
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.
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
Going Medival ist ein tolles Spiel, es macht Spaß und herausfordernd und auch Komplex. Man kann frei bauen und man ist nicht auf vorgefertigte gebäude angewissen somit seid Kreativ :) Wer solche Spiele mag ist hier definitiv richtig.
Ich finde dieses Game sehr schön, es ist Entspannend aber dennoch musst du halt alles planen. Ich spiele es gern wenn mein Kopf nichtmehr andere RPG games packt
I have 187 hours in the last two weeks at the time of this review
it is a very nice game to play, however there's still so problem need to fixed, one of them were that the gear is so weak and can barely protect the villager from the attack, also even with better armor, the villager die so often and once the battle is done, most of the enemies will be gone and seldom of them will be the capture, so it's hard to recruit new members, but it is still a very potential game, hope for a better update to make the game better.
Ich bin ziemlich zwiegespalten was Going Medieval angeht. Anfangs musste ich mich aufgrund des optischen Designs überwinden es zu spielen. Ich bin da leider etwas oberflächlich weswegen mir da wahrscheinlich schon so einige Gute Spiele entgangen sind. Und diesen Polygon-Grafikstil mag ich eigentlich überhaupt nicht. Aber das ist ja mein Problem^^ Letztendlich habe ich mich aber doch ans Spiel rangetraut. Denn ich liebe solche Kolonie-Simulationen, ganz besonders wenn sie in der von mir bevorzugten isometrischen Ansicht sind. Habe auch schon „Stranded: Alien Dawn“ gesuchtet. Going Medieval ist für mich aber so bisschen Hass-Liebe. Ich will es lieben und tue es auch irgendwie, aber es gibt leider auch viele Dinge die extrem nerven/frustrieren. Gefühlt lassen die Bewohner alles liegen. Wenn man da nicht hinterher ist sieht es einfach nur chaotisch aus. Sehr nervig ist das auch wenn sie über die halbe Karte wandern um irgendwo zu pflücken/ernten/jagen/angeln um dann mit leeren Händen zurückzukehren. Da muss sich dann extra noch mal wer auf den Weg machen. Manche Arbeiten werden manchmal einfach nicht erledigt und Arbeitern muss man gerne auch mal 2-3x sagen das sie das jetzt tun sollen. Die Viecher koten auch den ganzen Tag alles voll. Man weiß irgendwann gar nicht mehr wohin mit dem Mist. Das Problem gibt’s auch mit anderen Sachen. Ne Möglichkeit Dinge direkt zu entsorgen wäre Prima. … und, und, und … Käme einiges zusammen, wenn man alles aufzählen würde. Unterm Strich würde ich das Spiel wohl empfehlen. Eine Masochistische Neigung oder eine hohe Frusttoleranz wären aber Hilfreich!
Как (в прошлом) обладатель 100% достижений (до выхода 1.0, обновление расширило список) - игра очень хороша в своем жанре. Средневековый Rimworld в 3D, позволяющий возводить огромные замки, зарождать капитализм в послечумной Европе, вести войны, и все это руками поселенцев-рабов, по классике жанра. 10/10, я залип.
ИГРА ПРОСТО ТОП НО СЛОЖНАЯ
still needs allot of work
I want to like this game, but the more I play it, the more bugs I find. It feels like they made the game just good enough, to not be able to get a refund, before they released it as 1.0. This game has a lot of potential, but is very much still in beta, in all but name. I would wait at least 6 months to a year, before trying this game.
I really enjoyed the game. I played it for a while and understood the game mechanics—they're really interesting, especially the attack bonus mechanic and the use of dungeons. The beginning of the game is quite satisfying and encourages further development of the settlement. Unfortunately, the game's biggest problem is the building and combining of multiple mechanics into one larger structure. The idea itself is great, but the execution is sometimes very sloppy. For example, to create one larger room or part of a settlement, you have to use many smaller building mechanics. Let's say a project requires the use of 10 different elements or systems—up to about 7, everything works fine, but then problems start to arise. One mechanic blocks another, something won't connect, or the game doesn't allow you to complete the structure as planned. This means that instead of the satisfaction of completing a building, the player focuses mainly on solving problems or finding workarounds and alternative construction methods. Often, you're more focused on fighting the game's limitations than actually building. The stability mechanics are okay, but they also quickly show their limitations. It's playable, but with larger projects, the system's inadequacies become very apparent. The slave system also often has bugs and looks unfinished, so I don't recommend basing your entire game on this mechanic. Large settlements also pose problems. Building a central castle, walls, or a secure city core sounds great, but building restrictions often prevent the idea from being fully realized. This makes it more cost-effective to create separate, smaller production zones than one large, well-organized settlement. This is also evident in the example of work stations, such as the blacksmith. The station itself offers about three different mechanics, and at first glance, it looks good. The problem arises when you want to use it truly efficiently. In practice, you need to build a separate, well-prepared production zone for it, because only then will everything work properly and effectively. This shows that many mechanics only work well when separated from the rest of the settlement, which limits creativity when building larger cities. Enemy and bot attacks on settlements are an important element of the game and can be very fun at first. The problem arises after a while—combat starts to look very similar and gradually loses its appeal. Randomness exists, but the more hours you play, the more repetitive it becomes. At a certain point, victories become less enjoyable, as most attacks are practically the same. Mods are also crucial—without them, the game can be quite frustrating. Mods improve many limitations and make the game much more enjoyable.
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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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