Going Medieval cover
Going Medieval screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Going Medieval

Dev Update

Greetings medievalists!

We wanted to check in as we know we’ve been a bit missing in action the last few weeks when it comes to updates - it’s not that we haven’t been around, we definitely have been here.
However, we’ve been working hard on implementing some quality of life features & bug fixes which we wanted to get out ahead of the first update. We wanted to get back into the swing of our dev blog-style updates so sit back and let us update you!

As you are probably aware that we are a small team of seven people and the exposure and success of the game caught us by surprise - that is the reason we decided to focus on the initial bugs before implementing new features.

Many of you have suggested that we do weekly updates, while others were simply satisfied with new screenshots. After listening and taking onboard the feedback, starting from Monday (19th July) we want to begin a regular series of posts, these will update you on what we are working on, including any issues we come across and noticeable bug fixes that are upcoming.

And we have some news to share with you now. Beyond regular bug fixes and crash fixes, here is what we’ve been working on:

Resource pile optimization


Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and believe it or not - upon further inspection, the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks you had. The biggest FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having the piles fall down would result in 1 FPS for some time.

We have refactored the resource system so some FPS issues are solved - this is something that we felt had to be addressed. This update was the last stop before we start adding more systems and features.

Improving temperature balance


This was mentioned by a lot of players. The issue came from balancing and not from a bug. The ground voxels would give off negative heat and cool down a room, but placing floors would isolate that cooling and make it warmer. Good news - the issue has been solved now.

And we’ll announce more things and fixes in a later update, because...

Our next update will be ready for testing on the Experimental branch - Monday, 19th of July on Steam, Epic, and GOG


We have created an opt-in Experimental Branch for Going Medieval, where you can play a build using our latest changes before they're updated onto the main branch. Expect technical fixes, balancing, and other minor changes and improvements on the Experimental Branch.

The resource pile optimization and temperature balance updates mentioned above will both be available to play in this Experimental Branch too.

We’d also like to invite you to our official Going Medieval Discord server, this is our most active platform and best place to ask questions, chat with mods and us (when we aren’t knee-deep in development).

Thank you for being with us medievalists, and thank you for your patience.

See you on Monday. Should be fun.

Foxy Voxel

Follow us on Twitter: @going_medieval
We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/GuHfL2kf8tM

Patch Notes 0.5.29.3

Patch 0.5.29.2 is here! At the moment we’re focused on fixing crashes with a couple of bugs and issues fixes here and there too, but don’t worry - we’re simultaneously working on feature updates. Those will have to wait a bit, until we make sure that most of you are experiencing Going Medieval crash-free.


  • Fixed crash caused by quitting to the main menu if the settler's health starts depleting
  • Fixed crash caused by quitting to the main menu while the warning messages are appearing
  • Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
  • Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
  • Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
  • Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
  • Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
  • Fixed issue that caused the Research panel to not react to the mouse scroll wheel
  • Animals spawn rate received additional rebalance
  • Minor pathfinding optimization have been implemented
  • Various other crash fixes
  • Fixed issue with not being able to click on the menu and game freezing

Thanks!

Foxy Voxel

Hotfix 0.5.28.6

Hey everyone, we have our first hotfix (0.5.28.6) for Going Medieval live now.

This hotfix is focused on fixes for crashes, with some other key notable things listed below:


  • Various crash fixes are implemented throughout the game, caused by resource piles, room temperatures, roof spawning, building rotation, particle spawning, job panel, tooltips, & pausing production
  • Fixed crashes caused by naming settlers and village with non-latin characters
  • Fixed bug that caused dead settlers to get production experience
  • Added run in the background option: Players can now choose whether they want to allow the game to run in the background when changing focus (ALT+TAB)
  • Added a message when the player is trying to place a building somewhere where stability is 0. This also means that the message will appear when a player drags a wall off a cliff or tries to palace a wall on a spot with no stability
  • Merlons will not be counted as wall anymore
  • Fixed issue where music would get stuck on "one-note"



Thanks!

Going Medieval is OUT NOW!

We are pleased to let you know that Going Medieval is available right now in Early Access!

