
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 614 reviews with recorded playtime.
Reviews
Themes across 612 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
:)
bon jeux
Ótimo jogo e só melhora
Looks good, like 3D RimWorld but early stages.. I like that they offer a demo before buying For the devs, I'd like to suggest: The research in RimWorld and in this game has always been very bland. You can unlock the entire tech tree with 3 pawns which is actually the smart way to do it, because of how the raiding system works. You always want to destroy anything you're not using so that you don't add unnecessary value to your base, so it kind of punishes you for playing too well, and give you a break for keeping a very small colony, and unlocking all the best equipment before moving forward INSTEAD: In order to unlock the next tier of research, you should have to have x amount of pawns proficient in using a short bow for example before unlocking the longbow, and the same thing for every tech. Forcing you to accept more pawns in order to unlock more technology. Instead of having tech maxed out before you even have a society. Technology is pretty bland and uninteresting otherwise, and doesn't grow as your colony grows, you never even use most of it if you're good enough at the game. So you just go straight from the stone age to the space age in every game if you're good at it, without risk of raids as long as the value of your base isn't high. Also, the raiding system has always been bland, because you just keep the value of your base low in order to keep raids low. Maybe the raiding system could be based off of the games difficulty instead of how valuable your base is, but it could also maybe include the value, but not only the value. For example: If you had the ability to recruit 10 pawns but you're still only on 3 pawns, the game still sends 10-20 raiders instead of only 3-4.. Because it's not based only off the value of your base. Maybe you have raiding parties that determine the value of your loot, and they always have light armor but high numbers. Meanwhile you're in competition with other kingdoms, can raid their caravans and whatnot in order to set them back so that you can actually get ahead of them, so its more competitive and there might be a point to snagging those other pawns that don't have great stats, because you can use them to raid the enemy and slow them down. Just some food for thought to make RimWorld and this game more interesting.. I definitely wouldn't copy RimWorlds raiding system, it's pretty bad. But the rest of the game is pretty amazing. Thanks
Das Spiel Going Medival verzichtet zwar, derzeit noch, auf die Gesichter der Akteure aber in sehr vielen Aspekten ist das Spiel detailreich ausgeschmückt. Alles in Allem eine sehr schön gemachte Aufbausimulation zum Thema Besiedlung im Mittelalter mit dem Fokus auf den Fortschritt einer sich entwickelnden Burggemeinschaft oder Klostergemeinschaft... je nachdem welche Richtung der Spieler intensiviert fördern möchte.
ok
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.
Ja und gleichzeitig Nein Wer von Spielen wie Rimworld kommt wird sich hier sofort zu Hause fühlen. Die grundlegenden Mechaniken sind sehr ähnlich. Going Medieval erweitert das Spielprinzip mit mehreren Höhenebenen und einigen weiteren Features. Rimworld hat natürlich mit den ganzen Erweiterungen eine Menge mehr zu bieten, dennoch ist das hier eine nette Abwechslung. Leider gibt es ein dickes aber. Und das ist wie so oft in Colonysimulatoren die KI. Wenn ihr zu viele Tasks in der Warteschlange habt, kann es schonmal passieren, dass euer Builder erst in einer Ecke der Karte etwas erledigt, auf die andere Seite der Karte rennt dann dort eine Sache erledigt und wieder zurück in die andere um dort weiter zu machen. Ihr könnt keine Reihenbefehle geben. usw. Unterm Strich kann man mit ein paar Abstrichen Spaß haben,
wszystko jest fajne
relaxante
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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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