
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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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.
Genres
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 607 reviews with recorded playtime.
Reviews
Themes across 605 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
After buying this game, I genuinely had a lot of fun with it for about two weeks. But the larger my settlement became, the more the settlers’ behavior started turning ♥♥♥♥♥♥♥ stupid, as if the developers had implemented their own brains into the game. Even when I order them to harvest, they refuse to harvest. I draft a settler, place them right in front of the barley, undraft them, and order them to harvest again — and they still just ♥♥♥♥ off to drink booze instead. When I think about the developers’ dumbass idea of adding even more useless behavior patterns in the next patch, I’m no longer just worried about how much worse these idiotic AI patterns will get. At this point, I’m almost looking forward to seeing how ♥♥♥♥♥♥♥ stupid they can become. I would recommend this game only to someone who plans to play it for about one or two weeks, then cleanly delete even the purchase record from their Steam account. But if anyone intends to play it longer than that, I would desperately try to stop them. You will see ♥♥♥♥♥♥♥ stupid AI standing still because the path got cut off during construction. Even if you have a settler with the maximum Animal Handling level of 50, taming a single pheasant can take dozens of real-life minutes. As for bears or boars, you will probably have to leave the game running, lie down in bed, pray to God, fall asleep, and only the next morning finally see one half-dead boar — already near the end of its lifespan — sitting in your pen. That is, of course, assuming some useless beggar bastard you immediately want to blast in the ♥♥♥♥♥♥♥ head with a ballista does not show up, or your game is not forcibly paused because a hostile settlement decides to invade your village.
Mid rimworld rip off, get the real thing The game claims to be set in MEDIVAL ENGLAND, they sure have alot of NON EUROPEAN ethnicities Why? might aswell add sci-fi to it at that point, why not just be a silly voxel styled medival game But we all know why. Bonus points for the black woman in trailer moving 3 chained white men slaves, what is wrong with these devs.
Extremely boring. It isn't hard to get to the point of being functionally invincible and having everything, and after that it's basically a sandbox builder with a very limited variety of items.
Please read the reviews written by ZO_hueman and goobydrewbie. I want to love this game but unfortunately (and specifically) both of these reviews perfectly capture the reasoning behind mine being Negative. 2 months later game has had updates, still not a medieval colony sim, still a "cozy house building sim" with few extra features. Wish i could refund
Интересно с последним патчем - теперь ресурсы особенно ценны. Сделал себе перса людоеда, но соплеменников воротило от человеческой кожи и от чел.мяса. Так и не понял, как их приучить к этому. Я намеренно усложнил себе игру - начал с одиночки и в горах, где очень мало земли. Поля приходилось делать специально. Убирать лишний известняк, а потом застраивать почвой (грязью), ковыряя её по всей карте. Обносишь замок водяным рвом и ставишь откидной мост - замок становится неприступным. Но как-то быстро прошёл игру выполнив задание - уничтожил 3 лагеря бандитов. И всё. Пишет - вы прошли игру, но можете играть дальше. Но дальше стало играть не интересно. Если брать, то по скидке. Так игра норм, но короткая.
Rimworld but 3D and medieval. I'd rather play Rimworld. I can't really articulate why, but the graphics style of this game really hurts my eyes. The dithered roofs and placeholders are painful to look at.
不能生孩子吗?人口全靠移民和奴隶?移民大概每年才一个
Simulador de Castilla 👍
on peut tuer et bruler c'est cool
A settlement game that made me care about every single settler. After 179 hours, Going Medieval has become one of my favourite colony management games. I wanted to share both what I love about it and a few ideas that I hope the developers might consider. I've always been a fan of RTS games, starting with Age of Empires III. One thing I always felt those games lacked was the importance of each individual unit. Soldiers were often just expendable pieces on a battlefield. Going Medieval completely changed that for me. Every settler feels like a person instead of an expendable unit. They have backgrounds, moods, preferences, beliefs, relationships and daily needs. Managing a settlement feels believable because everyone naturally takes on multiple roles. Today's farmer may become tomorrow's doctor. A cook can pick up a bow when the settlement is attacked. A soldier returns to farming after the battle ends. That's exactly how a real settlement should feel. One of my favourite aspects is how the game quietly turns every profession into its own little management game. Building a kitchen becomes kitchen management—planning work shifts, keeping ingredients nearby, preserving food, and making sure production keeps up with demand. The same applies to farming, hunting, trading, brewing and crafting. It keeps every part of the settlement engaging. The recent updates have clearly improved many systems, and it's nice to see active development. I still encounter occasional production glitches where workstations report targets as fulfilled when they aren't (or vice versa), sometimes only resolving after rebuilding the workstation or restarting the game. These issues are much rarer now, but I hope they continue to improve. The rest of this review isn't criticism—it's simply a collection of ideas from someone who genuinely enjoys the game and wants to see it become even better. 