About the Game
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.
Screenshots
7 images
Version Information
Steam Patch Notes
Official update history
Greetings, medievalists!
The newest patch (1.1.11) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where forbidden blueprints would turn invisible after using Forbid/Allow tool.
Fixed the issue where gates would be offset if you use replace option on them.
Fixed the issue where replacing walls to windows and doors would position them with a wrong rotation.
Fixed the issue that prevented closing/opening windows via right-click prioritization from working.
Fixed some reachability issues when it comes to mining order, floors and voxels in water.
Fixed the issue where settlers would sit in water when idling.
Fixed the issue where settlers would “sit” in spots where the previously destroyed chairs were located.
Fixed the issue that caused some piles to turn forbidden after some time.
Fixed the issue where, in some cases, ranged enemies would fire several projectiles at the same time. Sort of like a shotgun effect.
Fixed several text related issues.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch (1.1.11) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed the issue that prevented ranged units from firing projectiles and animals dealing damage during their attacks.,
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch (1.1.10) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where forbidden blueprints would turn invisible after using Forbid/Allow tool.
Fixed the issue where gates would be offset if you use replace option on them.
Fixed the issue where replacing walls to windows and doors would position them with a wrong rotation.
Fixed the issue that prevented closing/opening windows via right-click prioritization from working.
Fixed some reachability issues when it comes to mining order, floors and voxels in water.
Fixed the issue where settlers would sit in water when idling.
Fixed the issue where settlers would “sit” in spots where the previously destroyed chairs were located.
Fixed the issue that caused some piles to turn forbidden after some time.
Fixed the issue where, in some cases, ranged enemies would fire several projectiles at the same time. Sort of like a shotgun effect.
Fixed several text related issues.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists!
The newest patch (1.1.9) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Lowered exiting and entering duration on secondary maps with the saves that have massive settlements.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where you would end up lacking resources to complete the tutorial in some situations.
Fixed several visual glitches.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch (1.1.9) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Social fights won't start between people with 30+ positive affection.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where resources carried (to a stockpile) during caravan forming would not be listed in the dialog and would end up permanently lost after exiting the enemy settlement.
Fixed the issue where the log would be incorrect when it comes to fistfight among settlers.
Fixed minor text issues.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch (1.1.7) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Now, if the Plan Mode is on, every time you choose to build something, a black bar text with the line “Plan Mode is ON” will appear to remind you, just in case.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where Player Triggered Event would spawn loot stash locations with Grand Objective content.
Fixed the issue that prevented settlers from mining one voxel under the ladder in a cramped space.
Fixed the issue where the Water/fire debug tool didn’t work in dev tools.
Fixed several text issues and missing localization.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch (1.1.6) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Losing resources on raid loss is less severe now.
Dead pets can be buried via right click.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that caused wrong info to be displayed in the “Most Recent Interactions" tooltip.
Fixed the issue that caused multiple settlers to pet one animal at the same time.
Fixed the issue that caused Wonderful or Pleasant conversations to lower friendship levels.
Fixed the issue that prevented hauling from working in certain situations.
Fixed the issue that occurred where clicking Allow All in storage filter and then deselecting Apparel, would cause Tainted Clothes to remain selected there.
Fixed the issue that caused beam automatic beam extensions (when deconstructing the walls that the beams are resting on) to work up to length 12, instead of 10.
Fixed the issue that caused the event dialog scrollbar to sometimes not appear (You couldn’t scroll to see what you lost in raids).
Fixed the issue that caused only the background of icons to show in raid lost dialog.
Fixed the issue that allowed right click -> prioritize petting to work while a settler is drafted.
Added missing text keys in other languages.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch (1.1.5) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Optimized some goal calculations a bit, so Settlers idle less when calculating paths (this might fix the issue where settlers refuse to rope and barter). This should also significantly lower settler idle time on massive saves once you load the game.
Social fights now have a chance to occur only if negative relations are -8 or worse.
Settlers change idle animations and positions less often, and appear less antsy.
Added a filter to productions that contain animal carcasses, so that you can alter which animal types get used in those productions (ergo, you can turn off pets or domestic animals from getting butchered on the butchering table).
Animal carcasses can now be burned on pyres. By default only cats and dogs are turned on in the filter so your meat sources don’t get burned on the pyre, but you can adjust this as you see fit.
Pets can now be buried inside graves.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that caused fainted settlers to be carried to animal sleeping spots.
Fixed the issue that prevented settlers from going to sleep in some scenarios.
Fixed the issue where animals that have their idling preferences set to outside would idle inside door frames
Fixed the issue where animal names would be visible no matter what the in game settings are.
Fixed the issue that caused grave UI checkboxes to sometimes appear checked or unchecked when it was the opposite in the logic.
Fixed the issue where settlers would wake up in the middle of the night to pet an animal, despite their sleeping schedule. We appreciated the enthusiasm, tho.
