Going Medieval - SeVerin

Greetings, medievalists!

Time to talk about the most requested features (after the water) for Going Medieval - visiting other parts of the map.

Currently, the only thing you can do on the game’s map is trade with other settlements. You send caravans to them, they arrive, you choose what to trade, and then they return. Simple. But now, let’s spice things up with ambushes.

In the upcoming update, during your caravan’s journey, it might get ambushed. Of course, this won’t happen every time, as we’ll introduce some limitations. But when it does happen, you’ll get an event popup (similar to the one you see before the raid happens) and an option to jump to a location. If you do that, it will take you to a region map and it will look something like this:

Worry not! There will be a couple of ways you can deal with the situation. You can try negotiating with the ambushers. If you choose this option, a barter screen will appear, allowing you to avoid combat. Their demands will depend on what your caravan is carrying at the time.

Choosing to attack will take you to a secondary map. This map will be 60x60 tiles and will be generated based on the biome where the ambush occurred. The caravan's wealth will influence enemy strength, and all your settlers will appear in a drafted state.

Even then, you’ll have a few choices. You could choose to retreat from the secondary map, but this would count as running away and your settlers will suffer some wounds and lose a large portion of their caravan’s resources. That might not be the worst option, since if you’re defeated in battle, the ambushers will take more resources and may even kill some of your settlers. However, if you come out victorious, your caravan can continue its journey.

You’ll be able to reform the caravan and maybe even take some of the items left behind by the ambushers. If there’s no room, don’t worry. You can leave the area and send someone else to collect war spoils (the location will be remembered for a couple of days).

We’ll go into more detail about the impact of ambushes and caravan capabilities in the official dev log, but this felt like a nice tease, right? There’s much more to discuss about other map locations, but we’ll split it into a few MMTs as there’s a lot to cover. Talk to you again in two weeks and remember…

Stay medieval!

Foxy Voxel

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Going Medieval - djuradjgnip

Greetings, players! The newest patch (0.25.12) is now live on all platforms on the experimental branch and modding 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 that caused Settlers to mine invisible soil voxels.

  • Fixed the issue that prevented some saves from being loaded.

  • Fixed the issue that caused wooden mechanical parts crafting to give smithing instead of carpentry XP.

  • Fixed the issue that made Settlers appear to be carrying weapons while undrafted.

  • Fixed the issue where Raiders would get stuck if you locked the door they were planning to pass through.

  • Fixed the issue where fires on top of walls would continue burning in the air after the wall was destroyed.

  • Fixed the issue that caused temperature damage to persist after a tile with fire on it is destroyed.

  • Fixed the issue where Raiders could not construct ladders on top of player-constructed floors.

  • Fixed the issue that caused the camera to shake while buildings were taking damage.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

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!

Foxy Voxel

Going Medieval - SeVerin

Greetings, players! The newest patch (0.25.11) is now live on all platforms on the experimental branch and modding 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 crash that occurred when loading a character preset in the character creator.

  • Fixed the issue that prevented prisoners from being escorted.

  • Fixed the issue that made reeds invisible.

  • Fixed the issue that made production circles on research tables get obscured by walls.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

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!

Foxy Voxel

Going Medieval - SeVerin

Greetings, players! The newest patch (0.25.10) is now live on all platforms on the experimental branch and modding 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 crash that occurred when you right-clicked on a building that just got destroyed.

  • Fixed the crash that occurred when you right-clicked and prioritized filling animal trough or prisoner stash.

  • Fixed the issue that prevented several saves from being loaded.

  • Fixed the issue where prisoners would not eat.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

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!

Foxy Voxel

Going Medieval - SeVerin

Greetings, players! The newest patch (0.25.9) is now live on all platforms on the experimental branch and modding 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 crash that occurred when a Settler died of old age.

  • Fixed the crash that occurred when a prisoner turned into a Settler.

  • Fixed the crash that occurred when you would destroy a stockpile while a Settle was hauling to it.

