going-medieval game sourced
Going Medieval
A colony sim set after a plague in which settlers with traits, needs, and moods dig into and build up a multi-level voxel terrain to survive seasons and raids.
parts
21 mechanics, as Going Medieval does themcore · 4
Needs decay
Settlers track needs such as hunger, sleep, clothing preferences, and religion, and meeting them keeps settlers content.
Raid defense
Repeated bandit raids and animal attacks are met with walls, traps, and settlers equipped and commanded in battle.
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.
Vertical layers
Settlements stack multi-storey buildings above ground and cellars and caverns below, connected by stairs and ladders.
supporting · 17
Agent skills
Skills such as Animal Handling improve through use, including hunting and combat.
Animal husbandry
Building placement
Crop cultivation
Designation orders
Mood and breakdowns
Settlers in poor conditions become dissatisfied and may leave the settlement.
Pause and speed control
Permadeath
Personality traits
Backgrounds, traits, and perks set at settler creation.
Room recognition
Workshops, chapels, libraries, and bedrooms are furnished and decorated rooms.
Seasons
Seasonal changes govern food production and storage.
Spoilage
Food keeps longer in cool storage such as cellars.
Storage and buffers
Structural integrity
Built structures need support, and unsupported sections collapse.
Tech tree
Research unlocks medieval technology.
Utility action selection
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.