Going Medieval, the survival colony sim from Foxy Voxel, launches its 1.0 version on March 17th across Steam, Epic Games Store, and GOG. The game has sold over one million units during its time in Early Access, and the full release brings a substantial overhaul to progression alongside new features and content.
The core of Going Medieval is building a settlement from almost nothing and keeping it alive. A handful of survivors emerge from a world devastated by plague, and from that desperate starting point players construct homes, workshops, chapels, and libraries using freeform 3D terrain tools. Construction runs vertical in both directions: multi-storey forts rise above ground while winding caverns snake beneath it, all shaped from stone, clay, and gathered materials. Terrain itself becomes a resource and a weapon, with players able to terraform earth and water for construction, design, or military advantage. Defenses need to be layered and considered because raiders come in unrelenting waves, and the game expects players to research medieval technology, arm settlers, and command them directly in battle. Traps supplement walls, strategy bends around the specific skills each villager brings, and combat and hunting improve those skills over time, feeding back into a loop where every settler becomes more capable the longer they survive.

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The world is randomly generated and multi-levelled, a dangerous wilderness reclaimed by nature where bandits and beasts occupy the space civilization left behind. There's a lawless quality to the setting that shapes every decision. This isn't a place where you build in peace and admire your work. The Dark Ages press in from all sides, and the mood sits somewhere between quiet determination and constant threat.
Each settler arrives as a distinct character with their own personality, skills, religion, and needs. The game illustrates this with a settler named Grimbold, a Swineherd whose Animal Handling makes him invaluable with livestock but whose Savage personality means he'd also excel as a Brawler. He cares about nice clothes, holds his religion close, and he's hungry. Satisfying those individual needs matters because a happy settler feeds into a happy settlement. The interplay between who someone is and what you need them to be creates the kind of small human stories that colony sims thrive on, where a decision about one person's role ripples outward into the health of the whole community.
The 1.0 release introduces Renown and Global Stats, overhauling how progression works across a campaign. Grand Objectives now provide a route to each campaign's conclusion, giving players a defined endpoint to work toward rather than an open-ended sandbox alone. New Starting Conditions offer unique gameplay modifications that change the shape of each run from the outset, and additional buildings, items, roles, and quality of life improvements round out the update. For a game that already had a million players invested in its Early Access form, these additions reshape the structure around the sandbox rather than simply adding more to it.
Going Medieval asks players to take three lost travellers and turn desolation into a thriving walled city. Every wall placed, every settler assigned, every raid survived pushes that transformation forward one careful decision at a time.