  • Fixed the crash that occurred if a building that was in a passive production would get destroyed.

  • Fixed the crash that occurred when renaming a settler or assigning roles and afterwards destroying beds.

  • Fixed the issue where some saves could not be loaded.

  • Fixed the issue that caused camera shakes to happen when enemies were placing blueprints.

  • Fixed the issue where you couldn’t right-click → force-equip an item from a rack.

  • Fixed the issue which would cause floor variations from mods to not show up properly or work in game.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

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!

Foxy Voxel

Going Medieval - SeVerin
Greetings players! The newest patch (0.25.8) is now live on all platforms on the experimental branch and modding 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.

Optimization
  • The load time of the game has been optimized to be faster. This also means that larger saves should load much faster now.
  • Various CPU bottlenecks have been addressed, making the FPS better in Medium and Large-sized settlements.
  • Various GPU optimization efforts have been made, resulting in slightly better FPS on Medium and Large-sized settlements.
  • Meta files get written into the save file but are also saved next to the saves. Metas are used to display info about the save without opening the actual zip files. This makes opening the Load menu faster for players who have a lot of saves. Because of this, the info of used mods per save may not show properly for saves before this version.
NOTE: Unfortunately, this will all lead to Character presets and Manage presets being deleted. Every new one you make will work fine, it's just the ones before this update that will stop working. :(

More info about our optimization steps can be found in our latest Medieval Monday Talk.

Quality of Life Improvements:
  • Camera shake effect has been added to the game. Some actions in the game (like a trebuchet hit) will make the camera shake. This can be toggled off in the options menu.
  • Camera visuals for rotation show up when the middle button is held. Camera visuals also show up when the game is paused, when holding the right or middle mouse buttons.
  • The prison stash will not be replenished so often.
  • Enemies now set stuff on fire, again. They are now aware of fire and will act a bit smarter, not standing in flames that they made.
  • Added siege weapon trajectory building collision indicator while aiming.
  • Raid spawn ruleset has been changed - Before: if the enemy damages a door but never breaks it in 3x raids in a row, next time the game would spawn a siege variation of the raid. Now: 3x victories in a row and >500 raid points will result in a siege raid.
  • Enemies will now attack pets if they’ve been attacked by them. They will not actively target and hunt them down by default.
  • Various sounds have been added to siege weapons.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where enemies/settlers standing on the top of staircases were not targetable by AI, making them stuck.
  • Fixed the issue that made enemies think that a forced open door was impassable.
  • Fixed various issues related to melee combat and ladder interactions.
  • Fixed the issue where sometimes settlers wouldn’t shoot down enemies that were on ladders.
  • Fixed the issue that prevented certain piles from being hauled in some cases.
  • Fixed the issue where a combat music would continue even after the battle ended.
  • Fixed the issue where the F-Mod logo on some resolutions ended being cut off.
  • Fixed the issue where enemies would just go through your settlers in some situations.
Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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!

Foxy Voxel
Going Medieval - SeVerin
Greetings, medievalists!

Have you checked out our latest dev playthrough that covers all the important stuff from Updates 13, 14, and 15? It’s an hour-and-a-half deep dive that explains key features, answers some burning (hehe) questions, and even talks a bit about the topic of today’s MMT.


If you are a modder, check the Mod Showcase Call section in the video. We plan to make a video where we play your mods and showcase them all over our social media platforms. We're looking for some interesting, cool and/or useful mods. Whether it is just code change or a new 3D asset integration, we are open to anything as long as it follows our Modding Policy.

You can put your mods on the Steam Workshop and showcase them there, join our Discord and share them in ⁠⚒modding or mod-showcase channels. The submission deadline for this is: July 14th 2025. We'll go through the workshop and do some playing of the stuff that is already there. And don't worry, this will not be a one time thing - we plan to do this when we can and when we see a bunch of new mods. So take your time - the most important thing is to have fun.

