plot here. things are getting really messy
27.1 hours played
Written 14 days ago

This game has so many bugs, so many AI shortcomings, and so many mechanics that don't make sense. Don't bother. I know it's early access but it'd probably take 10 years for all the problems to be ironed out
409.0 hours played
Written 3 days ago

Another game in endless early-access that started promising but everually turned in to a great big buggy doo doo fest.
184.6 hours played
Written 7 days ago

It's a good game, just wished that it would be "easier" to run the game. Because when I play games like this I love to get so many settlers and once you do that the FPS tanks so much. And no my PC is not a potato, I have a 14600k and an RX 7800 XT which should be enough to play the game without lagging. But once I get around to 20+ settlers the FPS just goes so low as 20-25 fps. I know a lot of CPU and logic happening on the game, but still I hope it could be better. I would still highly recommend it though it's a very good game if you like colony management sims.
239.9 hours played
Written 8 days ago

TLDR: "We have Rimworld at home". I'm truly sad to write this because it could have been a really great game, but at the state of the game right now I would avoid this until a further notice. The development team has a masters degree at annoying the crap out of players by fixing a bug and then pushing it to production with three new untested changes that lead to another bug that they try to fix again by the same method every two days making you loose your mind. At some point I find myself quitting the game and coming back half a year later to find the same cycle with new bugs. On to of that, the development team is working on features no one requested an ignoring for years the requests for quality of life changes making it a micromanagement nightmare.
300.6 hours played
Written 16 days ago

Comunity has asked for ages to Assign Workbench to Settler. AGES, Also I reported a visual defect like 4 years ago and they didnt fix it. Was so inlove with this game, and was waiting for those 2 things to be fixed. 4 yeas in and still an issue. Seems i am never playing it again. Such a shame, since I really liked it. Btw the defect is thar if u make a deep hole, the camera zoom goes from x1 to x1000 everytime u pass over the hole. REALLY ANOYING, wont let u play. With every other hole is the same , nor even smooth. Just BOOM zoom x1000 in a fractiom of second then when u go past the hole BOOM zoom x1 in another fraction.
3.8 hours played
Written 17 hours ago

So i have no idea how this game is meant to work and how to get people to do stuff like cook, hunt lol... and without a dedicated tutorial i'm finding it hard to like it
81.5 hours played
Written 12 days ago

This is a really really really good game. There are some bugs, and sometimes those bugs are significantly annoying, but the game is just the right level of "deep" for me... not so deep that it feels like a job that I need to study for (work), but deep enough to be meaningful. The bugs are significant, but the dev's seem to be very active, and keep in mind of course that this is an Early Access game... so obviously bugs are to be expected. Keep it up Devs!!!
50.4 hours played
Written 21 days ago

Going Medieval” is a lovingly crafted colony-sim that transports you to a gritty, overrun realm emerging from calamity—yet it does so with warmth, depth, and surprising charm. From the moment you drop your first settler into the dense, untamed wilderness, you’re invited into a world where creativity and resourcefulness are the keys to survival. At its heart, the game excels in its building system. Rather than forcing you into rigid, preordained structures, Going Medieval hands you a suite of modular pieces—arches, walls, floors, staircases—allowing you to sculpt anything from a humble timber lean-to to an ornate stone keep. This freedom sparks real joy: the first time you watch settlers move piping hot meals through a dining hall you designed yourself is genuinely satisfying. Complementing the construction is a robust survival layer. You must balance food production, clean water, and temperature control against threats like raiding bandits, predatory wildlife, and disease. The ebb and flow of seasonal change adds another strategic dimension: winter brings freezing temperatures and snowfall that can hamstring unprepared colonies, while spring floods might wash away your carefully-laid gardens. The challenge is never punishing, though—the game’s AI colonists have personalities, needs, and skills, and watching them pull together to overcome adversity builds genuine attachment. Combat and defense are equally rewarding. Sieges force you to think tactically about gate placement, chokepoints, and rooflines for arrow slits. There’s a satisfying tension in seeing your militia line up behind a stone wall as battering rams scream toward your gate, or sending lone scouts into dark woods to scout enemy camps. Victory feels earned; defeat teaches you new lessons about preparedness and layout. Graphically, Going Medieval strikes a sweet spot between approachable and atmospheric. Its soft-edged, semi-realistic art style renders sprawling fortresses with a painterly flourish, while the soundtrack’s melodic folk themes underscore each victory and setback without ever overwhelming. The UI is intuitive, with clear overlays for where water flows, where crops are planted, and which zones need tending. Perhaps most heartening is the ongoing developer support and thriving modding community. Regular updates have expanded events, introduced new biomes, and refined AI behaviors. Modders have taken these tools further, adding new building styles, wildlife, and quality-of-life enhancements. Whether you’re a seasoned strategist or new to the genre, there’s always something fresh to explore. In short, Going Medieval is more than a colony simulator—it’s a sandbox for storytelling, where every triumph, tragedy, and architectural triumph you engineer becomes part of an unfolding saga. If you love games that reward planning, ingenuity, and a touch of artistic flair, this title deserves a prime spot in your library.
18.3 hours played
Written 15 days ago

