
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 610 reviews with recorded playtime.
Reviews
Themes across 608 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
Buen juego, no esperen nada con tanta profundidad estilo rimworld, es muy basico: creo que los mods le pueden llegar a dar esos toques que les faltan. Lo unico que no me gusto o me parecio que pecaron de vagos fue que cuando invadis a otras facciones el mapa es exactamente igual en todos los casos, lo mismo me paso cuando voy a por los alijos. Por otra parte me toco un mapa donde no habia caliza, y llego un punto en que no lo podia conseguir por ninguna parte (ni minando, ni comerciando) consegui lo poco que me faltaba yendo a por los alijos y minando ahi. Esta super bien el juego es entretenido, no pretende nada que no sea, los mods y actualizaciones haran mucho por este juego
Ładny Rimword :) Wiele godzin budowania umiarkowana próba zabicia gracza przez mapę, jestem w połowie roku, pewni zimą dostanę za swoje :)
Oui!
什么时候有自动屠宰功能?可以建个旅馆供商队住宿吗
Not that good,
好玩
I enjoyed Going Medieval, but if you were sold on this being better than RimWorld watch out. There's clearly a lot of influence here, but the systems are lacking in many places, which is a shame as overall it's a well built game with a lot of potential. So it's a tenatative recommend for now, but it's not going to have the longevity of RimWorld unless they fix a few things. It's not 1.0 ready, and I hope this isn't the end of it. - Combat is messy and boring. The rules for overlapping pawns, standing your ground, etc. are entirely unclear. - The user interface needs some work. Multiple levels are great, but trying to select stuff to interact with starts to become clunky, and some of the options floated into the orders menu shouldn't be prioritised. When I'm trying to close a portcullis, it's painful to try to select it, and then avoid accidentally deconstructing it. - The grind is quite bad for some resources, though I think this is mostly a factor of the pawn pathing and prioritisation not being great. - On that topic, it's missing being able to set multiple order chains and levels of priorities for build/destroy/mine/etc. tasks. That's essential so that you can continue to play the game and make plans without then being left to the confusing whims of the AI as to which bits they'll part build before deciding that putting down a single fence somewhere else is more important. - The jobs pawns select to do are dumb, and do not maximise their efficiency for pathing, so many spend endless hours of the day (walk speed vs time movement is not balanced well) heading between stockpiles and work. A factor in this may be the balance of what they can carry vs what is needed for construction. In something like Rimworld you'd get sensible collection of resources to build mutliple things, then head to an area, and get going. That doesn't happen here. - It's a building game. It needs 100% resource recovery when you find out that something can't work because of an arbitrary game limitation. - The roof system is just not great. - It really really really need blueprinting to avoid you having to constantly repeat yourself. Post QoL Update: Some improvements, but the AI, orders, and pathing is still hot garbage. Settlers do not group their actions well, and will spend most of the day walking between different tasks rather than continuing tasks right next to them (of the SAME TYPE). They also occasionally will just ignore or keep resetting your explicit orders to do something, which is incredibly frustrating. Add to that just general daft behaviour like taming an animal then deciding that they really must go and mine rather than leading the animal back from the wilderness first. It's just too frustrating to really enjoy when you spend so much time wrangling AI that seems hell bent on not doing what you want. Introducing more randomness into this mix (fights between settlers) was a terrible idea. At this point it's flipped me to a downvote I'm afraid. Moving in the wrong direction by trying to squeeze in new features or systems while you still have work to do on the current systems.
Its fun until the angry violin sound is playing every 0.5 seconds about settlers starving as you furiously spam "focus preparing food" and "focus hunting" and they just keep whining while rushing to pick up a stick 10 miles away.
sssss
Merci pour le patch qui rend le jeu injouable sur une partie de 269 heures...aucun problème jusqu'à la publication et d'un seul coup rébellions en cascade et effondrement des rythmes qui tournaient depuis le début de la game. Il serait intéressant de revoir vos façons de faire.
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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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