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Going Medieval on Steam - User reviews, Price & Information

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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.

Going Medieval is a rpg, early access and city builder game developed by Foxy Voxel and published by Mythwright.
Released on March 17th 2026 is available only on Windows in 11 languages: English, Simplified Chinese, French, German, Japanese, Portuguese - Brazil, Russian, Spanish - Spain, Korean, Polish and Turkish.

It has received 18,506 reviews of which 16,633 were positive and 1,873 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 29.99€ on Steam, but you can find it for 6.87€ on Gamivo.


The Steam community has classified Going Medieval into these genres:

Media & Screenshots

Get an in-depth look at Going Medieval through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i5-9400F or AMD Ryzen 5 2600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 Ti (4 GB) or AMD Radeon RX 580 (4 GB)
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: Windows Compatible Audio Device

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

4189 hours played
Aug. 2026
Over 4000+ hours on a single survival save from 0.10.4, updated it with new saves to now we are at 1.1.XX so yea worth the money and the time. They actually made a good game that takes mods. Game plays as Rimworld in 3d. Not more I need to say other than if you like Rimworld you will like this no doubt.
220 hours played
July 2026
A settlement game that made me care about every single settler. After 179 hours, Going Medieval has become one of my favourite colony management games. I wanted to share both what I love about it and a few ideas that I hope the developers might consider. I've always been a fan of RTS games, starting with Age of Empires III. One thing I always felt those games lacked was the importance of each individual unit. Soldiers were often just expendable pieces on a battlefield. Going Medieval completely changed that for me. Every settler feels like a person instead of an expendable unit. They have backgrounds, moods, preferences, beliefs, relationships and daily needs. Managing a settlement feels believable because everyone naturally takes on multiple roles. Today's farmer may become tomorrow's doctor. A cook can pick up a bow when the settlement is attacked. A soldier returns to farming after the battle ends. That's exactly how a real settlement should feel. One of my favourite aspects is how the game quietly turns every profession into its own little management game. Building a kitchen becomes kitchen management—planning work shifts, keeping ingredients nearby, preserving food, and making sure production keeps up with demand. The same applies to farming, hunting, trading, brewing and crafting. It keeps every part of the settlement engaging. The recent updates have clearly improved many systems, and it's nice to see active development. I still encounter occasional production glitches where workstations report targets as fulfilled when they aren't (or vice versa), sometimes only resolving after rebuilding the workstation or restarting the game. These issues are much rarer now, but I hope they continue to improve. The rest of this review isn't criticism—it's simply a collection of ideas from someone who genuinely enjoys the game and wants to see it become even better. 1. General / Game Setting What I like - Every settler feels important. - Great balance between colony management, survival and medieval life. - Excellent atmosphere. Suggestions - More official scenarios and campaigns beyond survival. - Objectives such as defending a king, protecting a monastery or cathedral, supplying a kingdom during war, or "King of the Hill" style maps. 2. Landscape & Map Design What I like - Vertical building and terrain manipulation are some of the game's strongest features. - Building into mountains and creating underground settlements is incredibly satisfying. Suggestions - More unique map landmarks and terrain variations. - More reasons to explore beyond the starting area. 3. Character Depth What I like - Settlers have personality instead of feeling like robots. - Managing their daily lives is enjoyable. Suggestions - Expand personalities further. - More interactions, rivalries, friendships and leadership traits. 4. Wildlife & Domestic Animals What I like - Hunting and livestock both feel meaningful. Suggestions - A dedicated Shepherd role. - Dogs assigned to protect livestock from predators. - More animal behaviours and interactions. 5. Building & Settlement Design What I like - Building multi-storey castles and underground cellars is fantastic. - Temperature management is one of my favourite mechanics. Suggestions - Allow cellars to become a recognized room type that provides additional food preservation or fermentation bonuses. - Expand room specialization further. For example, workshops could gain efficiency bonuses when their relevant materials are stored within the room, encouraging better settlement planning. 6. Weapons, Equipment & Armour What I like - Combat encourages planning instead of simply making stronger weapons. Suggestions - Give players the ability to craft every existing weapon and equipment type already present in the game. - Allow crafting of currently unavailable equipment such as metal shields. - Expand equipment progression with more craftable armour and weapon variants over time. 7. Clothing & Appearance What I like - Equipment progression feels rewarding. Suggestions - Give players more control over who wears specific equipment. - For example, I'd like to reserve golden armour for my Sergeant, distinctive clothing for my Broker, or a particular outfit for my Bard. Small appearance controls like this would make settlements feel more organized while also making important settlers easier to identify during battles. 8. Agriculture & Fishing What I like - Farming is enjoyable and supports the entire settlement. Suggestions - Add more crop varieties over time. - In the in-game dictionary, include the ingredients required to prepare each dish. The dishes themselves are already well explained, but seeing their recipes would make it easier to plan farming, preserve rare ingredients, and explore the game's excellent medieval cuisine. 