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 imagesVersion Information
Steam Patch Notes
Official update history
Greetings, players! The newest patch (1.2.14) 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 settlers would end up into some looping back and forth situations in certain moments.
Fixed the issue in which 2 “Grass” toggles were visible in the graphics options.
Fixed the issue that allowed you to mark for deconstruction buildings that are used in events.
Fixed the issue that sometimes reverted your language selection if your language was modded.
Fixed the issue that created differences when running a mod from Workshop, vs running it via Documents.
Fixed various 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, medievalists!
The newest patch (1.2.13) 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 the issue that caused taming process failure all the time, followed by animal retaliation.
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 (1.2.13) 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 caused taming process failure all the time, followed by animal retaliation.
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 (1.2.12) 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
Made changes to the animal retaliation system during taming:
The animal will stop attacking after 4 in game hours.
The animal will stop attacking after 3 consecutive strikes/misses.
If the Settler attacks the animal back they will not stop attacking, until they can’t reach the Settler no more.
Hired mercenaries, refugees and hirelings can now trade with merchants.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where the diplomacy button would appear on the ambush opportunity event.
Fixed the issue that prevented some events (like feasts) from triggering properly and working as intended.
Fixed the issue that allowed you to draft settlers via the manage panel, but those settlers are not on the map right now.
Fixed the issue that allowed you to draft hirelings through the manage panel.
Fixed the issue where changing adjusting skill level for production on a Basic research table would affect sliders on other tables, such as Research table and Advanced research table.
Fixed the issue that prevented Settlers from fleeing when an animal retaliates while being tamed. This would result in the Settler continuing with their day, while the animal chases and attacks them until they fall unconscious.
Fixed the issue in which Settlers couldn’t mine voxels that had floor blueprints on them.
Fixed the issue where inflation messages would appear at wrong times.
Fixed the issue where Settler skill level would not be registered for production upon their return from a caravan trip.
Fixed the issue that made visitors (merchants, bodyguards, chaplains, bards, etc) not attend events when invited.
Fixed the issue where prioritizing via right-click wasn’t working for mercenaries, refugees and hirelings in some cases.
Fixed the issue where “Hirelings arrived” event had a placeholder (sad cat) picture.
Fixed the issue that allowed for unlimited diplomacy deals from a stale caravan selection panel when the game is paused.
Fixed the issue where job priorities would reset for settlers that were drafted and you saved & loaded the game.
Fixed the issue where animals would sleep wherever, regardless of their sleep settings.
Fixed the issue where the schedule of captives would be changed accidentally via copy/paste schedule.
Fixed the issue where perk merry state names were shifted by one. Most perks would show the next perk's name - the effect would be working as intended, but the title was wrong. Thanks to Steam member Fantu for pointing this out.
Fixed various minor text 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 (1.2.12) 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 the diplomacy button would appear on the ambush opportunity event.
Fixed the issue that prevented some events (like feasts) from triggering properly and working as intended.
Fixed the issue that allowed you to draft settlers via the manage panel, but those settlers are not on the map right now.
Fixed the issue that allowed you to draft hirelings through the manage panel.
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 (1.2.11) 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.
Quality Of Life Improvements
Made changes to the animal retaliation system during taming:
The animal will stop attacking after 4 in game hours.
The animal will stop attacking after 3 consecutive strikes/misses.
If the Settler attacks the animal back they will not stop attacking, until they can’t reach the Settler no more.
Hired mercenaries, refugees and hirelings can now trade with merchants.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where changing adjusting skill level for production on a Basic research table would affect sliders on other tables, such as Research table and Advanced research table.
Fixed the issue that prevented Settlers from fleeing when an animal retaliates while being tamed. This would result in the Settler continuing with their day, while the animal chases and attacks them until they fall unconscious.
Fixed the issue in which Settlers couldn’t mine voxels that had floor blueprints on them.
Fixed the issue where inflation messages would appear at wrong times.
Fixed the issue where Settler skill level would not be registered for production upon their return from a caravan trip.
Fixed the issue that made visitors (merchants, bodyguards, chaplains, bards, etc) not attend events when invited.
Fixed the issue where prioritizing via right-click wasn’t working for mercenaries, refugees and hirelings in some cases.
Fixed the issue where “Hirelings arrived” event had a placeholder (sad cat) picture.
Fixed the issue that allowed for unlimited diplomacy deals from a stale caravan selection panel when the game is paused.
