Going Medieval
Going Medieval

Going Medieval

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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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Steam
GOG
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Going Medieval Soundtrack
Going Medieval Soundtrack
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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%
7,568 reviews
6,799
769
204.2 hours played
Written 16 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.
10.6 hours played
Written 12 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
54.3 hours played
Written 14 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.
19.3 hours played
Written 1 month and 3 days ago

Great game, even in Early Access. Gets updated regulary and the dev is very transperant in the Devlogs. There is a roadmap and they actually stick to it. Looking forward to the Full Release.
50.4 hours played
Written 8 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.
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
19.6 hours played
Written 6 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.
1,067.8 hours played
Written 7 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 7 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.
2,589.4 hours played
Written 11 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 13 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!
410.7 hours played
Written 15 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 16 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.
80.5 hours played
Written 16 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
371.4 hours played
Written 17 days ago

really easy sit back and relax game with some fun mechanics
0.3 hours played
Written 19 days ago

I first got this game when it was announced. And as of now its a completely different game, for the better. I'm glad this game has been getting constant updates and its looking to be a great addition to the genre. Recommend.
47.2 hours played
Written 20 days ago

This game is addicting and fun. Honestly its been awhile since a game has grabbed my interest like this one. Im going to bed way too late and going to work exhausted and all I think about this game all day waiting to get home to play.
190.8 hours played
Written 21 days ago

Absolutely wonderful! I love all of the building options, animal management, crops, people, terrain, and just on and on. 5/5!
472.2 hours played
Written 22 days ago

This is the single best early access game I have every encountered. They truly continue to deliver on what they promised and with a level of detail that makes all new changes exciting to discover. The replay factor for this game is also fantastic with a new experience every time. I would highly recommend this game to anyone interested in the genre!
1.0 hours played
Written 24 days ago

+ It's kinda fun - you can plan your settlement in detail. -/+ There's a tutorial, but it's a bit lackluster. Some things are explained, others are not and you end up spending a lot of time looking for the information you want. - UI isn't very nice. There's a lot of micro management, though, so the UI is important. - The game made my coolers run wild, which they rarely do even in graphically much more developed games. Then my monitor turned off, which is a no go and never happens with other games. So, yeah...not for me.
49.3 hours played
Written 28 days ago

Relaxing and addictive! I've been enjoying it so far. It's calming to play at normal speed and just listening to the soundtrack that pops in here and there. I don't know if that was purposeful, but I love hearing the silence and just the overall ambient sounds that the world has when the music stops. I love the details that they put into this game. To trails that come and go when my colony travels to and forth from the woods-- to opening/closing the windows, controlling heat from fire pits inside homes, and having your colony wear the appropriate clothing according to the current weather. It's great seeing some members of your colony change or add new personalities as the game progresses. It's also cool seeing them build friendships or disliking a certain member. With that being said, I do wish there was a family structure in the game such as marrying, having children; so on. That was one big disappointment learning that the devs purposely didn't include that structure in game due to mature themes such as war, death and cannibalism feeling as though it would be a little too much to have children around such themes in game. I hope some day they do reconsider implementing a family system into the game.
51.1 hours played
Written 1 month and 3 days ago

I love the game. I was and still am a big RimWorld fan. But the 2d style did get a bit old. I wanted 3d, 2 stories houses, 10 story castles. And then boom, found this game. Its great, I love the medieval age so this fits with me. Love the small details they try to put in the game. But ONE thing that really started annoying me was: No Reproduction yet. That is really bugging me. I wanted to start with one guy and slowly get more people to join me and grow from there. But its taking FOREVER. Im up to 10 people which is a decent amount, but not nearly the size I wanted. There are mods that allow you to start with 50 colonists. But that wans't the idea. So .. yea kinda stuck. Please Please make reproduction a thing. Other than that the game is still good. It really is. They are constintley bringing out new updates. Can't wait to see where this game is going.
155.3 hours played
Written 17 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.
4.0 hours played
Written 8 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
94.0 hours played
Written 6 days ago

The devs continue to add great updates to this game.
0.2 hours played
Written 24 days ago

go to start a world and it crashes on loading into said world
99.7 hours played
Written 29 days ago

Probably the greatest member of its genre. Marcellus would be proud they got medieval so well
388.1 hours played
Written 1 month and 4 days ago

fun game really like it but its in DESPERATE need of optimization. I don't know if its the new update but since I've come back to this game i will get a massive lag spike around noon daily. Hope it gets fixed soon. other than performance great game
26.2 hours played
Written 20 days ago

i see colony mangment/ town builder...i buy. im simple person
205.3 hours played
Written 1 month and 4 days ago

It's fun but it has sooooo many bugs or problems.
51.8 hours played
Written 1 month and 5 days ago

My kid described it pretty well - it's like Valheim and Stardew Valley had a baby.
22.2 hours played
Written 6 days ago

Great 3-dimensional version of Rimworld!
310.3 hours played
Written 1 month and 4 days ago

*using a Jedi mind trick* "You want to purchase this game"
538.6 hours played
Written 1 month and 3 days ago

Amazing and fun game.
65.8 hours played
Written 11 days ago

Have really enjoyed the game so far.
1,356.8 hours played
Written 9 days ago

fun game
90.3 hours played
Written 9 days ago

Good game
1,110.5 hours played
Written 11 days ago

It good.
157.3 hours played
Written 19 days ago

Amazing game
155.2 hours played
Written 10 days ago

very good
1,010.1 hours played
Written 21 days ago

Having a good time... ...a medieval time.
721.8 hours played
Written 1 month and 2 days ago

In short, 3 dimension vanilla rimworld stuck in early tech, plus terraforming! If you're like me, these are all good things. I am generally an early release skeptic, but this is one of the good ones.