Greetings, medievalists! The newest patch (0.21.23) 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.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where some players were missing Manage presets. If the issue persists, exit the game and try deleting ManageGroupPresets.json in the %userprofile%\AppData\LocalLow\Foxy Voxel\Going Medieval\UserData\ and run the game again.
Fixed the issue where the game wouldn’t allow positioning of gates & portcullises on floors in some cases.
Fixed the issue where the game wouldn’t allow positioning of gates & portcullises on floors in some cases.
Fixed the issue where some buildings in pile form were missing their names and some stat info in the stats panel.
Fixed the issue where a wrong graphic was used to display variant art.
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 items are missing icons and localization values.
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.
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.
The new major update, titled “Basic Modding” (0.21.21) is now live on Steam, Epic Games Store, and GOG! All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: creating custom localizations, scenario mods and json file editing.
Here are the notes for what awaits you in this version, but first, a warning:
Disable Mods if you have them
Please note: if you are using existing mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.
Update 13 comes with the official mod support and Going Medieval Workshop on Steam with the in-game integration. Basic Modding Support (v1) covers Json file modding (e.g. adding Perks or Backgrounds for settlers or altering many other aspects of the game), creating localizations and scenario mods.This is just the initial set of features that we will support from the next update. Advanced Modding Support (v2) will add mod.io integration for non Steam players and allow creation of custom modding meshes (3D models), audio and much more by the time Update 16 goes live.
You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."
To use mods
A couple of new buttons related to Mods will appear in the game. They all have the same function, but different tag filters.
Selecting “Get Mods” in the Main Menu > Mods will take you to the Steam Workshop with the “General” filter on. Selecting “Get Mods” at the Starting Conditions screen will take you to the Steam Workshop with the “Scenario” filter on. Selecting “Get More” in the Language menu will take you to the Steam Workshop with the “Localization” filter on. Each of these sections have a “Create” button next to it, which will generate you a template of that section. Filters originally set can be changed as you see fit by selecting a different tag on the right part of the screen.
If you want to download a specific mod, you have to Subscribe to it in the Workshop and it will be automatically downloaded to your game client.
Download time may vary depending on the mod size, but eventually you should be able to see it in game on the mod list.
To create mods
To create and use the mods, please read these instructions. In there, you will find info regarding mod directory, necessary files, supported mod types, how to edit .json files, and other useful stuff.
Once you’ve created a mod and it’s working locally, you can put it on the Workshop and update later on.
Dos & Don'ts
And finally, some rules when it comes to modding. We want to ensure mods amplify the Going Medieval players’ experience in a positive way and that their authors don’t cross the line where we or Steam admins need to step in and remove their work.
Dos:
To make everyone’s lives easier, please add a description, main image, and some screenshots that explain what your mod is about.
Don’t use other players’ work or copyrighted material, such as assets from other games, without explicit permission. If you were granted permission, credit the source in a respectable way and include proof of permission in the mod and its description.
Don’t include any code with unexpected and/or malicious purposes. The community needs to be able to easily tell that your mod is not harmful in any way.
Don’t make mods public if they’re meant for personal use or you know they’re unfinished and bound to break the game for other players.
If you wish to pick up work on a mod that appears to be abandoned by the original creator, get in touch with them first to ask for their permission. Reuploads without a clear explanation of whether you have obtained permission for a reupload will be deleted.
Don’t make mods available only behind a paywall or paid for in any other way - for example available only to your supporters on an external platform.
When publishing your new content, whatever it is, be respectful of others. Most importantly, we don’t want any form of hate speech - racism, homophobia, sexism. - in Going Medieval Workshop.
The best place to discuss Going Medieval modding is in the modding channels on our Discord server. We hope we’ll see you there with some wonderful creations.
We’d like to thank the passionate modders for already making some cool mods that will make life for your settlers that much easier (shout out to Lyosha, Sindin, TerrorFish LF Snow, nukumorina, PolyZen, Maito, Chudnofsky, BOT Wolf ). It is also worth noting that passionate fans have already made community localizations for Italian, Hungarian, Thai, and Ukrainian language. Give them a try, rate them and support fellow GM players.
While GOG and EGS Players don’t have access to the Workshop, nothing prevents you from using the mods by putting them in the C:\Users\[username]\Documents\Foxy Voxel\Going Medieval\Mods
Happy modding and let us know how it goes!
Oh, and in the case you missed it - We’ve teamed up with the creators of Diplomacy is Not an Option to offer this limited-time bundle:
Set in a medieval fantasy world, Diplomacy is Not an Option delivers wild, chaotic, and endlessly fun strategy gameplay. Haven’t snagged Going Medieval yet? Now’s your chance to grab two amazing games at a very diplomatic discount.
