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 (1.0.100) is now live on all platforms on the main branch, experimental 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
As mentioned in our latest Medieval Monday Talk, we improved settlers’ pathing. Do check video examples there to get better understanding of all the improvements, but here is all the notable info:
Settlers should choose the closest walking-distance path for most of the actions (construction, hauling, choosing the closest production building, etc).
Construct, Deconstruct, and Mining priority is now determined by the order in which you place blueprints, mark deconstruction or digging. Settlers will disobey the order only when they think it might trap them (example: dead-end hallway of blueprints - they will construct from the dead-end outwards).
When it comes to cluster behavior and calculating priority for jobs, settlers will take into account not only the order in which buildings were placed / voxels were marked for mining but they’ll also try to construct as many buildings which are close together first. This is not a flawless logic and may not work all the time, but should feel much better than before.
Settlers can now carry building materials up to their carry weight capacity and will thus fill more blueprints than before.
Temporary hauling for those extra resources dropped after the delivery goal is disabled so that they aren't snatched away.
Settlers will carry more resources than currently needed for jobs in order to have a local reserve of resources in case blueprints open up.
Settlers will take only what they immediately need for construction when local-reserve piles are in question.
Settlers reserve only the first three buildings they deliver resources to, unless any of the buildings take a long time to construct. They basically reserve those spots and tasks related to them.
Humans/Animals will avoid idling on blueprints and foundation phase buildings, to avoid blocking construction.
Settlers now prefer jobs in a radius of 5 voxels around their current position.
Increase construction job manager refresh rates and change them from scaled time to realtime since startup (so that they'll run while the game is paused as well), meaning when you give out orders the priority will be calculated even if the game is paused.
Overall, settlers now have a lower chance to enclose themselves when mining and constructing.
Do let us know how it all performs and how it feels to you. We implemented some more QoL stuff:
Fixed a lot of memory leaks and implemented some memory leak prevention.
Pathfinding and Goals are now easier on the CPU.
Librarian upgrade needs tweaked - Planetarium is now needed for lvl 3 instead of lvl 2. It used to be that lvl 2 librarian required planetarium, which is a library furniture lvl 3 item, but lvl 3 librarian required an ornate bookshelf, which is library furniture lvl 2 item, making the progression sort of backwards.
Items no longer need to be on stockpile or in storage to be auto-equipped, only not forbidden.
Small Stone Table now takes 20 limestone (instead of 30) to construct.
Bugs and fixes
Fixed several crash occurrences.
Fixed some small memory leak cases.
Fixed the issue that prevented tending animal wounds via right click from working.
Fixed the issue where settler assignment to a building would cancel if that settler went on a caravan.
Fixed the issue where everyone would attempt to tend wounds of a fainted settler.
Fixed the issue that skipped very impressive (Opulent) room stat from being detected when it comes to room impressiveness.
Fixed the issue where prisoners turned settlers would have force-equipped active upon loading the game.
Fixed the issue where fire temperature would not reset when reloading a save before the fire happened.
Fixed the issue where putting out fire wouldn’t lower down the temperature of that area.
Fixed the issue where it wasn’t possible to start the game on the map seed 1191821003, large, mountain (thanks, harmless).
Fixed minor graphical glitches.
Minor text corrections.
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
Check the official 1.0 log if you missed important news, improvements and fixes.
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, medievalists!
The newest patch (1.0.92) 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.
NOTE: Help us on the experimental branch if you can. New mining/construction/deconstructions logic has been there for a while and now looks pretty stable. Basically, settlers will build objects in order of their placement. Unreachable/blocked things will be skipped. The same logic is implemented for digging and deconstructing. We would appreciate it a lot if you could switch to experimental branch and let us know how it feels to you in Experimental Branch Subforum. Thanks!
Bugs and fixes
Fixed several crash occurrences.
Fixed FPS spikes caused by a lot of hungry animals having the attack goal active at the same time.
Fixed the issue where objects would not appear visible in rooms if they stopped being rooms.
The only difference between the main branch (now 1.0.90) and experimental branch (now 1.0.91) is that the experimental one has better pathing logic (we mentioned here).
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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, medievalists!
The newest patch (1.0.90) 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
Animal links now list the animal's name as well as their type.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where the room detection system would stop working.
Fixed the issue that caused some resource piles to turn forbidden sometimes.
Fixed the issue where the Melee filter in the trading window wouldn’t show anything.