Fixed the issue where job priorities would reset for settlers that were drafted and you saved & loaded the game.
Fixed the issue where animals would sleep wherever, regardless of their sleep settings.
Fixed the issue where the schedule of captives would be changed accidentally via copy/paste schedule.
Fixed the issue where perk merry state names were shifted by one. Most perks would show the next perk's name - the effect would be working as intended, but the title was wrong. Thanks to Steam member Fantu for pointing this out.
Fixed various 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 (1.2.10) 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.
Quality Of Life Improvements
Rebalanced diplomacy demands:
The base wealth multiplier for each demand and favor is 30, instead of 50. Meaning deals will be easier to complete, but also give lesser rewards.
Changed how many animals are needed to complete a diplomacy demand if the animal type is not super valuable. For example, you needed 60 poultry to complete a demand before, now that number is 7.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where roping animals wasn’t working in some cases.
Fixed the issue that prevented bandit camps discovered via diplomacy deals from being lootable upon completion.
Fixed the issue that caused the diplomacy peace deal to cancel itself in some cases.
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 (1.2.9) 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.
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue where text keys related to new features were not localized.
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 (1.2.8) 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
Friendly gifts no longer give an excessive amount of resources.
Friendly gifts are more thematic and not randomized as before.
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue that stopped archers from attacking so they could put out fires.
Fixed the issue that caused the “Burn Animal” production on pyres to have a missing icon.
Fixed the issue where Friendly Gift would be left in water.
Fixed the issue that where Settlers that are stationed away for diplomatic purposes would still trigger notifications such as “Suffering from Cold”, like they are in your settlement.
Fixed various minor text issues.
Known Issue
Text keys related to new features here have not been localized yet.
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 (1.2.7) 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
Added a prompt that lets you know which active mod causes settlers to refuse to sleep, so you can turn them off, and report the problem to the mod creators.
Here are the brass tacks for the modders that need to update their mods:ScheduleModelRepository.json has been changed internally, and “SleepGoal” no longer exists, and is in turn replaced by: “SleepGoalWorker” (used by Settlers, Prisoners and Captive Labourers), “SleepGoalNpc” (Used by NPCs), and “SleepGoalAnimal” (Used by Animals).
These goals function exactly the same as “SleepGoal” before it, but we needed to separate them due to some changes behind the scenes.
Mods that completely replace ScheduleModelRepository.json, or entries in it, now cause Settlers not to sleep anymore, because these crucial values are missing.
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue where Mallard and Mallard Trophy were missing market cap and inflation values.
Fixed the issue in which Settlers would instantly leave when their mood hits 0. Now, when a Settler’s mood is 0 and any goal starts, there’s a 10% chance they leave.
Fixed various minor text issues.
Known Issue
Text keys related to new features here have not been localized yet.
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 (1.2.6) 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
Mercenaries now also have a "no fight" effector when spawning, meaning they will not start brawls when they’re freshly hired.
Friendly Faction warriors in "Join Skirmish" are now called “Ally”, instead of “Refugee”.
Changed health bar colour of mercenaries, allies and refugees to be green instead of red.
You now suffer a 200 friendliness penalty towards factions which you ambush in or attack in “Join Skirmish” and “Ambush Merchant Spot” maps.
When entering “Join Skirmish” and “Ambush Merchant Spot” maps you now immediately gain 20 Infamy.
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue that made some Settler props (stuff they’re holding) always visible.
Fixed the issue which caused Settlers to brawl when they appear. The "no fight" effector is now correctly getting applied.
Fixed the issue where resources were not getting spawned when returning from caravan.
Fixed the issue in which allies would spawn alongside enemies instead of your settlers in “Help Skirmish” and “Ambush Merchant Spot” maps.
Known Issue
Text keys related to new features here have not been localized yet.
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 (1.2.5) 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
Lowered market cap for animals. Fewer animals now need to be sold before going into the next inflation bracket.
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue where animals would not be tameable or harvestable after they fall asleep and wake up again.
Fixed the issue that caused animal prices to be 🪙0 when selling.
Fixed the issue in which prisoners refused to sleep.
Fixed the issue that caused the game to crash if no market cap was present for modded resources.
Fixed the issue in which prisoners had no actions when selecting them.
Known Issue
Text keys related to new features here have not been localized yet.
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 24708954
Uploaded Aug 26, 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
Needed when extracting (WinRAR / 7-Zip) — not a site login.
2CD708EB
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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.