How about that fire spreading, huh? One thing we didn’t touch on earlier is how fire affects living beings. Naturally, they’ll burn too—but humans may avoid severe burns depending on the clothing or armor they’re wearing. Animals, however, don’t have such protections, which makes things a bit more chaotic. If an animal catches fire, it will not only suffer burn wounds but also spread flames as it moves, leaving destruction and chaos in its wake.
Fire doesn’t just hurt living creatures—it also generates intense heat. This heat kills vegetation, evaporates wetness, and melts snow in the surrounding area. It can even cause heat-related health issues for settlers, potentially leading to them fainting (think of it as a localized heatwave).
We’ve tried to play with the impact of wind on fire spreading, but the results were not… ideal.
There are too many variables to consider with such tests, so we’ll revisit that idea later in the development.
Okay, but how do you deal with fire? Fear not, we have a couple of solutions for you. Both of those involve Firefighter job. That's right, we are throwing in another job for your settler to do.
People that have a firefighter job turned on will deal with fire in one of two ways, depending on fire's intensity. If there is a small fire present and it's nearby, settlers will go to it and stomp it out - no additional resources needed.
For intense fires, settlers will fetch water from a source and throw it onto the flames. This not only extinguishes the fire but also leaves wetness behind, which can help prevent the fire from reigniting.
We’re still working on fine tuning that action and animation, but hey - it’s much better than our previous placeholder solution.
So, yes, you will utilize rivers and lakes for these purposes, but what if they are far from fire? Well... the building that will help take water from a specific point is… a well. That's right, you will be able to construct a well structure that needs to be over a body of water and setters will choose to take water from the well instead of choosing the body of water. But here is when it gets interesting - water can be stockpiled in barrels.
Barrels are new structures for storing water, available in two sizes: small and large. Settlers can fill these barrels (as extinguishing water is now a resource) and use them as localized water points for firefighting. Strategically placing barrels in flammable areas can help protect key locations. And here’s the sweet part: if a fire reaches a barrel, it will break, spilling its stored water and potentially extinguishing nearby flames.
The neat thing about the barrels is that beyond being refilled by settlers, they'll be refilled by rain, too. Positioning them under roof corners will speed up the process, thanks to additional water accumulation from runoff.
It’s worth noting that while wells and barrels are handy additions, they won’t serve as sources for settlers to drink from, bathe, or wash clothes. Adding water as a necessary requirement for your settler is very close, if not identical to the hunger need. As such, it wouldn’t add anything to the gameplay that existing systems don’t cover. We are trying to justify the existence of every need in the game and tie it to the present stuff. Food covers the health part via a resource, alcohol provides a mood buff tied also to a resource, entertainment requires a building, religion too (and religious sides provide a bit of dynamic). If we add just a thirst for water, it would be a copy of the hunger need - identical function, separate bar.
We could add a need for washing/hygiene at one point, but currently it doesn’t seem that different from entertainment in a sense that a settler “performs” it and satisfies their need. If, at some point, we introduce sickness types and focus on medicine a bit more, we can revisit this idea. For now, we’d like to focus ourselves on the roadmap.
Going Medieval is already a management-heavy game, and adding those mechanics would increase micromanagement without enough gameplay benefit to justify the complexity.
Let's end this with a neat bundle! We’ve teamed up with the creators of Diplomacy is Not an Option to offer this limited-time bundle:
Set in a medieval fantasy world, Diplomacy is Not an Option delivers wild, chaotic, and endlessly fun strategy gameplay. Haven’t snagged Going Medieval yet? Now’s your chance to grab two amazing games at a very diplomatic discount.
And that would be all for this talk. Next week we'll discuss how the fire relates to combat. While you wait, do let us know if this fire control and water management system sounds good to you. Until next time...
Greetings players! The newest patch (0.21.21) 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.
Note1: From now on we will deploy Development builds EGS and GOG experimental branches. This will unlock enabling Dev Tools and debug print for easier modding.
Note2: We are improving JSON merging and compatibility. In a nutshell, mods editing existing models can have only fields they are aiming to change. This way multiple mods can edit different fields on the same model and everything is more clear and readable. There are some NEW rules so we updated the JSON modding section in the official Modding Guide. Check the updated Modding .json Files section.
Modding Support
Localization updated with new text keys.
Fixed the issue where an exception was thrown when enabling/disabling mods after going back to Home from the Main scene.
Fixed the issue where adding fields that do not exist in the current model would cause an error.
Fixed the issue where a Localization Mod author wasn't recognized correctly, thus preventing updating existing Workshop items.
