
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.86/day in the week to Aug 26 → 5.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
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
Reviews
Themes across 952 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you like RimWorld, you'll enjoy this game. You can do more in Going Midieval, like terrain editing and muti-floor construction.
Eh. This has a lot going for it, but also a lot that works against it. There's not so much a learning curve as there is tedium. Lots and lots and lots and lots of tedium. I'd like to say I survived Valheim, Medieval Dynasty, Stellaris, and a bunch of other titles that require some degree of micromanagement. And maybe I'll survive this. 😆 Full disclosure, I started on Pioneer (the most difficult preset). I'm sure the other settings will provide a more chill environment if that's what some gamers are looking for. For me (as a casual), the challenge is good. It's got good mechanics. It's not complicated at all, in fact very typical in many aspects. I'm just not feeling it. Is the survival or building aspect interesting? Not really. Nowhere near enough to keep me immersed. Do I care about the villagers? Not at all. Inevitably, they're all useless, rebellious morons. In fact, I'd rather be playing Craft the World. What other games come to mind? Immediately, Age of Empires or Age of Mythology. And yet, it doesn't present the same calling or ignite the same drive. My gut instinct compelled me to write this earlier on than I have for some reviews because, right now, the degree of busy-work involved to keep things from breaking down here requires a significant amount of tweaking and planning. But I can already tell the payout and satisfaction are gonna be way way further down the road. And right now, there's more exasperation and doldrum than attachment or will to survive. I think that's obvious from the number of hours invested at the time of this writing, and I'm already getting deep into the groan zone, as I call it. If those numbers go up after my last edit, it'll probably be only because I'm stubborn and a sucker for punishment or trying get some achievements. I would give this a thumbs up because objectively, it's pretty okay. But inevitably, it's a slog that feels as lifeless as the wooden dummy villagers do.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Japanese, Portuguese - Brazil, Russian, Spanish - Spain, Korean, Polish, Turkish
| $29.99 |
| — |
| 92% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 957 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Another "Meh" kinda game.
Top Game!
Чотко, кайфово, чіллово, ніжно, гарно, весняно, добре, неймовірно, тендітно, топово, бомбово, клас
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.
still needs allot of work
While Rmworld is more about the pawns, Going Medieval is more about building. And I really like that.
Ce jeu est bien. Du moins était bien, jusqu'au moment où les IA ont décidé de partir en en roue libre. Quelques exemples : construire le premier bloc de sol, puis contourner la montagne pour venir construire le second bloc de sol juste à côté du premier, et rebelote. Quasi deux saisons pour construire une barre de 8 chambres individuelles ... Je ne parlerais pas du système d'inondation qui, pour un trou de 3 blocs dans le sol, inonde l'entièreté du rez-de-chaussée pourtant sans aucun contact avec le sol et donc une couche au dessus du trou. Je parlerais pas des bêtes (coucou les chats qui s'accouplent pire que des lapins ...). Bref, ce jeu reste un coup de coeur, mais là c'est insane ...
Arbeitet mal am Balancing. Kann doch nicht sein das ich auf einfach stelle und trotzdem nach ner Zeit vom Gegner überrannt werde.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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