Fixed the issue where "If a settler is in fist fight hour upon load and doesn't have a target - it would just be stuck in fist fight hour forever".
Fixed the issue where settlers would use ranged weapons in their brawls.
Fixed a couple of missing text keys
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch (1.1.3) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Added squatting animation as an alternative for idle sitting on the floor.
Tweaked settlers’ fight interactions a bit:
Settlers stop fighting in fist fight arguments after someone is at 20hp or less.
Settlers won’t start fist fight arguments when any participant has 20hp or less.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where some positive/negative presence tooltip displayed wrong text upon hover.
Fixed the issue where settlers would use weapons in fist fight arguments.
Fixed the appearance of several print errors in the dev log.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch (1.1.2) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Plan Mode
Turn the Plan Mode on during blueprint placement to position forbidden blueprints (or by pressing P on the keyboard). This is useful for creating plans for buildings that you do not want to be constructed now.
Forbidden blueprints now have a special, more transparent colour.
Added a toggle in the upper left HUD to hide forbidden blueprints, to reduce visual clutter while playing. But if you start constructing, the forbidden blueprints will be automatically, yet temporarily, shown.
Mood Changes
The way certain things affect settlers is readjusted. They should be able to get more into a rebellious state, but that state should not be as punishing and will not last as long. And being Merry lasts longer!
[table equalcells="1" colwidth=",,"]OLD
NEW
Rebellious duration change
18h
6h
Merry duration change
12h
24h
Starting entertainment and Religious activities stats
~75%
~50%
Starting comfort stat
~50%
~10%
Expectation Rebalanced
uncomfortable
[p align="right"]-2[p align="right"]-6very uncomfortable
[p align="right"]-4[p align="right"]-10initial optimism
[p align="right"]+25[p align="right"]+15At what mood % does Rebel State has an activation chance
[p align="right"]15%[p align="right"]20%Ate nice meal
[p align="right"]+4[p align="right"]+3Packaged food
[p align="right"]+4[p align="right"]0How quickly does the mood change (per hour)
[p align="right"]2[p align="right"]8Mood modifiers for food and sleep last way longer
~8h
~16h
Aesthetic value changes
uncomfortable
[p align="right"]-2[p align="right"]-6very uncomfortable
[p align="right"]-4[p align="right"]-10initial optimism
[p align="right"]+25[p align="right"]+15At what mood % does Rebel State has an activation chance
[p align="right"]15%[p align="right"]20%Ate nice meal
[p align="right"]+4[p align="right"]+3Packaged food
[p align="right"]+4[p align="right"]0How quickly does the mood change (per hour)
[p align="right"]2[p align="right"]8Mood modifiers for food and sleep last way longer
~8h
~16h
Aesthetic value changes
uncomfortable
[p align="right"]-2[p align="right"]-6very uncomfortable
[p align="right"]-4[p align="right"]-10Settler aesthetic
[p align="right"]30[p align="right"]12Settler face
[p align="right"]30[p align="right"]12Clothing
[p align="right"]100%[p align="right"]-50%Carcasses
[p align="right"]-10[p align="right"]-50Dung
[p align="right"]-10[p align="right"]-20Bones
[p align="right"]-30[p align="right"]-45Clay/limestone pile
[p align="right"]2[p align="right"]0General speed of things
Building speed (depending on a skill level)
[p align="right"]1~½ (lower levels a bit slower)
Other Mood modifier changes
Religious activities deprived small
[p align="right"]-5[p align="right"]-6Religious activities deprived
[p align="right"]-8[p align="right"]-12Deprived of entertainment small
[p align="right"]-5[p align="right"]-6Deprived of entertainment
[p align="right"]-8[p align="right"]-12Slept on ground
[p align="right"]-5[p align="right"]-10Low expectation
[p align="right"]8[p align="right"]6Together we are strong
[p align="right"]16[p align="right"]8
Advanced Perk Behavior
Settlers will have positive or negative mood changes due to other Settlers’ behaviors, depending on their perks.
For example:
Wounded Moribund Settlers will now emit an odor from their wounds, that would negatively impact fellow nearby settlers.
Wise and Erudite settlers will have no patience for Dullard settlers.
Industrious settlers will positively impact the settlers around them when working.
Settlers now have specific rebellious states depending on their perks. For example:
Eat Binge
Insult Spree
Solitary
Drink and Entertainment
Fist Fight
Hot
Cold
Feral
etc.
Depending on their rebel state, they will behave differently and probably affect other settlers in the process.
In addition to the Merry state lasting the whole day, settlers in the merry state can trigger special effects of some perks. For example:
Gourmet has a chance to turn a simple meal into a lavish one upon completing the production.
Winsome perk will influence better trading deals and positive social interactions.
Green Thumb can sow plants faster and harvest more.
etc.
Some perks provide Positive/Negative chemistry to people that are owners of other perks. For example:
Iron Stomach owners get along with Callous, Cannibal settlers, while they dislike settlers with Gourmet, Dainty, Precious, and Austere perks.