9. Crafting What I like - Production chains are satisfying to optimize. Suggestions - Continue expanding crafting progression and the variety of equipment available throughout the game. 10. Prisons & Prisoners What I like - Prisoners add interesting gameplay. Suggestions - Expand prisoner management. - Dedicated jailer behaviour. - More interactions and rehabilitation options. 11. Community Roles This is where I think the game has enormous potential. The existing roles are enjoyable, but many feel mechanically limited. Examples: - A Settlement Leader who improves morale, attracts settlers and inspires defenders. - Shepherds managing livestock with dogs. - Bards boosting morale during celebrations and battles. - Sergeants encouraging nearby soldiers. - Brokers providing economic bonuses beyond trading prices. These roles would make settlements feel even more alive. 12. Rooms What I like - Room specialization is rewarding. Suggestions - More specialized room types with meaningful buffs that encourage different settlement layouts and planning. 13. Trading & Diplomacy What I like - Trading is an important part of progression. Suggestions - Allow players to visit allied settlements. - Trade directly at their markets or through their brokers. - Seeing how NPC settlements function would help new players while making the world feel much more alive. 14. Battles What I like - Battles reward preparation. Suggestions - Easier management of large groups. - Better formations. - More control over battalions. - Less need to pause constantly. - Banner bearers could inspire nearby troops while making armies feel even more medieval. - Archers having optional secondary weapons like daggers or hand axes would also be a nice addition. 15. Siege Warfare Suggestions - Expand siege equipment. - Mobile siege towers. - Assault ramps. - More varied enemy siege tactics. - It would also be great to eventually see enemy armies using war dogs and more varied battlefield compositions. 16. Other Suggestions The most requested feature is probably horses. I completely agree. Horses could expand almost every system in the game: - Cavalry. - Saddles. - Horseshoes. - Stables. - Wagons. - Greater caravan capacity. - New military strategies. - Greater importance for spearmen and pike formations. If cavalry is already planned for a future update or DLC, I'd happily support it. Final Thoughts Going Medieval has become one of my favourite colony management games because it makes me care about the people living in my settlement rather than simply managing resources. It has excellent foundations, active developers, and updates that genuinely improve the game. Most of my suggestions come from wanting the world to become even deeper, not because I think it's lacking. If the developers continue building on these systems over the coming years, I honestly think Going Medieval could become one of the defining medieval settlement simulators. Thank you to the developers for continuing to improve it. I'm excited to see where the game goes next.
620 hours played
March 2026
Castle/Village Builder, Colony Sim, Settler Survival, Castle Defence, it's all of them at once, and in my opinion finds a real solid middle ground between all of them, and better yet, the game includes a ton of options in order for you to customise each playthrough as you see fit! What really made me recommend this game however, are the devs, it's a small concentrated team, who genuinely listen to their community. They're very active in Discord and otherwise, talking to folks, gathering opinions and suggestions and making sure people feel heard. Some folk have made comments about the large updates being a bit further between, but over the years the updates have been amazing, what started as a somewhat simplistic (though very fun!) castle builder/defender, has grown to include complex fire and water simulation, massive AI improvements, a host of new ways for your settlers to interact with each other/the world around them and more additions to the amount of ways you can build a castle than I can remember. Most likely I'm a bit biased as I've been following since 2 days after it launched in early access, but if you doubt my words, please do try the demo, look up some videos or join the discord, there's a lot to discover in the game, and both devs and community surrounding it are an absolute pleasure.
1460 hours played
Feb. 2026
Hands down my favorite game. If you like city builders and colony sims, this is the game. Very excited for 1.0! Thank you so much and I hope everyone enjoys this marvelous game.
65 hours played
Dec. 2025
Welcome to Going Medieval. Here are 20 different keybinds we expect you to learn and remember immediately, before you get to actually play. There will be no further prompts or reminders about this. Yeah, my crap memory thanking the devs for that. Great game otherwise.

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Frequently Asked Questions

Going Medieval is currently priced at 29.99€ on Steam.

No, Going Medieval is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Going Medieval received 16,633 positive votes out of a total of 18,506 achieving a rating of 8.78.
😎

Going Medieval was developed by Foxy Voxel and published by Mythwright.

Yes, Going Medieval is playable and fully supported on Windows.

No, Going Medieval is not playable on MacOS.

No, Going Medieval is not playable on Linux.

This information about Going Medieval is not available yet.

This information about Going Medieval is not available yet.

No, Going Medieval does not support VR.

Going Medieval is a single-player game.

Yes, there are 2 DLCs available for Going Medieval. Explore additional content available for Going Medieval on Steam.

Yes, Going Medieval is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Going Medieval does not support Steam Remote Play.

Yes, Going Medieval is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Going Medieval.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 23 August 2026 17:22 UTC
SteamSpy data 06 September 2026 02:41 UTC
Steam price 11 September 2026 18:48 UTC
Steam reviews 09 September 2026 01:45 UTC

If you'd like to dive deeper into the details about Going Medieval, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Going Medieval
  • SteamCharts - Analysis of Going Medieval concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Going Medieval compatibility
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