No real end game, because once you get to the second year, everything slows down. Nothing is an issue, raids are easy to beat. Food is plentiful, as are resources through trading food for them The game slows down too much, once you get 9-10 people, it feels like it just stops progressing, and it's just a constant waiting game. This game is meant to be 10-15 settlers without spending a hundred hours just hoping and waiting for raids or events to gain new settlers/prisoners. Speed up settler join/caputure rate Need 2-3x more building options
21.5 hours played
Written 19 days ago

Going Medieval, developed by Foxy Voxel, is a colony-building simulation game set in an alternate medieval timeline where 95% of the global population has been wiped out by plague, leaving survivors to rebuild civilization from the ashes. Drawing inspiration from genre titans like RimWorld, Dwarf Fortress, and Banished, the game combines survival mechanics, base-building, and emergent storytelling into a layered and increasingly complex sandbox experience. What distinguishes Going Medieval is its fully 3D environment and vertical construction, which allows players to dig down, build up, and fortify settlements in ways that go beyond most traditional colony sims. While still in active development through Early Access, it already presents a rich, rewarding, and highly moddable foundation that continues to expand with every update. The core gameplay loop of Going Medieval centers around managing a group of settlers, each with their own individual skills, personalities, and backstories. You begin with a modest homestead—typically a few ragged survivors, some salvaged supplies, and an open wilderness to tame. From there, players must gather resources, construct shelters, plant crops, research technologies, and prepare for external threats such as bandits, wild animals, and starvation. Settlers require food, rest, warmth, and protection, and as the colony grows, so do the logistical challenges. Each element feeds into the other: food production enables population growth, which demands more housing, which then drives the need for advanced materials and defensive planning. One of the most compelling aspects of Going Medieval is its Z-axis construction system. Unlike many colony sims that operate on a single plane, Going Medieval allows players to design multi-story buildings and subterranean structures. This not only adds strategic depth—such as building underground stockpiles to preserve food or constructing watchtowers for defense—but also creates a visually dynamic settlement that evolves organically. Players can build castles with towering stone walls, sprawling farms with layered terraces, or cozy underground bunkers insulated from the harsh winters. This verticality, combined with an intuitive building interface, provides a satisfying and creative architectural sandbox. The game’s survival mechanics strike a delicate balance between challenge and accessibility. Seasons change dynamically, impacting food growth, temperature, and morale. In winter, crops wither, settlers require warm clothing and heating, and hunting becomes crucial. Managing these elements requires foresight and planning, yet the game doesn’t punish the player with RNG cruelty as aggressively as some of its genre peers. There’s room for learning, adapting, and experimenting. The AI behavior of settlers—while sometimes finicky—is generally responsive, with customizable job priorities that let players fine-tune how each character contributes to the colony’s survival and development. Combat in Going Medieval is real-time with pause, offering strategic control over settler positioning, archery ranges, melee engagements, and fortifications. Raids from bandits or rival factions can be devastating if a colony is poorly defended, but thoughtful planning of kill zones, traps, and elevated defenses can turn the tide even with fewer fighters. Equipment and training play a vital role—equipping archers with vantage points or placing melee fighters at choke points makes the difference between survival and annihilation. Combat remains relatively straightforward for now, but updates have steadily improved AI behavior and tactical depth. The research and progression system provides a long-term sense of growth and purpose. Unlocking new technologies—such as brewing, advanced carpentry, or steel-smithing—opens up new tools, materials, and defensive structures. The pace of advancement feels natural, giving players time to explore each mechanic fully before moving on to the next. The addition of religion, social interaction, and medicine systems also introduces light roleplaying elements, adding life and personality to what could otherwise be nameless settlers. As the game expands, more complex social systems—like class hierarchies, diplomacy, or law—could deepen this aspect even further. Graphically, Going Medieval leans into a clean, stylized aesthetic that’s both pleasant and functional. The color palette shifts with seasons and weather, creating a living world that feels responsive to time and player influence. Animations are simple but effective, and the 3D terrain is clear and readable despite the complexity of vertical builds. The user interface is one of the game’s strengths, with clean menus, clear alerts, and a helpful layer toggle system that makes navigating multi-story builds relatively painless—a key quality-of-life feature that many similar games struggle to manage. While the game is undeniably strong in many areas, it does carry some Early Access limitations. Character interactions, though promising, still feel shallow compared to systems in games like RimWorld. Settlers rarely develop strong bonds, rivalries, or emergent drama, which limits the potential for emotional storytelling. Similarly, world events and diplomacy are underdeveloped, leaving the game world feeling somewhat isolated. The lack of a robust trade economy or political system means long-term late-game scenarios can become repetitive once a colony becomes self-sufficient and heavily fortified. However, these gaps are clearly on the developers’ radar, and updates have been consistent, well-implemented, and community-informed. One of the most promising aspects of Going Medieval is its commitment to mod support and community feedback. Already, players are enhancing the experience with new scenarios, improved UI mods, and expanded resource systems. The roadmap indicates a strong desire to keep expanding both breadth and depth, suggesting that Going Medieval has the potential to become not just a great colony sim, but one of the defining games in its genre. With each major update, the game inches closer to realizing that vision. In conclusion, Going Medieval is a richly detailed, mechanically satisfying, and creatively open-ended colony sim that offers players a rewarding blend of survival strategy and base-building freedom. Its smart use of 3D construction, accessible interface, and satisfying progression systems make it stand out in a crowded genre. While it still has room to grow—particularly in character development and world systems—it already delivers a compelling experience that balances creativity with consequence. For fans of RimWorld, Banished, or Dwarf Fortress looking for a fresh medieval spin with a strong future, Going Medieval is absolutely worth settling into. Rating: 8/10
22.1 hours played
Written 18 days ago

