Going Medieval on Steam - User reviews, Price & Information

Build and manage your own castle settlement in a land reclaimed by wilderness. With detailed management, survival strategy, and a moddable sandbox world, Going Medieval challenges you to build the mightiest colony this side of the apocalypse.

Going Medieval is a rpg, early access and city builder game developed by Foxy Voxel and published by Mythwright.
Released on June 01st 2021 is available only on Windows in 11 languages: English, Simplified Chinese, French, German, Japanese, Portuguese - Brazil, Russian, Spanish - Spain, Korean, Polish and Turkish.

It has received 18,300 reviews of which 16,449 were positive and 1,851 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 24.49€ on Steam, but you can find it for 9.65€ on Instant Gaming.


The Steam community has classified Going Medieval into these genres:

Media & Screenshots

Get an in-depth look at Going Medieval through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 64-bit
  • Processor: AMD or Intel, 3.3 GHz (AMD FX 8300, Intel i5 3000)
  • Memory: 8 GB RAM
  • Graphics: AMD/NVIDIA dedicated GPU, 2GB dedicated VRAM (Radeon RX 560, Geforce GTX 1050)
  • DirectX: Version 11
  • Storage: 1 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
I have 1000 hours in Rimworld I got this game since it scratches that same itch, but I have to say it does more than that. At first I thought this was just a Medieval Rimworld clone but it really stands on its own as a game. I'm having a good time and the devs pump out content. If there are any early Rimworld players out there, they know it took time for it to be the massive game we know it for today. So give this game a chance and let the devs cook
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Jan. 2025
Decided to give this game a go after it has been in my bought games list for some time now. Boght it a while back since it reminded me a mix of the games RimWold + Timber And Stone. My goodness, it feels a good game for an Alpha phase. Think i only had like two crashes in the 90 in-game hours. I played an easy game but the first winter was still challenging. After i learned some tricks, built some shacks and an underground kitchen and leveled up my tech, it started to go uphill. There is always something to do in the game. Next thing you know the sun starts to come up irl outside :/ After watching TactiCat youtube video, i decided to build my own moat and a gatehouse castle with the portcullis and all. After arming my men with heavy crossbows no enemies have reached inside! Easy battles - maybe even too easy. In the future, i hope the battle mechanics keeps getting better. For example they should attack together or in different sides. Currently they trickle in one by one and they also get shot one by one. I was afraid they would build their own brides over the ditches or bring ladders to climb my walls - or even dig through them... But no, they just pick the easiest route - meaning the one that is full of traps and leads them to a killbox that is guarded by crossbows on three sides. Also would love to see some additions such as ledgers to farming plots to mark when to start sowing and cutting, or to be able to set production levels while selecting multiple production stations (icebox and brick-maker comes to mind). Maybe nerf apple tree production a bit. Overall, a game with very high potential that is playable in its alfa state. Hope it gets more additions in the future.
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Nov. 2024
Cons first: This one is gunna be another cautious recommendation. I've got many hours of enjoyment out of it and I'll likely have many more but I'm seeing a few red flags regarding the devs and it's really knocking my confidence in them being able to produce a complete and finished game as an end product. Bugs seem to be the most persistent issue and they range anywhere from the mildly amusing bugs, like settlers magically teleporting on top of wall segments, while sleeping (this one got resolved) right upto bugs that make you wanna throw a desktop tower through a wall, or maybe even a window for maximum auditory satisfaction. That G cord is real man. Those can be things such as settlers won't follow orders, or new features breaking the game by not functioning properly and even animals just getting themselves stuck in a building so they can slowly starve themselves to death. Some aren't even really bugs so much as design flaw issues. For instance, new settlers stop coming to your settlement after you have over a certain amount of them. This can range anywhere from 7 settlers upto 20. After which you’ll stop being offered new settlers. This is an issue that’s been there since the game became available for purchase and has never really been addressed by devs. A recent introduction of the long planned for prisoner system does some work to address this issue by allowing players to recruit prisoners. Which in itself is still a buggy system. People have reported jailers attacking newly recruited… shall we say ex-cons. Each bug by itself is fairly harmless and the game breaking bugs really do get stomped out well but since recently getting into the game it feels as though settlement management has gotten rather more annoying and a lot of these individual issues are starting to compound on one another. Loot and material sorting and construction efficiency tend to taper off as you recruit more settlers so it just becomes less efficient and there’s no real, clear answer as to why, except, design flaw. For example, at some point in the game, settlers will stop inputting and outputting resources into nearest assigned stockpiles which adds a boat load of time to any major construction projects or resource gathering operations. It made one of my bridge building projects take 3 days instead of 1 (in game) so the issue added 2 extra days to the project that should only have taken 1. The addition of water into the game was a marvel but the implementation is buggy at best and somewhat lazy. Timberborn can make it work well so why not in Going Medieval too? It’s very frustrating and it makes me think we may just end up with a barely functional game by the end of development. Which is why it gets a cautious recommend and a 7 out of 10 score. It could easily be a 10/10 if not for the issues mentioned above. Pros: As it stands it’s already a pretty full game with plenty to do and plenty to occupy yourself with. There’s a real sense of pride and build up as you increase settler numbers and turn the settlement from a dingy hovel into a mighty castle. Can really make quite eye catching constructions and it really is VERY fun while enemy raids lay siege to your domain. It’s highly creative, very immersive and despite the flaws settlers management is an impressive feature of the game with many job roles as well as a finely tuned method for managing the roles between single or multiple settlers. Which is why the game still gets an overall recommendation from me.
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May 2024
Rim world light, UI can be frustrating at times but is workable. If your looking for Medieval Rimworld in 3d vs 2d this game is going to be up your alley. I look forward to more mechanics cause currently its missing some touches.
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April 2024
Fun game, adds a new twist compared to it's clear inspiration (Rimworld). But the devs are taking far too long to update with new meaningful content.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 11 April 2025 00:33
SteamSpy data 11 April 2025 14:20
Steam price 13 April 2025 12:47
Steam reviews 12 April 2025 13:48

If you'd like to dive deeper into the details about Going Medieval, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Going Medieval
  • SteamCharts - Analysis of Going Medieval concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Going Medieval compatibility
Going Medieval
8.8
16,449
1,851
Online players
849
Developer
Foxy Voxel
Publisher
Mythwright
Release 01 Jun 2021
Platforms
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