We’re back from vacation and ready for new challenges! Thank you for your support during our absence. The team talked about future plans and ideas and how we want to approach them. You know how previous updates were huge content-wise, but occurred every 3-4 months? We want to try something different this time - we want to make smaller updates that will occur (hopefully) every month. Here is one of the things you can expect in Update #5:
Food consumption received some changes. We’ll talk about it in more detail once the update is released. For now, what you need to know is that this will affect their behavior during all of the hunger phases and how they calculate food intake and pick food piles, based on quality/quantity. This should prevent situations where settlers would frequently abandon work just to satisfy their nutrition.
This system will also take into account the location of chairs and where and when settlers will sit after picking up a meal. Sitting in a chair with no table will give a different mood effector than when sitting at a table to eat.
Settlers will have food pouches. A food pouch is a sort of storage where the settler can store food for later. You know that situation where you send your settler somewhere far away to do something, but they have to return after some time because they were hungry? Food pouches should solve such problems!
However, settlers will only store:
Foods enabled in their manage panel
Foods in the meal category (so no raw foods, but only packaged, lavish, stew, etc)
Food that is on shelves and or stockpiles
When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers. They’ll try to prioritize refilling their pouches during a non-working schedule.
You will be able to order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.
Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground.
And that would be everything for this week’s Medieval Monday Talk. But we are not stopping here. See ya next week with another Monday Talk in which we’ll discuss more animal content. Maybe even… new animals?
It’s been a busy year, right? Before we tackle new features, we decided that now is the perfect time to go on the holiday break... Our eight-person team has been working on Going Medieval constantly, and after talking among ourselves, we figured that August seems like a perfect time for everyone to go on a well-deserved rest. Improving Going Medieval is important but taking care of mental and physical health is crucial, too.
Starting today, we’ll be offline until the 29th of August. If you have any issues with the game, you can submit them by using the F10 button or send a mail to support@foxyvoxel.io, and we’ll check it once we return. However, it is also worth noting that we have a super helpful community here on Steam and Discord - if you are not sure how something works or if you think it’s a bug, the folks there will help you figure it out and maybe provide instructions on how to circumvent the issue. We also have a fandom page where you can get more info on things like mood, perks, quality map seeds, and other fun stuff.
On our Discord, we have a challenge with the theme “Medieval city”, where people can submit their epic creations on what they deem a worthy medieval town. Once we’re back, we’ll pick a winner and dedicate one full video showcasing that settlement, so join our Discord and start making epic stuff (the deadline is August 29th, 10 AM CEST).
We hope that you are having fun playing Going Medieval. Thank you for supporting the game and having patience. Finally, from all of us here - we hope you have a wonderful summer holiday. Avoid longer sun exposures, be sure to take frequent naps, and enjoy the latest update for our game. Also, check the last patch notes for bug fixes and known issues.
Foxy Voxel
Patch Notes (0.8.36)
Greetings players! The new patch (0.8.36) is now live on all of the platforms. 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 the loss of certain weapon animations upon loading the game.
Fixed the issue that caused graves to ignore stability updates.
Fixed the issue where placing beams under completed structures (such as floors, walls, etc.) wouldn’t always refresh stability properly.
Fixed the issue where objects placed on beams wouldn’t change stability when those beams changed their stability.
Fixed the issue where beam stability would appear the same in each construction phase (blueprint/constructed).
Fixed the issue where a couple of animals on one grid space would appear as if they are on top of each other.
Fixed a couple of issues where settlers wouldn't properly prioritize crop planting, harvesting, and cutting.
Fixed the issue where all furniture pieces would be registered as storage buildings.
Fixed the issue that caused settlers to try to pick up multiple pieces of equipment at the same time while hauling, resulting in a hauling loop.
Fixed the issue that prevented settlers from sowing crops in some cases, despite having necessary resources in their possession.
Fixed the issue that prevented a raid event from ending.
Fixed the lag that occurred if a player would banish a settler, but that settler wouldn’t have a clear path for leaving the settlement.
Fixed the issue that caused settlers to ignore cooking if that job was set to ‘1’ in the Job panel.
Quality of life improvements
Minor performance improvements.
Bored animation states added to boars & chickens.
Dismantle goal received better optimization.
Production goal received a couple of fixes and should work better.
Known issues
Sound effects are missing for some actions like harvesting/mining etc.
When the message appears that a settler can’t be banished, it will appear in English in all of the languages.
