Overview
Most colony sims are flat. You draw walls on a grid, plop down beds, and hope the raiders don’t outnumber your rifles. Going Medieval, developed by Serbian studio Foxy Voxel, refuses to accept that ceiling — literally. This is a 3D medieval settlement builder set in an alternate late 14th century, where a plague has wiped out most of humanity and left the survivors to claw a civilization back out of overgrown ruins. You start with a handful of ragged colonists, a patch of hostile wilderness, and a season clock ticking toward a winter that wants you dead.
The pitch writes itself: it’s “3D RimWorld with castles.” And that shorthand, while reductive, isn’t wrong. The DNA is unmistakable — job priorities, mood systems, procedurally-generated settlers with quirks and grudges, escalating raids that stress-test everything you’ve built. But Foxy Voxel’s central bet is the Z-axis. You don’t just build outward. You build up — multi-story keeps, arrow-slit towers, drawbridges — and down, carving cellars and vaults into the bedrock. That single design decision reshapes everything downstream, from your defensive strategy to how you keep last autumn’s venison from rotting.
Positioned as an Early Access title that graduated into a full-featured sim, Going Medieval sits in an interesting market slot. It’s less punishing than Dwarf Fortress, more spatially ambitious than RimWorld, and prettier than both. The historical framing — no dragons, no wizards, just cold, disease, and the brutal arithmetic of a medieval winter — gives it an atmosphere its competitors, for all their depth, often lack. The appeal becomes obvious the moment the design clicks: your first castle wall is also a rooftop archery platform.
Key features
- Z-Axis Vertical Construction: The headline act. Build multi-story fortresses, deep underground storage vaults, bridges, and battlements. High ground isn’t decoration — it’s a combat and logistics advantage baked into the terrain.
- Deeply Simulated Settlers: Every colonist ships with unique traits, personal histories, and skill spreads that drive mood, productivity, and social friction. Your master mason might also be a coward who bolts the moment arrows fly.
- Thermal & Preservation Mechanics: Heat matters. Cellars keep food from spoiling; hearths keep colonists from freezing to death in winter. Temperature is a resource you engineer around, not a cosmetic season filter.
- Terraforming & Tech Trees: Reshape the landscape wholesale, then climb a medieval research tree toward better tools, weapons, and construction.
- Sandbox Options & Native Modding: Granular difficulty tuning plus robust built-in mod support.
Analysis
The Gameplay Loop
The core loop is classic survival-sim comfort food: assess, assign, build, defend, expand. You survey your settlers, hand out job priorities, and start the desperate scramble to erect shelter and stockpile food before the first winter arrives to collect its debts. What separates Going Medieval from the pack is how the third dimension threads through every one of those beats.
Take defense. In a flat colony sim, a wall is a wall. Here, a wall is a foundation. You build the rampart, then build a walkway on top of it, then station archers on the walkway, and suddenly your raiders are funneling into a kill zone while your crossbowmen rain bolts from an elevation they can’t easily answer. The tactical high-ground combat isn’t a bullet point — it’s the natural consequence of a building system that thinks in layers. Raids that would be lost on flat ground become winnable purely because you built up. That’s where the whole design clicks.
The same verticality complicates logistics in productive ways. Dig too deep for your vault and your haulers waste half the day climbing. Build your bedrooms too high and heating them in winter becomes a fuel sink. Every vertical decision carries an efficiency tax, and learning to read those trade-offs is where the game’s real strategic meat lives.
Onboarding Friction
Here’s the honest part: the learning curve bites. Going Medieval does not hold your hand with any particular tenderness. The interplay between temperature, food preservation, room quality, and colonist mood is deep, and the game trusts you to piece it together. A first colony can easily spiral into ruin over spoilage or a freezing winter nobody saw coming. That’s arguably the genre’s charm — failure is the tutorial — but players expecting a gentle on-ramp will feel the friction hard in the opening hours.
The Late-Game Problem
Every review needs its “but,” and here’s Going Medieval’s: the endgame runs dry. Once you’ve built the self-sustaining super-fortress — walls bristling with archers, cellars packed with a winter’s surplus, a research tree fully explored — the game runs out of things to threaten you with. Raids that once felt existential become routine target practice. The tension that powers the early game evaporates, and what remains is a very pretty diorama you’ve already solved.
This is the community’s loudest, most consistent complaint, and it’s a legitimate one. The systems that make the early and mid-game so gripping — scarcity, risk, the constant pressure of the season clock — quietly resolve themselves, and the game offers no strong replacement. The frequent player requests for multi-generational systems — children, family dynasties, succession — cut right to the heart of it. Those are the obvious missing mechanic. They’re the obvious missing mechanic that would give a mature colony a reason to keep becoming something rather than simply existing. Without a long-game hook of that kind, the ambition of the building systems eventually outpaces the reasons to keep building.
Visuals & performance
Going Medieval is, plainly, a handsome game. The voxel-adjacent art style lands in a sweet spot — clean and readable enough to parse a five-story fortress at a glance, yet detailed enough to sell the grime and weight of a medieval hovel. Sunlight rakes across battlements. Snow blankets the rooftops. The presentation does real work in cementing the historical mood, and it holds up under the kind of scrutiny a builder invites, because this is a game that rewards long stretches zoomed in on the masonry.
The UI carries a heavy load — job priorities, build menus, colonist detail panels, the constant vertical layer-switching — and mostly carries it well, though the density can overwhelm at first. Managing which floor you’re editing takes practice before it becomes muscle memory. As with any deeply simulated colony sim of this scope, sprawling bases with dozens of pathfinding settlers are the kind of workload that asks a lot of a CPU by design.
Platform nuances
Going Medieval lives on Steam, and it’s built for exactly one input scheme: mouse and keyboard. This is not a compromise — it’s the right call. A game whose entire premise is precise, multi-layered 3D construction demands the pixel accuracy of a cursor and the shortcut depth of a full keyboard. Rotating the camera, switching build layers, and issuing rapid job reassignments during a raid all lean on inputs a controller would fumble.
The Steam integration pays real dividends through Steam Workshop, where the native modding support meets an active community. Mods extend content, tweak balance, and — tellingly — attempt to patch the very late-game emptiness the base game struggles with. If the endgame leaves you cold, the Workshop is the first stop, and it’s a valuable one.
Final verdict
Going Medieval does the hard thing a game in a crowded genre can do: it finds a new idea and executes it with conviction. The Z-axis isn’t a gimmick — it’s a foundational rethink that makes every wall, every raid, and every winter feel spatially alive in a way its flat competitors can’t match. Foxy Voxel has built one of the more atmospheric and mechanically fresh colony sims on the market, and for the stretch of time it takes to raise your first great castle, it earns a firm recommendation.
The ceiling on that praise is the floor of its late-game. Once the fortress is solved, the tension leaks out, and the absence of a dynastic or generational hook leaves a mature colony with nowhere meaningful to go. It’s a real flaw, not a nitpick. But it’s the flaw of a game that gave you so much to build that it forgot to give you a reason to keep building — and that’s a far better problem than most of its rivals have. Buy it for the ascent. Just know the summit is quieter than the climb.
Reviewed by the Rankeno Strategy & Sim Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review