
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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About
When civilization is decimated by rampant plague, a lucky few emerge from the ashes. Help them settle in a dangerous wilderness reclaimed by nature. Build them a home, shape their lives, and defend them from bandits and beasts in a lawless, realistic post-calamity world. The Dark Age is yours to rebuild.


From three lost travellers to a thriving walled city, build greatness from desolation. Use 3D terrain tools to create the perfect stronghold, from sprawling multi-storey forts to winding underground caverns. Construct, furnish and decorate your chambers, workshops, chapels, libraries and more, using stone, clay, and other gathered materials.

Each settler is a unique character. Consider Grimbold, for example. As a Swineherd, his Animal Handling is second to none. But his personality is Savage, so he’d make a strong Brawler. He likes nice clothes, his religion is dear to him — and he’s hungry. Satisfy Grimbold’s needs, use his talents, and he’ll be a happy settler — key to a happy settlement.

Build impenetrable defenses and set traps against unrelenting waves of raiders. Research and craft medieval tech, arm your settlers and command them in battle. Tailor your strategy to your villager’s skills, and upgrade them through hunting and combat.

Explore your randomly-generated multi-level map and manipulate it to your will. Terraform the earth and water for construction, design, or military strategy. Build up or dig down, go humble or baronial, and use the modding tools to unearth a whole new level of creative freedom.
We think you'll love Going Medieval if you enjoy...
RimWorld, Manor Lords, Kingdom Come: Deliverance II, Timberborn, Crusader Kings III, Civilization, Total War: Medieval II, Age of Empires IV, Frostpunk 2, Nova Roma, Kingdoms and Castles.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 602 reviews with recorded playtime.
Reviews
Themes across 600 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
NEEDS a family mechanic. This is a massive, fundamental flaw. The entire concept of "medieval" society is built on the backbone of bloodlines, dynasties, and family units. When you think of a medieval settlement, you think of building a homestead for a family, passing down a blacksmith trade from father to daughter, or cementing alliances. Stripping that out doesn't just feel like a missing feature; it actively guts the roleplay and immersion of the entire era. Instead, Going Medieval forces you into this bizarre, clinical loop where your colony is basically just a glorified commune or an overnight shelter. Growth is completely external and randomized. You're just a magnet for a never-ending stream of generic strangers fleeing generic bandits. Because no one can marry, have children, or form a lineage, there is absolutely zero stakes for the future of your settlement. You aren't building a legacy; you're just managing a revolving door of roommates until the simulation ends. What makes it even worse is that other games in the genre proved years ago that this is entirely doable and essential. Needs more diverse events. The events get boring after a few 'save one to be attack by 10' scenarios. The UI isn't great. Needs positions of power. King/Queen, General, ect... Combat is bad... really bad. Where are the faces?! It adds so much for nothing. I don't understand why they just leave them faceless. Will be interested to come back after a few years to see what the DLCs do for the game but as it stands... 4/10
There are the bones of incredible game in here but it's saddled with trollish developers blindly ripping off other titles with no understanding of their own game's differentiators. It's been frustrating watching this game lazily drip adding Dwarf Fortress mechanics. A year ago the combat wasn't amazing but it was at least enjoyable. Then they started watching players on youtube that were cheesing it and set out to destroy those tactics, as if personally offended by them, and it ruined the mechanics that were also working for the rest of us, forcing us to play a specific way. It's a telling sign of the disconnect between the developers and their players that "enemies use siege weapons" is a checkbox right up front in the options because they've never felt great. You'll waste hours of your life manually maintaining little character paths that should be automated because the developers think that playing "whack a mole" is fun with a mouse. The blight mechanic and the combat are both in an abysmal place as of launch. For all of early access we would ask for quality of life improvements and without fail every time they came the developer added more pain points with them. Too much is required instead of seen as optional for gameplay choice and variety. And dont ever try to use cows to haul iron for sale, it's hell on earth getting them all back in their pen when you return. Apparently the devs think stopping everything you're doing and manually clicking on individual characters and cows so your pawns can rope them before they get eaten by wolves is a fun way to spend our time. And that's all maddening because there is a great building system here. You can build beautiful castles and cathedrals if you turn off the combat, so that the random attack directions don't destroy your work. Which, that sucks. We should want combat to be on and still be able to build the beautiful castles. The devs have never added the oft requested feature to "repair as it was" when a building gets destroyed. You're going to be manually rebuilding all the walls when the siege weapons and random digging troll soldiers burn them down. And don't get too into the little characters in your village, they don't grow or evolve themselves very much. You're here to build quick little square box castles that follow the golden path through using everything the developer built. They've worked hard at punishing you for daring to think aesthetically or "role play" the characters. It's a shame. In the hands of more capable leadership they would stop everything and reassess the underlying village management game they have versus the civilization simulation they're clearly copying. (For the love of all that is holy, Foxy Voxel, find your own creativity and STOP copying your design document blindly from the far more expansive Dwarf Fortress.)