Some crop harvesting yields nothing. This occurs if one crop type has been turned into another one at some point in time (e.g. apples into cabbages). The solution (at the moment) is to cut old crops, destroy the cropfield and plant the ones that you want. We'll fix this in the next patch but don't know when that is happening.
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.
Recap of the first year of Going Medieval
Greetings medievalists!
We want to do something different this time - we want to do a recap of the first year since our medieval colony sim builder launched in early access.
Launch
Going Medieval launched on 1st June 2021, accompanied by this slick trailer: Alongside this, we dropped the roadmap of what was coming next.
We thought we had a good thing going on, but we did not expect the game to blow up as it did. In its first week, it sold over 175,000 copies whilst maintaining an 89% rating. You understood the type of game we wanted to make, and the limitations of being an Early Access title. You had trust in us and you had patience.
The next couple of weeks were spent on bug fixing and improvements - with such a big player base, finding and reporting bugs became… very fast!
Experimental Branch - July 19th
That’s why we needed a system that will help us identify those bugs before they get to a wider audience. The Experimental Branch helped us immensely here - eager players get to experience new features first while helping us discover bugs or issues. Once the experimental version is stable enough, we make it live on the main branch and make that a full update for everyone. Thank you all who partake in it and help us by playing on the experimental branch, Bug fixing is more manageable with you peeps.
While we did that, we also worked on new features and wanted to surprise you with them. This led to a quiet period which made some of you worried - did we abandon the project, are we doing anything at all? Understandable thoughts, but that was not our intention.
Medieval Monday Talk Introduction - July 26th
Thanks to your feedback, it was clear that you wanted to hear us talk about the development, even when we have nothing immediate to show. To talk about ideas, challenges, future plans, to show that the project is alive and active. That’s why we introduced our Medieval Monday Talk blog posts. We would use Mondays to announce new things and give you a sneak peek at what we were working on. While they did not occur every Monday, we tried to be as transparent as possible.
Update #1 launch - August 9th
Early on, we decided to do bigger updates that would appear every few months. That’s why Update #1 arrived after two months. Adding more storage options was always one of the things we wanted to do, but we didn’t expect that it would come so soon. You were very local about it and that’s why this update was all about Shelves & Racks. Of course, we introduced other things too, but storage options were our primary focus.
You folks were aware that after an update, the next couple of weeks would be focused on patches and hotfixes - Going Medieval is a pretty complex game and with every update, that complexity will increase. Some systems that worked perfectly previously would be affected by new changes and sometimes those would destabilize the game. We tried to convey clear messaging and your patience is appreciated.
Talking about Update #2 - August 30th
These are the posts in which we started talking about new features. Presenting it via MMTs proved valuable for a couple of reasons - each blog allowed you to comment on the feature mentioned in that devlog, which would, in turn, give us insight into how excited were you, potential issues, and the ways those features would evolve.
This is also the period where we expanded the team by one programmer thus making Foxy Voxel an 8-member team. This one would be focused on automated testing and modding because we understand the importance of modding in these types of projects. He’ll also do other tasks, but that will depend on a team's availability, the scope of the tasks, etc.
Weekly talks made sure that the game development was very much active, and some of you eagerly waited for another Monday. Sounds like a win-win situation
Going Medieval is on GeForce NOW - October 11th
Some of you wrote to us and asked us when Going Medieval will be on Mac or Linux. Our official stance regarding this is that we are focusing on PC only at this stage. We've been getting reports of people playing our game on Mac by using Windows via BootCamp and on Linux via Proton (with varying degrees of success). However, after looking into it - we’ve seen that GeForce Now allows streaming on Mac without any issues. Going Medieval was included in their library.
Update #2 - October 19th
Even though this update was titled “Merchants & Diplomacy” and was all about merchants, trading, and factions, we also managed to upgrade a bunch of existing features by introducing a custom settler creator, relocating objects, and other various improvements.
But after that came a hotfix period, where we took time to fix existing bugs but also upgrade some of the systems of Update #2.
Our First AMA - November 25th
We’d never held an “Ask Me Anything” session, so this was a pretty new thing for us. Our Discord server seemed like a perfect place for it, and it was awesome indeed. You guys are cool!
Beyond introducing "New Resources & Cultivation", we implemented things like settlers' aging, new buildings, new researchable stuff, and music!
