
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.
Modeled estimate, not a reported figure. How we estimate →
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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
As it stands I love the gameplay and the style of the game, hell if I could play it for more than 30mins before the poor optimisation causes my Laptop to force shut down it would be a great game. And I know it isn't my laptop that is the problem as I can play games like Cyberpunk, Bannerlord and the modern Total War games with zero overheating issues even if I play them for hours. So if they improve the optimisation, so it doesn't make laptops run hotter than hell, I would be happy to change my review because the small amount of time I can play the game I loved it.
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.
10 сырое мясо (человек) из 10
still needs allot of work
al principio es un poco complejo pero adictivo cuando ya le coges el truco
好玩
glande el juja la rata
现状好玩,未来可期,同行模范,简约不凡
Sehr süß gemacht. Ich finde es toll, dass man wirklich alles selber designen kann. Schade ist nur, dass es keinen Modus gibt, in dem die Dorfbewohner sich selber vermehren können. Ich würde lieber einen Wirtschaftssimulator spielen, wo ich feindliche Angriffe ausschalte und Dorfwachstum einschalten kann, als ständig angegriffen zu werden. So wird es irgendwann leider doch etwas eintönig, weil die Herausforderung fehlt, wenn man spezieller in die Dorfwachstumsschiene spielt. Aber trotzdem ein super schönes Spiel das ich sehr empfehlen kann.
正式版了恭喜! v1.1.10 即使多年後正式版了改善非常非常多了,但依然尋路機制有點小問題-10 一般的狼不會集體攻擊玩家、不會主動攻擊,能輕易一個一個殺(事件的狼會)-1 狩獵不能用近戰武器-0.01 (動物本來就跑更快所以本來確實先天不可能,但我捏出來了一個跑速+45%的殺狼專用亞馬遜) 不殺狼的話很多小動物都看不到都被吃光了-0.01 有吊橋、鐵閘、滾油、弩砲+1 蓋客廳可以辦活動、可以大家自動一起吃飯+1 狗狗與牛訓練成寵物以後搬運非常強力+10 對知識的處理方式很有趣,書花掉以後還可以補回來(但知識不會遺忘)、可以當錢、還可以當贖金+100 狡黠狐狐好可愛!!!+1000
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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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