Contemplative doesn’t gel with Outgoing folks.
Infirm settlers appreciate Benevolent ones.
etc.
Overall, depending on the perk, they can have different influences depending on the settler's mood, their interaction and proximity with others.Sometimes they’ll affect just the owner, and some will influence other folks. Some might have special benefits. Experiment, try and report!
This should not provide major upset if basic needs of your settlers are fulfilled, but it should cause emergent gameplay and fun storytelling moments.
Combat Refinement
Combat has been rebalanced and enemy behavior readjusted.
Enemies now do less damage to buildings when attacking without siege weapons.
Enemies will now prefer to knock out, rather than kill your Settlers when your Settlement has few Settlers.
1-3 -100% that they will knock them out
5 - 80% that they will knock them out
10 - 30% that they will knock them out
20+ - 0%
The values in between get estimated. For example: 4 settlers will be 90%.
Upon being defeated in the raid by enemies, they will take some of your resources or the settler they came to pursue (for runaway events).
Things located within War chests will not be claimed.
Things that are walled in and the enemy can’t access them will not be claimed.
If you’ve been defeated in a raid and raiders are leaving the map, drafting Settlers will be temporarily disabled.
Pet Improvements
Added sleep preferences for animals in the Overview panel
In Quarters
Inside
Outside
Anywhere
Added a checkmark to animals in the Overview panel to set whether they prefer to idle inside or outside.
Animal beds are added to the game.They can’t be assigned and are used as additional control for animals’ sleeping preferences.
You can now pet your animals. Settlers will autonomously pet animals from time to time. You can also force settlers to start petting: right click -> prioritize pet animal. This will provide a small mood bonus to your settler.
Animal Color Variety
The color base for animals has been significantly expanded.
Each animal type now has multiple colors
The color name is shown when hovering over animals, or their trade entry in the tooltip.
Some colors are rarer than others. For example: orange female cats are rare, but albino animals are the rarest.
Color rarity influences the price of the animal slightly.
There is some light genetics at play, where each color is a part of a genetic bracket (for example all tortoiseshell cats are part of the same bracket), and the parents’ genetics bracket influences the offspring’s color.
Any animals you currently have in your save will be assigned a random color on load.
Improved Idling
When idling Settlers will no longer just stand around they can do one of the following:
Lean on a wall
Rub their hands for warmth near a fire
Sit next to a campfire on floor or on chairs
When performing social interactions, settlers will perform talking animation.
Further shader optimizations.
Lowered exiting and entering duration on secondary maps with the saves that have massive settlements.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that caused raiders to get stuck during raids, when only 1 enemy is alive and construction is necessary.
Fixed the long present issue that prevented pets from sleeping with their owners. You will not be missed.
Fixed the issue where you would end up lacking resources to complete the tutorial in some situations.
Fixed several visual glitches.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists!
The newest patch (1.0.105) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
Lowered exiting and entering duration on secondary maps with the saves that have massive settlements.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where you would end up lacking resources to complete the tutorial in some situations.
Fixed several visual glitches.
Known issues:
Assigned Pets don't sleep with owners.
Check the official 1.0 log if you missed important news, improvements and fixes.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
Greetings, players! The newest patch (1.0.102) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality Of Life Improvements
If a wall supporting a beam is destroyed and another wall is directly in line with it, the beam will automatically extend to connect to the new support. Note: Beam extension is limited to one additional voxel and must still remain within the beam’s maximum length.
Structure replacement
We talk about it here, but here are the most important things to know:
Certain structures can be replaced with the same structure made from a different material.
Select a building and click the Replace Structure button in the lower-right corner.
Each replacement requires resources based on the selected material type.
Some replacement options may not be available if the required building material is missing.
Once a replacement is selected, a settler with a construction job will replace the structure.
Materials from the old structure will be returned as resource piles.
Repairing items
Items can be repaired at production stations based on their material type.
Repairing restores an item’s hitpoints, but does not change its quality.
Repair costs 5 resources of the material of the resource the item can be made of.
Repair time is influenced by the settler’s skill and the amount of hitpoints the item is missing.
Repairing an item grants a small amount of XP to the settler performing the action.
Stability visualizer
Use the most right icon in the icon list in the top left part of the screen to activate the stability visualizer and display stability values around the cursor. Press the icon again to turn it off. More info here.
Bugs and Fixes
Fixed the issue where stripping carcasses would bug out when performed.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Current Release
Build 23410520
Uploaded May 28, 2026
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System Requirements
How to Install
Going Medieval.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
600 MB
23410520
19B644CB
02b9f4111c3d84bc252318f10ee3971ee1c9427ee5c70beb5ef3f63dec725ada
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View AllDownload Going Medieval for PC with a direct link or via torrent. Get the full version of Going Medieval for free. Going Medieval is a Indie released by Foxy Voxel.