Fixed the issue where the room overlay would be subtracted by water material and positioning, making it look like the room overlay is offset in some cases.
Fixed the appearance of food pouches.
Fixed the issue where restitutionist settlers would get “entered oak brethren temple” penalty when going into a chapel.
Fixed the issue that prevented the resource list from updating properly.
Fixed the issue where a roof would appear completely invisible if the hide roof toggle is on and the roof is constructed on layer 6. #oddlyspecific
The only difference between the main branch (now 1.0.90) and experimental branch (now 1.0.91) is that the experimental one has better pathing logic (we mentioned here).
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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, medievalists!
The newest patch (1.0.88) 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
Negotiators and ambushes can take structures now. Yay?
Bugs and fixes
Fixed the issue where if an enemy surrenders on ladders they couldn’t be escorted with your settlers.
Fixed the issue where room detection wouldn’t properly work in some cases if the room included ladders.
Fixed the issue where, while hovering on prisoners, they would retain their raider title after being imprisoned.
Fixed the issue where settlers would run around repairing stuff on the secondary maps after you’ve won the battle. Now, the repair goal is disabled on secondary maps.
Fixed the issue where settlers would repair floors (and other floor structures) with standing up animation.
Fixed the issue that prevented sarcophagus from being placed under beams, but beams could be placed over sarcophagus.
Fixed the issue that allowed animals marked for taming to be targeted for pest control and hunger goal of pet and domestic animals.
Fixed the issue where Japanese and French localization were missing the actual age of Settlers upon their selection.
Fixed the issue where setting only specific religion alignment settlers in a custom scenario would create settlers of the opposite alignment in the character creation screen.
Fixed the issue where settlers in the tutorial would have names of opposite genders.
Fixed the issue where all the statues and paintings would turn into the same model upon loading the game.
Fixed the issue where going in and out of secondary maps would duplicate renown notifications.
Fixed the issue where some elements of Grand Objectives would not register as complete, despite clearly achieving them.
Fixed the issue where deconstructing buildings or cancelling blueprints and foundation phase buildings would result in you losing battle balance on secondary combat maps (thanks Compeador).
Fixed some extra blurry textures (thanks Lyosha).
The only difference between the main branch (now 1.0.88) and experimental branch (now 1.0.89) is that the experimental one has better pathing logic (we mentioned here) and some more oprimization.
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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, medievalists!
The newest patch (1.0.84) 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
Optimization - we’ve done a lot of optimization when it comes to Shader optimization, temperature and beauty systems, memory leak cleanup - overall, the game should be less demanding on the GPU and even solve those cases where the game would crash when you try to start it.
Now instead of the 18h time limit on secondary loot stash maps, you have 72h and a 12h warning.
One loot stash puzzle mountain map received minor corrections to make it a bit easier to navigate.
Placing a blueprint over a completely identical already placed blueprint will cancel the original now.
Right-clicking on a prisoner owned by a merchant will bypass prisoner right-click and force merchant right-click (essentially solving the issue where prisoners would overlap with merchants and thus blocking proper barter via right click).
You can now strip fainted prisoners.
Bugs and fixes
Implemented unstuck logic for animals and humans that would fall into the ground. If you have any save where this has happened, the settler or animal will get automatically saved from their fate. Please let us know if this causes any unexpected behavior.
Fixed several crash occurrences.
Fixed the issue that occurred when combat on ladders happened - settlers would try to turn towards the enemy causing visual glitches.
Fixed the issue that allowed usage of beds positioned in and under the water.
Fixed the issue that prevented forbidden area buildings from being placed over socketable buildings, but allowed socketable buildings to be placed over forbidden areas.
Fixed the issue where sometimes all animals would target one animal for vermin control purposes. Now, it is one animal per vermin.
Fixed the issue where settlers beside Warden were able to recruit prisoners.
Fixed the issue where clicking ‘clear all’ within edit production would deselect everything, but group checkmarks would remain selected.
Fixed the issue where settlers with steward goals wouldn’t open/close windows.
Fixed the issue where windows open/close orders wouldn’t reset when the window was actually opened/closed which prevented right-click prioritize menu from appearing.
Fixed the issue where settlers would rope their animals to enemy pens on secondary maps.
Fixed the issue where the right-click prioritize carry settler to bed command would be enabled even though available beds were blocked (unreachable, temperature, etc).
Fixed the issue where honey crispels would be counted as simple meals upon their production.