But let's tackle optimization now.

Optimization is a big challenge for our game, especially when it comes to the mid to late game. Once you get many settlers, animals, and add enemies to them... it takes a lot of processing power to handle all of that. So, it is more CPU-bound than it is GPU-bound. This doesn’t mean that a beefier CPU would handle the game better. Due to the ever-growing complexity of Going Medieval’s systems and their constant expansions and interconnections, the way the code was initially written left a lot to be desired.

We wanted to have all the bigger stuff in and functional before we revisited the foundation and untangled the code and, in turn, made playing our game a much faster, smoother, and more enjoyable experience. This, too, will be a bit of techy talk, but we hope that you’ll get some better understanding of game development even if you are not into programming.

Early in development, our focus was on fun: adding features, systems, and content to make Going Medieval the best colony sim we could. But over time, all that growth made things... well... a bit sluggish. It came to the point where loading the game via some of your reports took over 2 minutes. And you send those a lot (and we greatly appreciate it)! But you can also see how a lot of our time would be lost just to loading. The Unity engine wasn’t helping here, either. Starting the game via the Unity Editor to test something would take over 40 seconds just to reach the main menu. In order to even get to the in-game lag and mid to late game performance, we had to fix the loading time first.


We used built-in tools (like Unity’s Profiler) to track down which parts of the game were hogging resources. Think of it like using a map to find the biggest traffic jams in a city.

We also tried out more advanced tools (some free, some not), and even built a few custom ones just for this job.

That helped a lot, because we discovered a hidden culprit - Unity was reloading everything from scratch each time we pressed Play. So we changed how that works under the hood and cut that time down to just 5 - 10 seconds.

Another thing that became evident during this process was that the game was creating too much temporary garbage memory, which the system had to clean up constantly. This, in turn, caused hiccups and stutters in-game.

So we rewrote parts of the code to be less wasteful. Fancy but inefficient tools were replaced with simpler ones. We focused on reusing existing objects instead of throwing them away and making new ones for identical purposes. We also optimized how the strings within the game are called and processed.

It’s pretty obvious that Going Medieval is heavily dependent on loops when it comes to coding. Basically, loops are how the game says: “for each settler, do this.” But not all loops are equal.

We found ways to make them faster, especially in situations that were being repeated thousands of times per second. In short: simpler code, better speed.

Another thing that clogged our code was events. No, not those. We are talking about events in the code. In programming, “events” are a way for parts of the game to talk to each other. Imagine your settlement in the game. When something happens - like a building being constructed or a settler getting injured - there are many systems that need to know about it. For example: the UI wants to show a notification, the audio system might want to play a sound and the AI might need to react in some way.

Now, each of those steps could be checked individually, but that would also be sloooooow. That’s why we group everything together into an event which basically announces that in one function, and anyone who “cares” can listen and respond.

Events are powerful, but they can become a mess if not handled properly. If something is listening to events but never stops listening, it can hang around in memory longer than it should - even after it's no longer needed. This bloats the game’s memory usage and slows things down. We fixed those leaks, cut down on unnecessary messages, and streamlined communication behind the scenes.

Another thing that improved the fps of the game significantly was how humans and animals perceived things in our game. Every time a character in Going Medieval (like a settler, animal, or NPC(internally referenced as agents)) moves, the game has to update what that character can see or sense nearby - things like enemies, items, or other characters.

Previously, we did this by scanning the entire area around the character, like spreading ripples in all directions. This method (called flood-fill) was simple but slow - imagine walking through a forest and having to inspect every tree, bush and rock, every time you take a single step. Now, imagine all the people around you doing the same thing. That’s how much unnecessary work the old system was doing.

Now, instead of checking everything within the area, we only look at the certain radius of an agent - what's newly entering or exiting their range of vision, but not what is inside or outside of it - just the radius “edge”. Here is an example of this behavior:


This small change made a big difference - the game should be much faster, and no one in the game world notices the difference - except your framerate.