Talking about Update #4 - March 14th
This update has been a long time coming. Previous pathfinding fixes were done on a macro level, so once we adjusted something, it would be adjusted for every situation. This did not work for our game since players would create various different scenarios. The new system would work on a case-to-case basis. But, Update #4 would provide more than that, so we decided to introduce more animals and pets.
Our second AMA - April 14th
We held another AMA because it was fun the first time and you guys deserve honest responses. We tend to be active on our Discord and reply if you folks have issues and/or need help with the game, but AMAs like these help us talk about the feature, which is always nice. We also have to extend a big thanks to our Discord Mod team and its community, thanks to them, Discord is a really helpful place for not only newcomers but seasoned players as well.
Update #4 - June 1st
We released this update on our Early Access birthday. It felt right. Animal husbandry was introduced, along with all the important interactions with new animals. We also did a code cleanup and reworked how the game stored save files. All this meant that old saves couldn’t be supported by this update.
We tried our best to maintain compatibility, but it was not possible in this case. We understand that some of you were frustrated by this, and that’s why we kept the legacy branch in which you could play your old saves (minus update #4).
Since Going Medieval is still in Early Access, these situations might happen again. We’ll try our best to avoid it as much as possible, but if it happens again, we’ll notify you ahead of time.
By the way, did you know that to this date, Going Medieval has sold 600 000 copies and has over MILLION WISHLISTS!
We’d also like to say thank you to the helpful folks of Steam Discussions - thank you for providing advice and interesting insight to other people when we are not there. We're also constantly in awe by your epic creations in the Screenshot tab.
In fact, Players create wonderful settlements all the time, that we really want to share and promote your creativity. That’s why during this period we created Community Spotlight Videos where we would take your settlements and show them in-engine: Think you have something epic and want to be in the video?Join our Discord and share your screenshots there. If it looks interesting/epic/awesome/aesthetically pleasing, one of the devs will contact you and ask for a save file, so we can make a video.
We also have to say big thanks to streamers/youtubers. Your video about Going Medieval ranged from informative to hilarious. We’ll try to spotlight a couple that caught our eyes (but in truth, there are a bunch that deserve a mention).
Then, there are those like perafilozof and Just Don’t Die, who spotlight the game in their own way and dissect it big time. We simply can’t list all of them as there are too many, but believe us - we love what you are doing and that you are having fun doing it.
Aaaaaand that would be all for now, folks. We’ll make another post soon, detailing what’s to come and how we plan to approach it, but for now, we want to say it again - Thank you for believing in us, and for playing our medieval colony sim builder. Going Medieval is only going to get better from this point on!
If you want to stay in the loop with all development news, follow us on Twitter. We also have a TikTok account which is sometimes funny, sometimes informative, but always Medieval. And of course, our Discord server which allows for faster troubleshooting, promotion of your content and is just a cool place to chill in general. Want more info? We have a helpful fan-made wiki - be sure to check it out.
That would be all for now. Thank you for your time and congratulation if you managed to reach the end - talk to you soon!
Greetings players! The new patch (0.8.35) is now live on all of the platforms. 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 settlers would still ignore repairing buildings in some situations.
Fixed the issue that caused settlers to be stuck in dismantle loop with nothing to dismantle.
Fixed the issue where a pet would freeze in place if the position of its owner was unreachable.
Fixed the issue where a wrong message would appear during the Violent Extortionists raid if the extortionist settler was sent to the caravan but returned back before extortionists came.
Fixed the issue that caused the Barn Door blueprint to have two colors when the resource for it was unavailable.
Fixed the issue that caused arrows in-game to have purple color.
Fixed the issue that caused multiple settlers to try and tend to the same person.
Fixed the issue where particles during construction/production/harvesting/cutting would appear as squares.
Quality of life improvements
Animals will haul more frequently now, but not as they did before. We nerfed this because players with a lot of hauling animals would experience significant FPS drops. This issue is being fixed, but until then, animals will haul a bit less often. If you can’t wait for the fix, did not experience FPS drops, and understand that this might cause some other issues - you can edit files on your own. Find animalBase.json file, look for the animal type you want to modify, and change “fireHaulEndEffectorChance” to 0.
Bored animation state added for deer.
Known issues
Sound effects are missing for some actions like harvesting/mining etc.
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.
Hotfix (0.8.33)
Greetings players! The new hotfix (0.8.33) is now live on all of the platforms. 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 ignore food and starve to death, despite having food present.