Fixed the issues that caused recruit and other settings to not be saved when loading or visiting secondary maps.
Fixed the issue that caused settlers to drop stuff while bringing them to production buildings.
Fixed the issue where attacking the merchant of the same faction as the prisoner you own would turn that prisoner aggressive.
Fixed the issue where numbers wouldn't update in the prisoner panel if you sell captive laborers.
Fixed the issue where going back and forth from summary page to character creation would randomize settlers if you use a custom scenario with malnutrition in it.
Minor text corrections.
The only difference between the main branch (now 1.0.84) and experimental branch (now 1.0.87) is that the experimental one has better pathing logic (we mentioned here).
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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, medievalists!
Our issue-tracking tool (which you submitted to via F10) stopped working over the weekend and that means that we didn't get any reports during that period. We apologize for this and ask you you to continue using the tool as it should work as intended now.
Bugs and fixes
Fixed the issue that prevented drawbridges from being constructed in some scenarios.
Fixed the issue where rooms still wouldn't be properly detected in some scenarios.
The only difference between the main branch (now 1.0.82) and experimental branch (now 1.0.83) is that the experimental one has better pathing logic (we mentioned here).
For folks on the experimental branch - if you still experience issues where settlers would idle, trap themselves and overall their pathing logic would break somehow - please use F10 to report it and talk about your issue in on our experimental discussion board. We appreciate it a lot.
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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, medievalists!
The newest patch (1.0.79) is now live on all platforms on the main branch, experimental branch and 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
Left Alt is now a forbidden keybind, to prevent it from messing with the almanac click feature.
Implemented preventions and fixes for several memory leaks. More to come.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where the “secret” aggressive grand objective would not work correctly on custom scenarios, preventing the final raids from getting triggered.
Fixed the issue where converted prisoners would sometimes get attacked by settlers.
Fixed the issue where room detection didn’t work properly.
Fixed the issue where the screen would appear in a flat color if you used Jump To Location on the ambush screen.
Fixed the issue where Esc would stop working for opening in-game menu after exiting difficulty changes.
Fixed the issue that allowed you to unlock role achievements even without fulfilling necessary requirements.
Fixed the issue where Thermal Insulation info would display different values in building selection/info/almanac info.
Fixed the issue where “Hold \ and \ to get more info from the almanac” would appear and multiply in tooltip every time you hovered on a sign.
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
Check the official 1.0 log if you missed important news, improvements and fixes.
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, medievalists!
The newest patch (1.0.78) is now live on all platforms on the main branch, experimental branch and 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 room detection popup would appear every time the room is expanded.
Fixed the issue that prevented you from finishing heraldry creation and starting a new game.
Fixed the issue where crop yield wasn’t giving the same numbers as shown in the almanac.
Fixed the issue where the willow tree had wrong yield information in several places.
Fixed the issue that caused the appearance of Jonathan settlers while you were on the region map.
Fixed the issue that caused visual glitch on construction building elements in some cases.
Fixed the issue that allowed you to send a second caravan with all remaining settlers, while the first caravan is still leaving. This would result in no settlers left on the main map.
Fixed the issue where some combination of ingredients wouldn’t produce any lavish meal.
Fixed the issue where some trees would not spawn fire in the canopy when burning.
Fixed the issue where resources would levitate if the ground they were on collapsed due to instability.
Fixed the issue that allowed bedrock to be destroyed by sieges weapons and thunderstrikes.
Fixed the issue where the beggar event would always give out loot stash and it would always be the wolf version. There should be a lot of different loot stash scenarios.
Fixed the issue where adding a modded map type to the scenario would make it not appear in the map selection.
Fixed the issue where activated trap visuals would not show after loading. We’ve also fixed the pathfinding penalty and walk speed multiplier for activated traps after loading.
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
Check the official 1.0 log if you missed important news, improvements and fixes.
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, medievalists!
The newest patch (1.0.72) is now live on all platforms on the main branch and 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 that prevented you from finishing heraldry creation and starting a new game.
Fixed the issue where crop yield wasn’t giving the same numbers as shown in the almanac.
Fixed the issue where the willow tree had wrong yield information in several places.
Known issues:
- [p align="justify"]Assigned Pets don't sleep with owners.
- [p align="justify"]Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
Check the official 1.0 log if you missed important news, improvements and fixes.
DISCLAIMER: The experimental and the main branch have a different version of the game.
Current Release
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.