Build a multi-story fortress out of clay, wood, and stone. Your villagers will have needs, feelings and agendas shaped by the world and its history, and it's up to you to keep them content and sane. Help your villagers claim and defend their own piece of land in this alternate medieval history colony sim game!
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We have been working on the game for some while and we feel that it is playable and fun even in its current version, but there are still some advanced mechanics and systems missing for it to become a fully-rounded experience. By offering the game to a larger audience before its completion, we can receive and work with very useful feedback that will help us balance it out and develop it in the right direction.”

Approximately how long will this game be in Early Access?

“We plan to keep the game in Early Access for a year at least, in order to create and refine the features that we have planned for the final version of Going Medieval.”

How is the full version planned to differ from the Early Access version?

“During Early Access, we plan to refine existing in-game building and survival systems. We’d also like the full version of the game to contain features such as: complex villager relationships, sieges, an intricate world economy, complex world faction behavior, etc.”

What is the current state of the Early Access version?

“The game has basic systems implemented: building systems, villager behavior, resource management, a playable biome, flora and fauna simulation, and a production system.”

Will the game be priced differently during and after Early Access?

“The game will be fully rounded, with lots more content by the time it is released, so we must expect a slight increase in the price.”

How are you planning on involving the Community in your development process?

“Player feedback is one of the most important reasons we are releasing our game in Early Access. We look forward to seeing how community activity will help us navigate through further development. We expect most of the communication to happen on Discord and the Community Hub here on Steam. Other places where we invite feedback are the Going Medieval Facebook/Twitter/Reddit pages.”
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Planned Release Date: Coming Soon

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Recent updates View all (6)

April 23

Terrain Creation | Devlog 23/4/2019



Hello future Medieval Lords,

Today we're writing this first big Steam update post in order to bring you up to speed as to what we have been working on recently.

As the most effort went into terrain creation, that's what this first development blog is all about. Also, that’s where the biggest changes will be seen.

The 16 unit height and 250x250 unit width map is generated by an unlimited number of randomly placed terrain brushmaps that determine its type, shape, color, and gradient. These generated terrains are randomly connected with slopes, which means that some of the terrains can, at first, be too high and/or inaccessible to players, but players can always accommodate them through the creative building, in order to reach the desired level.

Terrains that can spawn randomly on a map are:

  • Dirt
  • Grass
  • Sand
  • Mud
  • Iron
  • Limestone
  • Granite
  • Gold
  • Silver
  • Iron
And more will come later.



Brushmaps are also used to place props like trees, rocks, plants, etc., and the total number of those units can’t be higher than what is predetermined when the map is generated.

In the future, we plan to develop a whole flora system that will make it possible for some of the units to regenerate independently of map generation (eg. trees) when they are used as building resources.

We have lots more interesting stuff in work, and we’ll make another announcement later on.

Until next time,
GM team.

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://youtu.be/v3pCVNMb0DM
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June 24

Pick your side on our Discord - pagan, believer, noble, commoner?



Hello everyone! How are you?

We’re just letting you know that there’s the Going Medieval Discord (and it has official Discord server status, fancy!). If you’d like to follow the game development from the very beginning, discuss all things medieval, and be the first to know super exciting news, you are very welcome: https://discord.gg/goingmedieval.

Also, we've added roles! As time goes on, these roles will be used in fun ways so everyone can find a place for themselves in these medieval times. You’re about to pick one of the following sides:

!nobility
!commoners
!believers
!pagans

With that choice, you'll be able to go to all other channels and discuss the game like the usual, AND, you'll get access to one more unique channel for your group - a channel for people who made the same choice as you.

We are waiting for you, medievalist: https://discord.gg/goingmedieval.

Until next time,
GM team

Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=v3pCVNMb0DM
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WISHLIST GOING MEDIEVAL

About This Game



In the year 1346, the known world was struck by a calamity known as Black Death. By the end of the 14th century, 95% of the population perished due to disease, famine, and religious persecution. Self-proclaimed divine crusades purged the land of those deemed to be responsible for the end of days, sowing seeds of doubt in the minds of those that remained. Most major cities were razed to the ground.

Groups of survivors slowly emerged from society’s ashes, migrating and re-settling areas reclaimed by nature. You get to guide such a group and protect them from outlaws, barbarians, and religious fanatics in a classless, borderless, lawless post-calamity age.

Key features:


  • Design and grow your settlement from a small wooden hut to a sprawling stone castle.
  • Protect your villagers from the elements by building shelter and stocking up on supplies.
  • 3d terrain and building systems let you create underground caverns and multi-story forts.
  • Optimize your villagers and production lines by establishing roles they are best suited for.
  • Increase your populace by helping out strangers in dangerous situations or taking in like-minded travelers.
  • Take care of your villagers - a happy villager needs food, sleep, comfort, and safety. Their mood will be affected if they lack these things.
  • Your villagers have personal histories and agendas. Get to know them by observing their behavior and relationships with others.
  • Defend your village from foes by building impenetrable defenses or strategically placed archers and traps.

System Requirements

    Minimum:
    • OS: Windows 7 64-bit
    • Processor: AMD or Intel, 3 GHz (AMD A10 7850K, Intel i3-2000)
    • Memory: 8 GB RAM
    • Graphics: AMD/NVIDIA dedicated GPU, 2GB dedicated VRAM (Radeon HD 7870, Geforce GTX 750)
    Recommended:
    • OS: Windows 10 64-bit
    • Processor: AMD or Intel, 3.3 GHz (AMD FX 8300, Intel i5 3000)
    • Memory: 16 GB RAM
    • Graphics: AMD/NVIDIA dedicated GPU, 4GB dedicated VRAM (Radeon R9 380, Geforce GTX 960)

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