Known Issues
Settlers would start to dismantle with nothing, and gain nothing as a result (except the XP), creating a loop in the process - this occurs if you dismantle more than one thing in a building (or if you put it on forever) - the first one will go as intended, but every next one will cause that issue. Right now, until we fix it - we suggest that you cancel that production and put the new one on queue. That reported fixes for some folks.
Sound effects are missing for some actions like harvesting/mining etc.
Particles during construction/production/harvesting/cutting can appear as squares.
Sometimes, lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
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.
Patch Notes (0.8.31)
Greetings players! The new patch (0.8.31) is now live on all of the platforms. 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 minor crash occurrences.
Fixed the issue that caused wolves to be stuck in idle walk animation between two points.
Fixed the issue that caused reservation of production buildings, where a message ‘Already assigned to…’ would appear even though no one would work on those buildings.
Fixed the issue that caused newborn animals to be a random number of days old.
Fixed the issue that caused black bar texts to appear on influence events and after the end of raids.
Fixed the issue that prevented the triggering of hunger effector in some cases which would cause settlers to starve, but not to eat.
Fixed some of the issues that caused settlers to stand still for a long time, in between the tasks.
Fixed the issue that caused wrong armor rating values to appear in tooltips.
Fixed the issue where the ‘Tame’ order wasn’t working upon loading in some cases.
Fixed the issue that caused settlers to be stuck in the hauling loop.
Fixed the issue that caused the flickering of the mining marker.
Fixed the issue that caused the flickering of the production circle.
Fixed the issue where items were not pickable if they were located on graves.
Fixed the issue that caused default clothes to reset upon entering the ‘Edit Scenario’ window.
Fixed the issue that caused placeholder building resource icons to appear in settlers' inventory.
Fixed the issue where all domesticated animals would go toward/into pen markers when idling, thus resulting in weird visual glitches.
Fixed the issue where beam stability would always appear as 4 in the blueprint phase.
Fixed the issue that caused incorrect messages to appear upon ordering the opening/closing of windows.
Fixed the issue that caused settlers to look for beds that already had unconscious settlers in them.
Fixed the issue where enemies would pathfind through settlers upon loading the game that was in the middle of the raid.
Fixed the issue where the speed x5 would carry over to the daytime.
Fixed the issue that prevented settlers from walking over walls, doors, and windows if those objects didn’t have floors on them.
Fixed the issue that caused invisible slopes. Let’s hope that’s definitely fixed.
Fixed the issue that caused the appearance of the blank notification when clicking on unavailable settlers in caravan formation.
Fixed the issue that caused corrupted idle animation for merchant’s guards.
Fixed the issue where plants would still grow even if there was a roof positioned above them.
Fixed the issue that caused settlers to ignore repairing damaged buildings after a load.
Fixed the issue where newborn domesticated animals would have trained stat at 99%, and newborn wild animals would have tamed stat at 99% in some cases.
Quality of life improvements
Raid end conditions are changed to make a bit more sense.
A settler can have only one pet now.
Added animations for slaughter, milking, and shearing.
Settlers should be looking for the nearest beds now.
Added ‘Traveling’ next to the settler's name in the ‘Animal’ panel. This will appear if the animals’ owners are currently on a caravan. Those settlers will also be grayed out.
The animal haul process should work a bit better.
Improved how temperature is calculated. This should result in less lag.
Chests have different HP depending on their material type.
Plants should be easier to select now.
You can now set settlers that are on the caravan as pet owners.
When hungry, settlers will now look to prioritize their chair positions. They’ll look first for a great hall > room > under roof > outside.
Known issues
Settlers might suddenly refuse to eat - IF this happens, build chairs and tables and they should continue eating. Still trying to solve what's causing this issue.
Sound effects are missing for some actions like harvesting/mining etc.
Particles during construction/production/harvesting/cutting can appear as squares.
Lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
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.
Patch Notes (0.8.30)
Greetings players! The new patch (0.8.30) is now live on all of the platforms. 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 various crash instances.
Fixed the issue that caused the appearance of a wrong production duration calculation.
Fixed the issue that prevented beams from being selectable by the side parts.
Fixed the issue that caused flickering if a beam was selected and hovered over it.
Fixed the issue that caused the corruption of the target indicator, thus making it appear offset.
Fixed the issue where some enemies wouldn’t hunt settlers when destroying one of the doors.
Fixed the issue that caused settlers to be “stuck” in place.
Fixed the issue that caused disappearances of room overlay colors.
