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 (1.1.20) 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.
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 (1.1.19) 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
Added new symbols and background patterns to Heraldry.
Tweaked which negative mood buff can trigger altered states, so it’s less frequent.
Disabled warning sound on Annoyed effectors.
Bugs and fixes
Fixed the issue that caused Settlers to turn rebellious on secondary maps.
Fixed the issue that caused Settlers to turn rebellious while in a battle (raid, ambush, attack on bandit camp, etc)
Fixed the issue that prevented settlers from interacting with animals if they were close to a wall.
Fixed the issue that caused a merchant’s prisoners to be carried to bed when they fainted.
Fixed the issue that made production stuck at 100%
Fixed the issue where Raids were not ending if all Settlers were fainted.
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 (1.1.18) 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 Settlers to randomly be rebellious upon load.
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 (1.1.18) 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 where Settlers would appear in a rebellious state upon load, even though they weren’t in that state previously.
Fixed the issue where Settlers would stay in a rebellious state forever.
Fixed the issue where Settlers could go into a rebellious state while merry and vice versa.
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 (1.1.16) 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
Disabled warning sound on Annoyed effectors.
Bugs and Fixes
Fixed the issue that caused Settlers to not appear rebellious after loading, even though they were.
Fixed the issue that made production stuck at 100%
Fixed the issue where Raids were not ending if all Settlers were fainted.
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 (1.1.15) 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 new symbols and background patterns to Heraldry.
Tweaked which negative mood buff can trigger altered states, so it’s less frequent.
Bugs and Fixes
Fixed the issue that caused Settlers to turn rebellious on secondary maps.
Fixed the issue that caused Settlers to turn rebellious while in a battle (raid, ambush, attack on bandit camp, etc)
Fixed the issue that prevented settlers from interacting with animals if they were close to a wall.
Fixed the issue that caused a merchant’s prisoners to be carried to bed when they fainted.
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 (1.1.13) 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.
Quality of Life Improvements
Added a toggle to the in game graphics settings for occlusion culling
Bugs and fixes
Fixed several crash occurrences
Fixed the issue that caused wells to not be placeable under beams
Fixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)
Potential fix for constant GPU crashes. Let us know if this update has stabilised your experience.
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 (1.1.13) 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.
Quality of Life Improvements
Added a toggle to the in game graphics settings for occlusion culling
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue that caused wells to not be placeable under beams
Fixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)
Potential fix for constant GPU crashes. Let us know if this update has stabilised your experience.
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 (1.1.12) 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.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.
Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located in that water. This is not ideal, so we'll invest more time in a proper solution. Have patience.
Fixed the issue where birthday perks would not register correctly once received.
Fixed the issue where migrating deer would still try to leave the map, even after domestication.
Fixed the issue where settlers would stand in place and do nothing while trying to pet animals that are on the caravan.
Fixed the issue where all settlers would be auto added as participants at Sermon Event, regardless of their religious alignment.
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 (1.1.12) 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 replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.
Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located in that water.
Fixed the issue where birthday perks would not register correctly once received.
Fixed the issue where migrating deer would still try to leave the map, even after domestication.
Fixed the issue where settlers would stand in place and do nothing while trying to pet animals that are on the caravan.
Fixed the issue where all settlers would be auto added as participants at Sermon Event, regardless of their religious alignment.
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 (1.1.11) 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!
Current Release
Build 24708954
Uploaded Aug 26, 2026
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
cf5bb828bb9e69ec97792a08cc9614944cdd507fd0700b59893b100f7ccb1322
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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.