21.5 hours played
Written 6 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