One major issue with Going Medieval is the absence of any family or lineage system, and that omission ends up weakening the entire premise. A medieval setting is inherently tied to kinship, inheritance, and generational continuity, so leaving that out makes the world feel disconnected from its own theme. A believable medieval settlement is not just a collection of individuals; it is built around households, trades passed through generations, and relationships that evolve over time. Without those dynamics, the experience loses a significant layer of depth and authenticity. As it stands, the colony ends up feeling more like a temporary shelter than a growing community. New settlers arrive randomly, with little identity or long-term connection to the place. Since there is no possibility of forming families or establishing continuity, there is no real sense of future or legacy. Instead of developing something that endures, you are simply maintaining a rotating group of inhabitants with no lasting stakes. That said, I would be willing to revise my opinion if the developers decide to implement these systems. Adding family mechanics, lineage, and generational progression could turn this into a much more complete experience, rather than a game that currently feels only partially realized
Okay so... Both the good and bad reviews here basically say it all. I do love this game, to a point. That point starts right about the time I've got my town more or less set up. There's no dynasty, no reason to care about one character over another, the NPCs have more of a functional story to them than your original villagers do. The only villager I care at all about, in my most recent build, is this lady who showed up nearly dead with the intolerant religious faction hunting her down. And the only reason I care about her is because at least she has story events (sill) happening many attacks later where they demand we turn her over. Even that got old when I realized these morons were never going to give up no matter how many times we effortlessly stomped them into ground. Nothing feels real or connected, and it feels shallow. Clansfolk is the same price, is older but still putting out massive update additions, and you end up feeling way more connected to your home and people. Yeah, sometimes a kid (or even baby) dies in Clanfolk. For me at least, it's rare, but I have strong memories attached to each gameplay loop where that happens, and I promise myself to make sure I don't let that happen again. With Going Medieval, they're just pixels, I don't care. For me, Going Medieval is what I would start my nieces or nephews on if they wanted to get into this genre. I wouldn't suggest it to a peer.
Very nice game, but please add the ability to make new child settlers.
我觉得现在同类产品多到都可以出一个环世界like游戏评级了( 结果还是不如环世界。。除了有Z轴可以往上盖房子之外,处处都带来一种虽然这游戏也不错,但是我为啥不去玩环世界的感觉2333
The game feels great, the graphics are amazing, and there are many, many fleshed out mechanics that I love. Combat is overall not bad, but can get a little cheesy imo. The one big thing missing from a game like this that needs to exist is one thing: FAMILIES There should be romances between characters, role giving to colonists like nobility, last names that carry down genes, and child-bearing gameplay such as childcare, teaching (schools and teachers?), and choosing passions as they grow up (like rimworld). This would elevate a game like this to the whole next level, truly cementing it among the top of the top I feel. I hope and pray for this to happen at some point.
It is a great game. Really fun if you like building castles and doing base defense. Only thing I wish was in the game is the ability for the settlers to marry and have children. It's a very obvious bit of the game that is missing to make it worth playing past the midgame.
Игра - самое большое разочарование за последние лет 5. Ждал релиза. В итоге увидел игру с приятной атмосферой. Плюсы закончились Визуал вырвиглаз. Полупрозрачность убивает(а отключить её нельзя). Когда большой замок с лестницами вообще непонятно в бою что происходит. Не прицелится не выделить то что надо. Туча малейших деталей, которые нормально реализованы в других подобных играх. Бой ужас. 30 человек на одну клетку? Ни в одной подобной игре такого не было. Ближний бой вообще не нужен по факту. Или вы отбились без потерь или вас продавили и вы слились. варианта только 2. Контента по факту в игре нет вообще. Делать в ней нечего. Все сводится к построению замка с киллбоксами и абузами ИИ. Весь смысл отбиваться 10 людьми против 40. Многие в подобные игры ради этого и играют. Отбиваться горсткой людей против орд противников из-за тупости ИИ. Я играю в подобные игры не ради этого. Есть одна игра фэнтезийная с разными расами, которая как раз вдохновлялась именно этой игрой. Эта игра вышла, та еще в раннем доступе. В итоге там контента намного больше и есть чем заняться(если там наставить модов то контента еще раза в 4 больше). Взаимодействие интересней. Тут у тебя практически нет никакой свободы действий. Вся сложность в том что тебя снесут большей армией если ты просто не заабузил. Нормальный замок тут не построить в начале. Только абузные килбоксы с 100500 коридорами из дверей. очень интересно.... Боевка в ближнем бою сводится стенка на стенку в узком проходе где 50 человек стают в 1 клетку. Базовые настройки всего составлены несбалансированно. Приходится уже наиграв тучу часов составлять свои настройки, но интерес уже пропал. вся игра за 50 часов изучена. (элементарно при сверхтяжелых ранениях твой поселенец будет истекать кровью 3 суток, что бы умереть (за это время можно в поход сходить и вернуться). Мододелы тут самые ленивые, каких нигде не видел. Модов нормальных нет, если что то выпускали то дропали и не поддердивали. Игру не дорабатывать надо игру надо переделывать капитально. Очень много всяких "квалити оф лайф" фишек не включены. Игра очень простая и не дает никакого вызова. Вся сложность в атаках х100500 от кол-ва ваших селян. (ну еще в тупости селян, нужно понять как им выставлять график, он не как в подобных играх) Тем не менее продолжаешь в это играть из-за приятной музыки и графической составляющей. А вот механики и интерфейс в игре оставляют желать лучшего. Был бы мод на мультиплеер то пофигу, какой бы плохой игра не была бы. Игра конечно супер. но разрабы похоже просто домики строили в ней при тестах.