1. General / Game Setting What I like - Every settler feels important. - Great balance between colony management, survival and medieval life. - Excellent atmosphere. Suggestions - More official scenarios and campaigns beyond survival. - Objectives such as defending a king, protecting a monastery or cathedral, supplying a kingdom during war, or "King of the Hill" style maps. 2. Landscape & Map Design What I like - Vertical building and terrain manipulation are some of the game's strongest features. - Building into mountains and creating underground settlements is incredibly satisfying. Suggestions - More unique map landmarks and terrain variations. - More reasons to explore beyond the starting area. 3. Character Depth What I like - Settlers have personality instead of feeling like robots. - Managing their daily lives is enjoyable. Suggestions - Expand personalities further. - More interactions, rivalries, friendships and leadership traits. 4. Wildlife & Domestic Animals What I like - Hunting and livestock both feel meaningful. Suggestions - A dedicated Shepherd role. - Dogs assigned to protect livestock from predators. - More animal behaviours and interactions. 5. Building & Settlement Design What I like - Building multi-storey castles and underground cellars is fantastic. - Temperature management is one of my favourite mechanics. Suggestions - Allow cellars to become a recognized room type that provides additional food preservation or fermentation bonuses. - Expand room specialization further. For example, workshops could gain efficiency bonuses when their relevant materials are stored within the room, encouraging better settlement planning. 6. Weapons, Equipment & Armour What I like - Combat encourages planning instead of simply making stronger weapons. Suggestions - Give players the ability to craft every existing weapon and equipment type already present in the game. - Allow crafting of currently unavailable equipment such as metal shields. - Expand equipment progression with more craftable armour and weapon variants over time. 7. Clothing & Appearance What I like - Equipment progression feels rewarding. Suggestions - Give players more control over who wears specific equipment. - For example, I'd like to reserve golden armour for my Sergeant, distinctive clothing for my Broker, or a particular outfit for my Bard. Small appearance controls like this would make settlements feel more organized while also making important settlers easier to identify during battles. 8. Agriculture & Fishing What I like - Farming is enjoyable and supports the entire settlement. Suggestions - Add more crop varieties over time. - In the in-game dictionary, include the ingredients required to prepare each dish. The dishes themselves are already well explained, but seeing their recipes would make it easier to plan farming, preserve rare ingredients, and explore the game's excellent medieval cuisine. 9. Crafting What I like - Production chains are satisfying to optimize. Suggestions - Continue expanding crafting progression and the variety of equipment available throughout the game. 10. Prisons & Prisoners What I like - Prisoners add interesting gameplay. Suggestions - Expand prisoner management. - Dedicated jailer behaviour. - More interactions and rehabilitation options. 11. Community Roles This is where I think the game has enormous potential. The existing roles are enjoyable, but many feel mechanically limited. Examples: - A Settlement Leader who improves morale, attracts settlers and inspires defenders. - Shepherds managing livestock with dogs. - Bards boosting morale during celebrations and battles. - Sergeants encouraging nearby soldiers. - Brokers providing economic bonuses beyond trading prices. These roles would make settlements feel even more alive. 12. Rooms What I like - Room specialization is rewarding. Suggestions - More specialized room types with meaningful buffs that encourage different settlement layouts and planning. 13. Trading & Diplomacy What I like - Trading is an important part of progression. Suggestions - Allow players to visit allied settlements. - Trade directly at their markets or through their brokers. - Seeing how NPC settlements function would help new players while making the world feel much more alive. 14. Battles What I like - Battles reward preparation. Suggestions - Easier management of large groups. - Better formations. - More control over battalions. - Less need to pause constantly. - Banner bearers could inspire nearby troops while making armies feel even more medieval. - Archers having optional secondary weapons like daggers or hand axes would also be a nice addition. 15. Siege Warfare Suggestions - Expand siege equipment. - Mobile siege towers. - Assault ramps. - More varied enemy siege tactics. - It would also be great to eventually see enemy armies using war dogs and more varied battlefield compositions. 16. Other Suggestions The most requested feature is probably horses. I completely agree. Horses could expand almost every system in the game: - Cavalry. - Saddles. - Horseshoes. - Stables. - Wagons. - Greater caravan capacity. - New military strategies. - Greater importance for spearmen and pike formations. If cavalry is already planned for a future update or DLC, I'd happily support it. Final Thoughts Going Medieval has become one of my favourite colony management games because it makes me care about the people living in my settlement rather than simply managing resources. It has excellent foundations, active developers, and updates that genuinely improve the game. Most of my suggestions come from wanting the world to become even deeper, not because I think it's lacking. If the developers continue building on these systems over the coming years, I honestly think Going Medieval could become one of the defining medieval settlement simulators. Thank you to the developers for continuing to improve it. I'm excited to see where the game goes next.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Engagement
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.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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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