If you like Rimworld, this is Rimworld lite. The 3d aspect of it is nice, I think there's room to work on it, but overall it's a good experience and the word "cozy" comes to mind.
21.3 hours played
Written 1 day ago

great game finished everything except kill 5 and 10 Hares Achivements
115.8 hours played
Written 3 days ago

really fun village-building sim. always makes me smile when i see an in game update of "John and Jill are closer now because of good conversation." just really cute
417.3 hours played
Written 27 days ago

The perfect medieval colony game! After 400 hours of game-play i can confidently say this is one of the best medieval colony sim games I've ever played. The skill trees are well made, getting accomplishments feels rewarding, and suffering losses makes the stakes feel more intense while remaining fun. There is a lot of customization in how you play as well. Multiple map types with extremely varied terrain keep new playthroughs engaging and new. You can change how your band of villagers begins with a lot of details. You can choose their clothes, weapons, supplies, unlocked knowledge, heights ages and more. You can even create your own custom story sets and presets to have a playstyle you like on standby when you want a new run. If customization isn't your thing they also have plenty of presets to choose from. If you want a colony sim you can sink a ton of time into, to build a humble little village or huge kingdom you care about, this is the game to get.
39.2 hours played
Written 29 days ago

Great game, really interesting and doing something different in this genre of top down colony sims. Instead of being as deep as Rim world, as most other games I have tried in this genre, it instead stays "basic", using depth in a x, y, z axies instead, adding new levels of planning, building and chanellegs(?). I will admit, I hated it getting the last three achivements, since they weren't hard, just hard to keep count of and were entirely up to chance and spending a bit too much time just to get them. But getting them was "somewhat" worth it in the end, and since it's my thing to not write reviews until after I achive 100%, this was very much looked forward to. Should you buy this game? Maybe, not my decsion to make, but it can be a good way to show you what else coloney sims can offer beyound Rim World.( I don't hate the game, just think most newer games in the genre just Copy paste it.) What I will say is that it is still being updated, has a decent amount of playtime worth going through and does religion stuff, which is pretty cool.
95.0 hours played
Written 29 days ago

I'm not sure exactly why, but I absolutely love this game. I mean its good in all the standard senses, its fun, not too hard, but with decent depth, but its also surprisingly "zen" - I can play it to relax, almost meditating
377.8 hours played
Written 29 days ago

really easy sit back and relax game with some fun mechanics
0.9 hours played
Written 15 days ago

