Going Medieval
game
7/13/2026

Going Medieval

byFoxy Voxel
8.2
The Verdict
"Going Medieval does the hardest thing a game in a crowded genre can do: it finds a genuinely 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 most atmospheric and mechanically fresh colony sims on the market, and for the twenty-to-thirty hours it takes to build your first great castle, it's close to essential." "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."

Gallery

Screenshot 1
View
Screenshot 2
View
Screenshot 3
View
Screenshot 4
View

Key Features

Z-Axis Vertical Construction: The headline act. Build towering 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 that the community has already run wild with.

The Good

Genuinely innovative Z-axis building reshapes the whole genre
Deep, believable settler simulation with real personality
Gorgeous art and strong historical atmosphere
Robust modding and Steam Workshop support

The Bad

Late-game runs empty once your fortress is self-sustaining
Steep learning curve punishes newcomers early
No multi-generational systems to fuel a long game
Dense UI takes real time to master

In-Depth Review

Bottom Line: Foxy Voxel took the RimWorld formula, dragged it into three dimensions, and built something that rewards architects as much as tacticians. The verticality is genuinely fresh; the empty late-game is the price you pay for it.

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. The first time you repel a raid you'd have lost on flat ground, purely because you built up, 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. New players routinely lose their first colony to a spoilage spiral or a freezing winter they didn't see 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 first twenty hours 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 aren't just wishlist features. 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.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.