Known issues:
[MODDING] Updating mods from the game will reset visibility to Hidden and update all fields with values from ModInfo.json. This will overwrite name, description, author and tags on Steam Workshop page. For now, please update ModInfo.json so nothing is overwritten. We will address this and visibility in the next patch.
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!
Greetings players! The newest patch (0.21.19) 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.
Note1: From now on we will deploy Development builds EGS and GOG experimental branches. This will unlock enabling Dev Tools and debug print for easier modding.
Note2: We are improving JSON merging and compatibility. In a nutshell, mods editing existing models can have only fields they are aiming to change. This way multiple mods can edit different fields on the same model and everything is more clear and readable. There are some NEW rules so we updated the JSON modding section in the official Modding Guide. Check the updated Modding .json Files section.
Quality of Life Improvements
Mods can now include only fields they are changing for better compatibility and clarity (as mentioned in the note 2).
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where renaming scenario would change the id field as well.
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!
Things are heating up because fire is coming in the next update! Let’s dive into fire logic and how we developed it. We did a similar breakdown when working on water behavior, and you all seemed to enjoy that. Hopefully, you’ll find this just as interesting—and maybe even learn something new!
We needed a fire mechanic that works similar to real life situations but can be adapted to work well inside our game world. For inspiration, we looked at forest fire models which are used to simulate actual forest fires in order to determine where a fire will likely start, how quickly and in what direction will it spread, how much heat will it generate, etc. Forest fire models are usually developed as code, often documented and studied in research papers, and sometimes accompanied by guides, data, or software tools for practical use in wildfire management. These simulations save lives, prevent fire occurrences and additional financial damage.
Fire propagation is typically simulated using two main approaches: Cellular Automata and Wave Propagation. Here’s a simplified breakdown of both:
Take the Going Medieval grid system, where each square represents a voxel and something like grass, tree or a wall.
With Cellular Automata, think of each square (or cell) on the grid as a little computer that follows simple rules. For example, a square might say, "If one of my neighbors is on fire, I’ll catch on fire too!" Then, the fire spreads from square to square across the grid. Each cell just looks at its neighbors and updates itself, and by doing this over and over, you can see how the fire grows and moves across the whole grid.
With Wave Propagation , think about when you drop a stone into a pond and see ripples spreading out. That’s a bit like wave propagation! In a fire model, instead of water waves, we’re imagining “fire waves.” When one part of the forest catches fire, this wave of fire moves outward. It spreads from the burning area in all directions, like the ripples from the stone, but faster or slower depending on conditions like wind or fuel (more trees).
For Going Medieval, we went with using just the cellular automata approach because:
It works on a 2D grid. Now, Going Medieval's terrain is made out of voxels, which is a 3d grid, but it's easy to add a 3rd dimension into the existing algorithm. Having fantastic programmers helps, too.
These models are generally simpler and require less computing power. This makes them ideal for quick simulations, where you can change the rules to explore different fire behaviors without needing complex calculations.
It's easy to add randomness due to its adaptability to different patterns. Cellular Automata is great for capturing irregular patterns of fire spread, like when the fire jumps between patches of vegetation or changes shape due to obstacles. It handles these kinds of “messy” patterns better than wave propagation, which is more suited for smooth, continuous waves.
Our version of the fire mechanic is adapted to the game’s world. That way it runs in real time and can work with other systems of the game. To ensure the fire mechanic worked smoothly with other game systems, we started by developing the algorithm as a standalone project. This allowed for fast experimentation and iteration in the early stages.
All voxels that have fire on them are updated across multiple frames.If we updated the fire on every single frame, it would look like it’s moving super quickly and could end up spreading too fast or looking too intense. Instead, the game only updates the fire’s behavior every 3-4 frames. This means the fire isn’t constantly changing, just changing every few frames, but it still looks smooth and realistic. By updating the fire only every few frames, the game saves a bit of power (so it runs better) without you noticing any big difference. Since fire doesn’t suddenly grow really fast in this game, you won’t see any delay in the fire growing. So, even though fire updates 3-4 times less often than other things, it still looks like it’s burning smoothly, just like real fire. For Going Medieval, it doesn't need to be updated every frame, but it needs to be updated frequently enough so the fire doesn't appear like it's lagging.
The fire mechanic sees the whole world as a 3d grid with each voxel having these properties:
Voxel health - Anything burnable (trees, grass, buildings) has health > 0
Flammability - Indicates how fast things should burn.
Flame intensity - Represents size and strength of fire and is between the range of 0.0 - 1.0. If the value is greater than 0, fire will burn. It will appear as a small fire with less strength if it has lower values. The closer it gets to 1.0, the bigger the size is and its strength.