In it's current state I do not recommend this game. Lack the function of a basic tutorial and once you close the information window you can't access it again. I realize it is in development and I am familiar with other builder sim games but come on really? You should have the minimal basics in place so you can at least look at the information again. My review is subject to change if you make basic improvements.
155.3 hours played
Written 30 days ago

Gameplay is very limited. I would not recommend buying this game. The road map doesn't give any hope for better content. Enemy sieges are dumb. The enemy will place down a siege weapon and wont actually build or use them. Once you kill the enemies your pawns will go and use your own resources to build the enemy siege weapons unless you cancel the building. After an attack your pawns will only pick up 1 piece of clothing at a time which can take multiple days. Pawns won't automatically change their clothing for the different seasons. You have to manually change what clothes they wear and they drop it on the ground.
103.7 hours played
Written 17 days ago

Its basically rimworld with different graphics.
4.0 hours played
Written 21 days ago

for me its just a block game which i'm unable to play as it gives me migraines. so it a no from me but if it doesn't get to you it might be a good game. You have to think on how to keep your people happy but that's as far as i could go
28.3 hours played
Written 5 days ago

Runs horribly on good hardware, and isn't really fun.
94.2 hours played
Written 19 days ago

The devs continue to add great updates to this game.
2,016.6 hours played
Written 15 days ago

Not only are my loads gone, any new loads made are busted to the point where you basically have to make a new character for each game....
259.7 hours played
Written 17 days ago

Best game ever!!! 10/10 Keep up the fantastic updates and content!!!!!!!
1,067.8 hours played
Written 19 days ago

This game is an incredible labor of love, and the developers have really nailed it. Every update has something amazing and new, and I'm always impressed. This game says it's Early Access, but its the truth when they say it is because they want to implement more advanced mechanics for their vision of the game rather than the game being unplayable or anything like that. If you like Dwarf Fortress, RimWorld, and those types of micro-management colony-sim systems, then Going Medieval will be your new addiction.
16.6 hours played
Written 19 days ago

It's a bit disheartening that Medieval Architects were so good at designing the perfect Forts and castles. Their city planning was so well thought out that they had no issues accommodating large populations and huge influxes of crowds for events and feasts. All while having the best defensive layout with easy routes in and out. This game would be amazing in their hands! However, for me, it shines a perfect light on my inability to design a storage shed.
2,594.7 hours played
Written 24 days ago

After 2500+ I must say I do enjoy it. Felt the interest and want to hop on and create just like MC back in the day. I would recommend starting small, and easy, build layers at a time and try to give everyone their own job to minimize wasted travel time of trying to share jobs. (Jobs like Hauling, Mining, Planting, etc. excluded) Once you feel good about it start a new one and increase the difficultly to your liking, or if you really just want to lean into to building you can change to custom settings in your current game to fit your play style in the option menu. Get creative! Try, fail and try again until you succeed! (Might have a lot of deaths at once, you may mourn, but there will always be new blood). I look forward to the road map, and would really hope to see a custom map building feature in the game. I think it would double the life span of play time. (for me at least) Also, haven't dipped into mods yet, but most likely will soon.
67.5 hours played
Written 25 days ago

A must have game for city builder gamer. I really enjoy playing this game and I cant stop myself. There are endless possibilities with this game and their dev actively updates!
30.7 hours played
Written 11 days ago

I like it, but i also don't. On the fence with this one. Still couple of annoying bugs here & there.
23.4 hours played
Written 18 days ago

Great 3-dimensional version of Rimworld!
444.5 hours played
Written 2 days ago

If you're going to make a game, why not at least test play it?
33.9 hours played
Written 17 days ago

good game good dev team constant work
112.4 hours played
Written 11 days ago

Basically 3D rimworld. In love with this game.
95.6 hours played
Written 6 days ago

It is an awesome game!!! Replayability? 1000x
108.0 hours played
Written 16 days ago

relaxing, lots of fun.
65.8 hours played
Written 24 days ago

Have really enjoyed the game so far.
494.5 hours played
Written 6 days ago

good base builder
1,356.8 hours played
Written 22 days ago

fun game
29.5 hours played
Written 8 days ago

great game
336.9 hours played
Written 3 days ago

Chill builder you can sink hours into
1,341.1 hours played
Written 2 days ago

great game
104.4 hours played
Written 22 days ago

Good game
1,110.5 hours played
Written 23 days ago

It good.
20.5 hours played
Written 2 days ago

Fun