Going Medieval has been a labor of love from our team, as well as amazing people over at The Irregular Corporation, and we’re so happy for you to get your hands on the game. We're ready to journey together with you into Early Access and beyond!

To celebrate, we have a fabulous new launch trailer to share - feast your eyes on its beauty ↓
[previewyoutube="GuHfL2kf8tM;full"]

Not only this, but you can now also see our development roadmap overview. We are especially excited for...FIRE!



Did you play our Going Medieval beta on May 21st - 24th? Good news - you can carry your save progress across to the launch version of the game!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
We are on TikTok, too: https://www.tiktok.com/@going.medieval

Roadmap Reveal

Greetings medievalists!

Ahead of launch we wanted to let you in on what’s planned for Going Medieval during the Early Access period. We always receive amazing feedback & suggestions from our community, and as you can see a lot of your great ideas are implemented into this. Below you’ll be able to see our current roadmap!



We’ve always wanted to be as transparent and open with our community on our plans for the game once we venture into Early Access. This roadmap is based on our original Early Access plans for the game and the community feedback we’ve received from the multiple beta’s we’ve run.

Please do not stop giving us feedback once the game launches, we look through every piece! If you like what you see, have any thoughts on what’s coming up, let us know in the discussions :)

See you soon on June 1st where this roadmap will also be showcased within the game via the Main Menu - and if you haven’t already, don’t forget to wishlist us!

Foxy Voxel

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/Wy_rW95WtmA

Post-Beta Survey

Greetings medievalists!

The beta officially ended this morning - hope you had fun while it lasted. Thank you for participating in the Going Medieval Beta Test!

We have created this survey to gain more insights into your playing experience. You are among the first to play Going Medieval, so your feedback is particularly valuable:

https://docs.google.com/forms/d/e/1FAIpQLSdQaPztdrZxqITUcSQa9gMfDk_h63mqEPix0TbCpJJM-tPvHg/viewform

If you are unsure about a question, feel free to skip it. Help us where we are into the game development and pros and cons of Going Medieval.

We appreciate your awesome support and thank you for being with us on this awesome journey!

Going Medieval will be launching into Early Access on June 1st. The launch price will be £19.99 / €22.99 / $24.99 and we'll also be launching with a 10% week-long launch discount!

See ya soon peeps!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
We are on TikTok, too: https://www.tiktok.com/@going.medieval
See the trailer for the game here: https://youtu.be/Wy_rW95WtmA

Going Medieval Open Beta, Live NOW!

Greetings medievalists!

We’re happy to let you know that you can start playing the beta for Going Medieval RIGHT NOW! You should be able to head on over to the Steam page now and sign-up for the beta to receive access!

Keep in mind: Beta is live from now May 21st – May 24th 9:00AM BST.

Once you’ve had a good chance to dive into the game, we’d love to hear your opinions by filling in our survey here! ! We love hearing what you have to say about Going Medieval, and we want you all to know that you’re key in shaping the game throughout Early Access and beyond!

If you want to talk to the devs and other like-minded people, head over to our Discord server and post your screenshots, comments, questions there. If you encounter a bug in our game, do not hesitate to report it with the F10 command.

This is all for now! Enjoy our game!

Foxy Voxel

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
See the trailer for the game here: https://youtu.be/Wy_rW95WtmA

Release date & Beta Announcement

Greetings medievalists!

We have so much exciting Going Medieval news to share - so sit down, grab a brew and let’s get started.

Release Date


We can confirm that Going Medieval will be launching into Early Access on June 1st! This means you have just under one month to wait until the game will be available - so start blueprinting your castle designs, sharpen your weapons and let the countdown commence.

We can also confirm the launch price will be £19.99 / €22.99 / $24.99 with a 10% discount.



Pre-launch Beta


We promised the community we would be hosting one final beta before launch and we can now let you all know that our pre-launch beta will be happening from May 21st 9:00AM – May 24th 9:00AM BST. You can sign-up for the beta on the Steam page right now - everyone that signs up will get access to the beta during this period, yay!