All of these things made the game work better and load faster. There are a bunch of tips and tricks we applied that significantly improved performance - you will not notice those changes visually, but you’ll probably feel it. Thanks for your patience. And thanks for reporting the bugs and sending us saves via F10. That helped us a lot. Hopefully you’ll see it in-game soon, as the idea is to push this to experimental some time this week. Let us know how it goes.

Bonus: Yesterday was our early access birthday and because of that we are giving away 5 keys for the game on Bluesky and Twitter/X (5 for each platform). If you have a friend that uses those platforms, they might want to give it a chance. Until next time…

Stay medieval!

Foxy Voxel

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Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.24.12) is now live on all platforms. 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
  • Archers will attack units even if they are on a high elevation, as long as the target is in range..
  • Battle scale results are now displayed when the raid ends.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where archer range indicators would be shown if there are any drafted Settlers upon loading.
  • Fixed the issue where enemies would not regroup correctly after a siege weapon operator is killed.
  • Fixed the issue that would allow you to place roofs over slopes, ladders and stairs.
  • Fixed the issue where you would be able to construct a beam over blueprinted walls.
  • Fixed the issue where right click - “ignite” would not show for oil blobs on earth voxels.
Known issues:
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook
Going Medieval - SeVerin
Greetings, players! The newest patch (0.24.12) is now live on all platforms on the experimental branch and modding 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
  • Archers will attack units even if they are on a high elevation, as long as the target is in range..
  • Battle scale results are now displayed when the raid ends.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where archer range indicators would be shown if there are any drafted Settlers upon loading.
  • Fixed the issue where enemies would not regroup correctly after a siege weapon operator is killed.
  • Fixed the issue that would allow you to place roofs over slopes, ladders and stairs.
  • Fixed the issue where you would be able to construct a beam over blueprinted walls.
  • Fixed the issue where right click - “ignite” would not show for oil blobs on earth voxels.
Known issues:
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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!

Foxy Voxel
Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.24.11) is now live on all platforms. 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 range indicators for siege weapons. This indicator appears during weapon placement and selection.
  • The X-ray of settlers and enemies is adjusted and has a bit more see-through to it. It was a bit too much when there were a lot of enemies and settlers on the screen.
Enemy AI Changes
  • The Enemy Siege behavior changes:
    • They no longer huddle around one siege machine, but prefer to split into groups and huddle around all of the machines
    • They now use all their ammunition and then attack you head-on. Essentially, sieging is split into two phases - first they prepare the machines and bombard you, then they attack as they normally would.
    • Siege weapons from enemies have less ammo now so they don't bombard you for hours. :)
    • We’ve fixed the ugly stop-and-go movement of artillery guards during the siege weapon construction phase.
  • Further improvements to the new targeting logic of enemies. This is also fixing the strange situations where they would just stop and not target anyone.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where some saves wouldn’t be loadable due to missing resources (caused by using obsolete mods or other changes).
  • Fixed a bunch of issues related to enemies getting stuck when their builder/miner died, or part of the built bridge gets broken.
  • Fixed the issue where production circles would become transparent during the raiding.
  • Fixed the issue where having underwater doors might have confused the enemy AI resulting in enemies just standing at the edge of the map.
  • Fixed the issue that caused raiders getting stuck if you broke their precious bridges.
  • Fixed the issue where the torch flame would be offset after relocating it.
  • Fixed the issue where settlers weren’t able to reload siege weapons after those weapons were used in different directions in some situations.
  • Fixed the issue that prevented siege attacks from happening because you used the roof as a wall in some scenarios.
  • Fixed the issue where resource/item icons within production buildings would change coloring in some moments.
  • Fixed some dither texture issue with headware not showing properly in the x-ray mode.
  • Fixed the issue where settlers wouldn’t harvest crops in some saves, despite the proper settings.
Known issues:
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook
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