Going Medieval artwork$29.9988%Very Positive

Going Medieval Build a town that keeps them alive

Raise three plague survivors into a walled medieval town in a wilderness reclaimed by nature. You dig cellars, stack multi-storey halls, keep moods and bellies full, and hold the walls against raiders and beasts. Slow, hands-on colony building with real seasons and stone-by-stone construction.

Is Going Medieval worth it?

Going Medieval is worth it if…

  • you like slow colony sims where you build, farm, craft and manage needs
  • you enjoy designing castles stone by stone, up and underground
  • you want survival pressure from seasons, hunger and raids
  • you like shaping settlers around distinct skills and personalities

Screenshots

From three travellers to a walled town

You start with three settlers and an empty valley, hill or mountain map. From there you mark stockpiles and fields, fell trees and quarry clay and stone, then lay out chambers, workshops, chapels and libraries.

Building is vertical. You can stack multi-storey forts with furniture and decoration, or dig down into cellars and winding caverns. Winter closes in fast, crops stop, and food runs short, so a warm hall and a full pantry matter as much as high walls. It rewards careful planners who like watching a small camp turn, season by season, into something that looks permanent.

Settlers with jobs, faith and appetites

Every settler arrives with skills, traits and needs. One may be a fine animal handler and a willing brawler, fond of good clothes and regular worship, and also very hungry. You assign work around what each person does well, from hunting and cooking to building and research.

Keeping them settled means feeding them, clothing them, giving them a decent room and time for religion and rest. Get the balance right and the town hums along. Get it wrong and hunger, cold and bad moods pile up at the worst moment, usually right before a raid.

Raiders, traps and medieval steel

This lawless world sends bandits, and the local beasts are not friendly either. You research medieval technology, forge weapons and armour, build walls, gates and traps, and arm your people for the fight.

When attackers come, you place settlers yourself and order them in real time, matching bows and blades to their skills. Hunting and combat improve those skills over time, so the archer who once missed wolves becomes the one you want on the tower. A single gate watched by archers can hold for a long while, until the enemy finds another way in.

A map you can reshape and mod

Each run uses a randomly generated multi-level map. You can flatten ground for new halls, hollow out hillsides, and shape earth and water to fit building plans or tighten your defenses.

The 3D tools let you go humble or baronial: a low timber hamlet, a stone keep on a rise, tunnels below. Modding tools add room beyond that, with new items, rules and building options for later runs. It is a sandbox first, so the goal is the settlement you picture, defended long enough to keep standing.

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