To top this all off, your progress from the beta will carry across to the final Early Access version of the game on June 1st, so you will not need to wait very long before you can pick the game back up and continue building the most glorious settlement!



So much exciting news in one post, huh? If you’re interested in finding our main hub for all community chatter, head on over to the Going Medieval Discord channel now.

Thank you all so much for the support so far, we cannot wait for you all to dive in and show us your in-game achievements. It’s really not much longer now until you get to jump in and help us shape the game during Early Access 😊

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
We are on TikTok, too: https://www.tiktok.com/@going.medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

April Update

Greetings medievalists!

We would like to share some important things before we get to bigger announcements in May. With that being said, here is what is new in our game.

Localization Update


We are happy to say that once Going Medieval launches in Early Access, it will support all of these languages:

English | Simplified Chinese | French | Spanish | German | Russian | Japanese | Portuguese - Brazil | Korean | Polish | Turkish


If there is a language you want to see on this list, do express your opinion on Steam - we will consider adding more languages in the future.

Achievements


People love achievements, right? Beyond guiding players on how the game functions and its features, there is a sense of fulfillment when you see that achievement window pop up. Right now, we have 31 of those in our game. Here is how they look:


Some of them are super easy to get, some will require more skill and patience. Can you guess what some of them are? More of the achievements will come as the game develops and new features are introduced.

Some buildings received alternative versions


Some of the buildings received additional variations. For example, if players lack in limestone bricks to build a blacksmith forge - they'll be able to create one by using clay bricks. And it will have a different texture! Everyone will have different materials at their disposal and it’s important to cater to their playstyle.


Also, our Discord community demanded fences and we’ve added that, too. They don’t do much and are easily penetrable by enemies, but with them your crops look much sweeter.

Do you have a suggestion for our medieval colony sim? Head over to our Discord Server and let us know!

Deconstruction visuals have been upgraded


We’ve improved visuals when it comes to deconstructing buildings. Now, everything pops out and is more dynamic. Look at those bricks flying away:



And that is everything for our April update. On the other hand, the May update is coming very soon so expect some super awesome announcements in that one! Stay safe everyone!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

March Update

Greetings medievalists!

First off, we would like to extend a major thanks for the amazing community response we’ve received during the making of the game. With that being said - we have very exciting news for you:

We’ll be revealing the Going Medieval Early Access Release Window soon!


We're happy to let you know that we are very close to locking in a release date for Going Medieval on Steam Early Access. We cannot wait to announce the release date, and once we have finalized it we’ll be posting about it on all of our social channels, Discord, and of course, our Steam page! When do you think we’ll be releasing the game? Let us know in the comments. 😄

In the meantime, we have a few other things to share with you that we are also very excited to show off!

We are at the London Game Festival!



The full program for this year's London Games Festival has just been announced and Going Medieval will be participating in the show. Going Medieval has been chosen as one of the 40 games to be included in the show's first 'Official Selection', which represents quality, innovation, and diversity. The event is entirely online with 10 days of free talks and video programming available online.

https://games.london/

The festival runs from 19th March to 28th March and Going Medieval will be presented via a dedicated showcase site when the show starts.

Developer Gameplay Walkthrough!


To celebrate this today’s news, we’ve prepared a developer gameplay walkthrough video that will give you an introduction to the core features of Going Medieval and what our medieval colony sim is all about, this video is showcased to you by Vladimir Zivkovic, Co-Owner/Developer of Going Medieval / Foxy Voxel.
[previewyoutube="zn26GrEqmMw;full"]

More Bug Fixing


Our community recently had the opportunity to play a closed beta of our game. We would like to say a big thank you to the players who participated in the Closed Beta during this period. Your feedback was tremendously helpful, and we are grateful for your continued support - we are putting all of our efforts on bug fixes from the feedback and reports you shared with us.

In the upcoming weeks, we’ll be sharing where we are with the localization, what other features we’ve implemented, as well as overall progress of the game.

In the meantime, be sure to check our Twitter for more news, gameplay videos, and feature showcases. And our Discord Server to chat with like-minded Going Medieval fans, as well as being a key place for all game updates, news, and announcements!

Until next time,

Foxy Voxel Team