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Going Medieval on Steam

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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 colony sim, base building and strategy game developed by Foxy Voxel and published by Mythwright.
Released on March 17th 2026 is available on Windows, Steam Deck and Steam Machine in 11 languages: English, Simplified Chinese, French, German, Japanese, Portuguese - Brazil, Russian, Spanish - Spain, Korean, Polish and Turkish.

It has received 17,049 reviews of which 15,003 were positive and 2,046 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 29.99€ on Steam, but you can find it for 9.43€ on Eneba.


The Steam community has classified Going Medieval into these genres:


Here is the detailed breakdown of supported languages for Going Medieval:

UI Subtitle Audio
English
German
French
Korean
Spanish - Spain
Simplified Chinese
Russian
Japanese
Polish
Turkish
Portuguese - Brazil

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.

4257 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.
84 hours played
July 2026
This game is so fun but they need arrow slits for this game. That is a important defense for a castle.
228 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.
343 hours played
June 2026
It is a great game. Really fun if you like building castles and doing base defense. Only thing I wish was in the game is the ability for the settlers to marry and have children. It's a very obvious bit of the game that is missing to make it worth playing past the midgame.
95 hours played
May 2026
The game feels great, the graphics are amazing, and there are many, many fleshed out mechanics that I love. Combat is overall not bad, but can get a little cheesy imo. The one big thing missing from a game like this that needs to exist is one thing: FAMILIES There should be romances between characters, role giving to colonists like nobility, last names that carry down genes, and child-bearing gameplay such as childcare, teaching (schools and teachers?), and choosing passions as they grow up (like rimworld). This would elevate a game like this to the whole next level, truly cementing it among the top of the top I feel. I hope and pray for this to happen at some point.

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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 15,003 positive votes out of a total of 17,049 achieving a rating of 8.60.
😎

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.

Yes, Going Medieval is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Going Medieval is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

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 03 October 2026 22:41 UTC
SteamSpy data 15 October 2026 07:40 UTC
Steam price 26 October 2026 20:10 UTC
Steam reviews 21 October 2026 08:05 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
Going Medieval
Rating
8.6
15,003
2,046
Game modes
Features
Online players
1,004
Developer
Foxy Voxel
Publisher
Mythwright
Release 17 Mar 2026
Platforms
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