Wetness - Affects voxels that are moist. This moisture slows down burning, may even stop it.
With that being said, here is the fire logic in (theoretical) action: Algorithm passes through all of the voxels that are detected to be in a burning state. Flame intensity of one voxel will be increased if there is something burnable on that voxel (like a wooden wall on a grassy ground) or be decreased if nothing is burnable at the voxel (very wet ground). Flammability is used to boost flame growth, but wetness slows it down. Rain and snow also slow down flame growth here. Water puts out fire almost instantly.
After a certain time, fire tries to spread to neighboring voxels. On one hand - we don't need it to spread after every time flame intensity is updated - that would burn your settlement too fast and we like to have fun in our game. On the other hand, it requires more calculations than increasing/decreasing flame intensity, so it's better to do it as rarely as possible (game designer is going to play around with this and come up with the appropriate value).
Here is the video of that in action on a 2d surface:
On the left, red channel is fire, green is grid health, blue channel is flammability. On the right, flammability and grid health are multiplied, showing how quickly things can get out of control if not properly set.
Cool, now to test how the fire looks in the 3d:
It’s getting there. We’ll use existing fire assets (ie the one from campfire) and use it within our gameworld. Let’s see how it looks now:
Okay, a bit extreme, but we’ll tame it.
So to recap spreading: fire goes through all already burning voxels and finds all the neighbors the fire could spread to. For spreading to occur, those neighbors should not have fire on them, should be flammable and have health > 0, should not have too much wetness on them. Also, flame intensity should be higher than 0.4 to be able to spread fire to its neighbors. If the voxel passes all of these tests, it catches fire - its flame intensity will become larger than zero. This is how fire works in a nutshell, but without proper visuals it looked like this:
With a couple of shaders, it was time to upgrade it visually:
As the fire burns, it gradually damages the objects around it. However, to keep the game running smoothly, this damage isn’t applied immediately inside the fire system. Instead, fire damage is collected and applied later, outside the main fire logic, to avoid slowing down the game.
The game waits a few frames before applying this accumulated damage to objects in the world, which helps spread out the computational work. When the damage is finally applied, the health and flammability of each affected voxel are updated, so the fire system stays in sync with the current state of the world. Once applied, the accumulated damage resets to zero, and the process repeats as the fire continues.
Because of this, fire data will be stored in the save file the same way we store water - separated from data of all other game systems. That means if you get into an overwhelmingly heated situation and don’t want to deal with it gameplay wise, you will be able to delete all of the fire from your save. More on that once the update goes live.
But there is also still so much to talk about! This was just a fun (we hope it was fun) talk about fire movements. Next week we’ll discuss how to control fire spreading in the game. While you wait, let us know if this MMT was understandable as it went into more behind-the-scenes detail than we usually do. See ya in seven days and until then…
Greetings, medievalists! The newest patch (0.20.27) 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.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issues that prevented gates from being built beneath the beams.
Fixed the issue where stuff marked for deconstructing would be deconstructed if the game was saved & loaded in the meantime.
Fixed the issue where the right clicking on gallows wouldn’t show options.
Quality of Life improvements
Now, prisoners will get effectors like “had bad dreams, slept in a prison cell, saw a dead body”.
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 items are missing icons and localization values.
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 a bit different as experimental is helping us test memory leaks within the game. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
Greetings players! The newest patch (0.21.16) 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.
Bugs and Fixes
Fixed the issue where the ProductionRepository would not refresh properly after returning to the Home screen and enabling a mod.
Fixed the issue where updating a mod would lock the update button for all other mods, too.
Fixed the issue where modded Thailand font/text wouldn’t be visible in certain segments.
Added new mods to Integrity Checker. Bug Reporter will now print them out.
Fixed the issue where some areas wouldn't allow placement of socketable buildings on them despite having no blockades.
Note:You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."
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!
Greetings players! The newest patch (0.21.12) 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 various issues with creating and editing scenario mods from in game editor.
Improved uploading and updating mods to Workshop. Empty items with 0kb size should not appear again.
Improved subscribing and unsubscribing to Workshop mods.
Converted scenarios will now appear in the list during the same session.
Note:You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."
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!
Greetings, medievalists! The newest patch (0.20.25) 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.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issues where prisoners would be added to the list of incursion attackers.
Fixed the issue where in some cases, buildings marked for deconstruction wouldn’t have deconstruction marks on them.
Fixed the issue where released prisoners would end up stuck in some cases.
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 items are missing icons and localization values.
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 a bit different as experimental is helping us test memory leaks within the game. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.