Fixed the issue that caused the appearance of floating piles.
Fixed the issue that caused influence to drop to zero.
Fixed the issue that caused copied objects to have different priorities from the original ones.
Fixed the issue that caused settlers to perform infinite trap resetting animation if a priority order was given while they were rearming traps.
Fixed the issue that caused Combat music to appear during merchants' visits.
Fixed the issue that caused settlers to avoid eating in ‘Great hall’ room types.
Fixed the issue where adding passion levels had no cost in Group Creation Points.
Fixed the issue that caused the multiplication of warning messages every time you return to the main menu and load the game.
Fixed the issue that showed incorrect warning messages like "Buildings can't be reached" and "Not enough resources" on blueprints when using the ‘Relocate’ option.
Fixed the issue that caused the placeholder text to appear when a wild animal group was leaving the map.
Fixed the issue that showed the influence graph to have the upper limit of 175, when it should be 100 since it is a percentage value.
Fixed the issue that caused production reservations not to work as intended.
Fixed the issue that allowed Barn doors to be used for making Pens, thus resulting in situations where domesticated animals could get out of pens.
Fixed several issues with settlers not prioritizing stuff and/or doing stuff and holding on to them while sleeping. Long story short, this should fix several scenarios like: - Settlers kept the task reserved even when they went to sleep. - Forced food piles were not properly reserved for the hunger goal. - Prioritizing the hauling order did not work as expected. - Production resource delivery was not properly reserved.
Quality of life improvements
You can load the game from inside the game. Huzzah!
Plant growth gets halted when the plant is roofed.
Using the ‘Attack’ goal via order and/or right-click should be more responsive and reactive now.
Known issues
Sound effects are missing for some actions like harvesting/mining etc.
Settlers will take some time before they decide what to do next. This issue is probably related to the big number of pets and humans performing hauling goals. It also affects the lagging in the game. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
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.
Patch notes (0.8.28)
Greetings players! The new patch (0.8.28) is now live on all of the platforms. 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 various crash instances.
Fixed the issue that caused food particles to stay visible even if a settler is drafted/undrafted.
Fixed the issue that made the ‘Cancel’ button in the Keyboard Configuration menu to restore already applied key binds.
Fixed the issue that caused the disappearance of the rebellious purple highlight upon loading the game.
Fixed the issue that caused prioritization of tending wounds to not work as intended.
Fixed the issue that caused an infinite hauling loop for settlers and animals when interacting with walled shelves and racks.
Fixed missing text for Woodwork Bench and Sewing Station, in the Almanac.
Fixed the issue that caused constant spawn and destruction of certain pile types if those piles appeared under socketable shelves.
Fixed the issue that occurred when the player would use the ‘Cancel’ button during the building installation process - if the player selected the corresponding building pile after that, it would still show the ‘Cancel’ button even though there’s nothing to cancel.
Fixed the issue that didn’t show proper resource availability when the player would install a blueprint.
Fixed the issue that caused combat music to disappear upon loading the save with an active raid.
Quality of life improvements
The game should lag less now.
Additional mouse buttons, including the middle button, can now be assigned to different keybinding. Left/Right buttons and mouse wheel functionality remains locked by default.
The way the enemy list is shown upon hovering on the ‘Raid’ notification is now formatted differently. Now, the list will not show each enemy separately.
Text for some equipment in the Almanac has received clearer wording.
Animation of rats and chickens received a bit of fine-tuning.
Known issues
Objects still appear floating in the air. Build floors beneath them to pick them up.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.
Hotfix (0.8.26)
Greetings players! The new patch (0.8.26) is now live on all of the platforms. 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 various crash instances.
Fixed the issue that caused the training marker to disappear when obstructed by walls.
Fixed the issue that caused longer settler’s names to exceed the name box in the ‘Animals tab’.
Fixed the issue that caused invisible slopes. This needs more testing, so let us know if it still appears in this build.
Fixed the issue that prevented other raiders from attacking the door, if one of them was killed in that process beforehand.
Fixed the issue that caused settlers to haul a random pile instead of the one that was ordered to be hauled.
Fixed the issue that prevented shackles and chaperone items from disappearing when hiding layers.
Quality of life improvements
The transition from idle to walk and run animations for all of the animals is smoother now.
Known issues
Objects still appear floating in the air. Build floors beneath them to pick them up.
Settlers and animals get stuck in a loop where they move resources from one shelf to another. Save/load should fix this.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.