Do i recommend this game? Yes Do i also recommend it for the great gameplay? No As the game really is great, If i wanted to play lego's i would just download a free lego builder where the only thing that would be missing is trades, raids and invasions but have all other aspects. This game has more missed opportunities than i could list in here, if the developers are relying on workshop item creators, then i honestly would go for a refund. Several bugs out there, quite annoying to be honest. I've done several long plays, created some nice arts out there, some 70% replica buildings (because so many missed opportunities). Now what i personally didnt like: - combat, what in the early days of runescape battle system is this... swing a great axe 5 times, not a miss, not a hit, so what is it? yeah a complete nothing... archers, unless you you are ontop of carpentry and have some decent skill level archers, expect 3-4 people to miss a lot and be prepared to even lose a hooman if you didnt build an open tower at the start. - crafting, yeah some of it is great, some of it is quite lackluster (missed opportunity). Honestly, you should be able to micromanage what to melt and what not to melt, sliding a bar saying, superior to flawless dont melt, dont melt %% HP item, yeah no, should really add in more options here, what is crafted should be able to be destroyed again or even used to make better as a second and third chance, depending on what you selected for option. - you dont get the full map, the map has a border, red line border, so on valleys you cant increase the incoming waterlevel to create a high dam. if you try to block incoming water, your map will flood fast... (missed opportunity, why block this?). - couldnt create a roman setting, greek setting, chinese setting, a sicilian setting, crete setting, indian setting, egyptian setting nor a dutch pirate bay setting... could create tortuga though for 60% though, that was fun but not a 100% since ships dont exist... (numerous missed opportunities). why i want to create a roman setting, i want to make my viaducts, aquaducts, waterways in and through mountains, sadly the game missing quite a number of items being able to go for that. building wise, replica's up to 50% (not limited by how great you can build and pay attention to engineering aspects but limited by structure items that cant even be crafted/selected from menu's). Greek setting, i dont even have to go into detail here. Egyptian setting, chinese setting, not even 40% replication or about what you want historical wise. sicillian, crete... yeah, got lots to say, just so many building elements and land elements missing, only thing i could re-create heatwise was a volcano, cinematic video wise it looked cool but that was it. - animals, they roam freely after trained, pens are there for a reason, why let them roam freely, there isnt even an option for micromanagement what to exactly do with them other than what of the 6-7 options they come with, make a checkbox marker for Pen yes or no. - animals would walk through everything unless you lock a door and if you lock a door, nobody can pass through it, animals will lay in doorways, sleep there and even if you warm up the room, settlers will get cold fast, not fun on heavy winter days when you did your best creating a room that is supposed to stay warm. - manage, it really can use an overhaul, children dont like micromanagement anymore and will complain? let em complain, we all were there once and learned to how to play simcity1, ALTTP and mystic quest. (yes 2 are not builders but still needed them brains). There is more but those are minor things really like animals and people getting teleported into a random wall.. So things that i loved: - its better than farthest frontier, - better than i have no clue why compare it even to rimworld, - its better than manor lords, - its better than the asian manor lords knockoff. - its variety of skills, sub skills, traits, roles, to be able to just make a settler exactly the way you want, that is really nice. - the way they allowed you to change difficulty midgame - it has raids - idiot raiders - random ambushes on travel - job selection panel and hours panel - the complete freestyle of the way you want to build things and terraform 80% of the land (see things i dont like). - trading, although there could be a bit more variety, played smart you can get what you want though, but cant manipulate it which of course is awesome so economy isnt going to ♥♥♥♥. - too much more to list but ive been typing for almost an hour already. - much better than any of the godawful anno and civ series Honestly, a very nice game, i really hope to see more things being added and less workshop items being created. So do i recommend it? YES. I know ill be going over a good 1000 hours before my wedding date hits Keep up the work devs (even though i gave a rant here)
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Languages: English, Simplified Chinese, French, German, Japanese, Portuguese - Brazil, Russian, Spanish - Spain, Korean, Polish, Turkish
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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