one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

21 mechanics, as Going Medieval does them

core · 4

agents & behavior

Needs decay

Settlers track needs such as hunger, sleep, clothing preferences, and religion, and meeting them keeps settlers content.

conflict & defense

Raid defense

Repeated bandit raids and animal attacks are met with walls, traps, and settlers equipped and commanded in battle.

space & construction

Terraforming

A 3D terrain toolset digs out or fills voxel earth and water on a randomly generated multi-level map, so cellars, moats, and caverns are carved from the ground.

space & construction

Vertical layers

Settlements stack multi-storey buildings above ground and cellars and caverns below, connected by stairs and ladders.

supporting · 17

agents & behavior

Agent skills

Skills such as Animal Handling improve through use, including hunting and combat.

biology & health

Animal husbandry

space & construction

Building placement

resources & production

Crop cultivation

control & automation

Designation orders

agents & behavior

Mood and breakdowns

Settlers in poor conditions become dissatisfied and may leave the settlement.

risk & failure

Permadeath

agents & behavior

Personality traits

Backgrounds, traits, and perks set at settler creation.

space & construction

Room recognition

Workshops, chapels, libraries, and bedrooms are furnished and decorated rooms.

environment & ecology

Seasons

Seasonal changes govern food production and storage.

resources & production

Spoilage

Food keeps longer in cool storage such as cellars.

resources & production

Storage and buffers

space & construction

Structural integrity

Built structures need support, and unsupported sections collapse.

progression & goals

Tech tree

Research unlocks medieval technology.

agents & behavior

Utility action selection

agents & behavior

Work priorities

Settlers are assigned to roles that fit their skills.

core loop

dig into and build up voxel terrain -> assign settlers to roles and jobs -> settlers meet needs and mood shifts -> seasons change food supply -> raiders and beasts attack the walls -> research, build higher, and take in newcomers

design notes

It follows the RimWorld pattern of named settlers with traits, perks, skills, needs, and moods, and is widely compared to RimWorld and Dwarf Fortress. Its distinctive layer is a fully three-dimensional voxel map: the player can dig cellars and caverns, raise multi-storey stone and timber forts, and reshape earth and water, so defensive geometry and storage depth are design problems in three dimensions. Early access ran from June 2021 to the 1.0 release in March 2026.

appears in

the paper, 2 sections
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book

relations

1 stored edges
influenced by

sources

2
Wikipedia contributors (2026). Going Medieval. Wikipedia
Foxy Voxel (2026). Going Medieval on Steam. Steam

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gbcatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance