
Build and manage your own castle settlement in a land reclaimed by wilderness. With detailed management, survival strategy, and a moddable sandbox world, Going Medieval challenges you to build the mightiest colony this side of the apocalypse.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.86/day in the week to Aug 26 → 5.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
When civilization is decimated by rampant plague, a lucky few emerge from the ashes. Help them settle in a dangerous wilderness reclaimed by nature. Build them a home, shape their lives, and defend them from bandits and beasts in a lawless, realistic post-calamity world. The Dark Age is yours to rebuild.


From three lost travellers to a thriving walled city, build greatness from desolation. Use 3D terrain tools to create the perfect stronghold, from sprawling multi-storey forts to winding underground caverns. Construct, furnish and decorate your chambers, workshops, chapels, libraries and more, using stone, clay, and other gathered materials.

Each settler is a unique character. Consider Grimbold, for example. As a Swineherd, his Animal Handling is second to none. But his personality is Savage, so he’d make a strong Brawler. He likes nice clothes, his religion is dear to him — and he’s hungry. Satisfy Grimbold’s needs, use his talents, and he’ll be a happy settler — key to a happy settlement.

Build impenetrable defenses and set traps against unrelenting waves of raiders. Research and craft medieval tech, arm your settlers and command them in battle. Tailor your strategy to your villager’s skills, and upgrade them through hunting and combat.

Explore your randomly-generated multi-level map and manipulate it to your will. Terraform the earth and water for construction, design, or military strategy. Build up or dig down, go humble or baronial, and use the modding tools to unearth a whole new level of creative freedom.
We think you'll love Going Medieval if you enjoy...
RimWorld, Manor Lords, Kingdom Come: Deliverance II, Timberborn, Crusader Kings III, Civilization, Total War: Medieval II, Age of Empires IV, Frostpunk 2, Nova Roma, Kingdoms and Castles.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 946 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tell me why every settler needs 10 construction to build the basic of needs and a simple meal needs 24 of any raw ingredient. It's a simple meal not a three meal course.
犬が菜園の柵を壊して羊がキャベツを食い荒らすゲーム、壊すな まぁ優先度1の建築を3%進めて放棄し、優先度5の菜園にでかける系のAIを何とかすればだいぶ良くなりますね。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Japanese, Portuguese - Brazil, Russian, Spanish - Spain, Korean, Polish, Turkish
| $22.49−25% |
| — |
| 92% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 951 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Similar to rimworld but medieval themed and adds vertical levels and 3D design for a really nice and enjoyable experience. Highly recommend!
先做总结,我认为这是一款非常具有潜力、非常值得游玩的游戏,我愿意将它和僵尸毁灭工程和环世界放到同一高度。 下面是我对于这款游戏,希望优化和更新的内容: 1.现阶段建筑朝向只有4个方向(也就是东、南、西、北),我希望能再增加4个方向(加入东南、东北、西南、西北),一共8个朝向; 2.开放更高的层高限制; 3.加入更多建筑纹理; 4.修复一下圆形和半圆形墙体所在地块被其他地板或者水流包围时,出现的四个角的空隙; 5.加入以观赏性为主的装饰性植株和更多农植物; 6.允许架子贮存其他物品; 7.丰富剧本目标的玩法以及奖励,并可以在一个剧本中完成多个目标; 8.通过举办学习活动,并在使用特殊教材的时候,增加解锁新科技的功能(比如允许制作研究中没有解锁的大盾); 9增加一种类似建筑蓝图保存的功能,可以允许玩家在新剧本中直接使用现有蓝图进行建造; 10.城垛突出墙体时下方是空的有点奇怪; 11.单人寝室提升装潢等级太难,应重新设计宽敞程度对于单人寝室的影响; 12.衣着管理没太搞懂原理,小人总是没法自动更换应季服装而过冷或是过热; 13.现阶段的心情系统做的有些过于恶心玩家,在多人管理中会让矛盾麻烦格外明显,小人各种需求的消耗速度过快导致城市规划、建筑美观在很多时候是没法实现的,没法建造很大的城市,我并不想建造一个所有功能房间都堆在一个四方火柴盒里面的超大要塞,或者遁入地下或凿穿山体变成山顶洞人; 14.对于下雨天气,应该允许玩家制作雨伞来应对; 15.小人在建造失败后,建材会被宠物搬运工搬回驻料场,小人就要再重重新搬运一次建材,浪费大量时间; 16.入侵战胜利后,因看到敌人尸体导致小人不高兴我认为是错误的,这个减益效果应该只适用于自己人减员的时候; 17.增加显示来访的商人、乞丐、旅人离开本定居点的时间提示; 18.允许在桌子上面摆放一些物品或者箱子; 19.给衣柜添加分配存储量的功能(比如一个衣柜里面只放一个夏装一个冬装其他四个都放硬币);
The only thing Rimworld was missing to do a proper medieval setting is verticality and that's exactly what this is. Great game if you love colony sims!
Awful. There is an evident lack of thought or care throughout. Combat is still clunky and feels broken. With any and all "castle defence" concepts, the core theme of this title, like choke points and narrow corridors to limit and control attacks rendered irrelevant by the "infinite number of enemies per square" and "poleaxes need 0 space". Which renders "put things in the way and pepper them with missiles" irrelevant since nothing "gets in the way". So players are forced to "cheese" things, and then rather than "fix the fundamental flaws" then devs are working to "invalidate the cheese". The enemy can run all the way up to your settlers before they "wake up" and do anything, the tick is just that slow. The enemies can run straight past meleeist without any response and right into the missile group. So "formations" are totally useless. The controls reset constantly so _EVERY_ time you a settler them to do something you have to change their behaviours _AGAIN_ or they suicide charge off somewhere. And its not just combat... ... there is no way to select all settlers, they can be off doing whatever all over and an attack turns up so you need to draft everyone and... now you have to cycle through each one, click click click... ... copy paste setting for a armour rack and the UI doesn't update until you deselect and reselect, so it looks like it didn't work. click click confused click click... .. the mood and need systems are totally broken, "do anything all day right next to the shrine to go pray" and that settler is going to "rebel" whilst sleeping because "deprived of religious activity", which makes them exhausted, so they rebel because they're tired, so they don't... and on and on. I'm idle, so i'm going to stand next to the dead body pit, in the rain, in the cold rather than in the impressive great hall with a glass of fine wine, oh no i rebel because i'm drenched cold and saw lots of dead bodies... Even when provisioned with everything wanted and given the time and space to take advantage of it, you're going to have mood problems because the settlers are that dumb and you can't affect it. Oh did i mention *!!GANNKSKNHG!!!* every time they're annoyed or upset, no way of turning those alerts off/down either. ... in another example, a domestic dog was hungry, animals' UI doesn't tell you their diet, that's in the encyclopedia entry for them, but there isn't a link button to open the entry in the UI (there is space for a "jump to" button for something you had to have on screen to select though... ) . You have to click click click search click... oh there it is. ... even down to something as simple as "there isn't a save and close" option, you have to manually click through to save menu then close that down and then through to the exit option. click click click... ... there are lots of different types of leathers, there is no difference other than colour... but they take up a tile per stack... annoying complexity for no reason other than "it's cool" i guess at least rimworld had different hot/cold tolerances for them so there was a purpose to it. ... on and on, game system after system... The "ideas" are there... but the implementation feels like "bare minimum and ship it, we don't care". 5 years of dev, 6 months since 1.0 launch and this is the state of the game. Very disappointing. AVOID AT ALL COSTS.
재미는 있다, 하지만 버그가 너무 많다. 옛날 평가들에 속지마라. 그 사람들은 공성전 업데이트도 하기 전에 성벽쌓고 해자파면 더이상 적들이 못들어오던 시기에 하던 성 쌓는거에 재미 느끼던 사람들이다. 지금은 이상한게 너무 많이 들어가서 도저히 플레이해주기 힘든 수준이다.. 최고 난이도로 플레이했지만, 게임 자체가 어려웠다기 보다는 1. 버그 2. 바보같은 AI 때문에 게임이 힘들었다. 최적화되지 않은 일정 버그 때문에 주민들이 계속 불만을 호소하는 통에 내가 보육원 원장인지 게이머인지 구분이 안가는 지경이다. AI는 또 너무 멍청한 탓에 채굴하다가 구덩이에 갇히기, 건설하다가 갇히기, 건설 자재 운반하고 바로 안짓고 멀리 빙 둘러오기 등등.. 주민이 10명 넘어가면서부터는 아예 자동 케어가 안되어 3가지 엔딩 중에 그나마 쉬운 칙허시장으로 클리어하고 접는다. 1.0 이후의 정식버전이라고 하는데 사실상 아직 베타의 완성도같다.
God Tier Colony Sim. Dont be scared for this game as it can look quite complex at first, but the game can and will explain itself really well, but leaving just enough room for the player to experiment Give it a try, once pirated this game and out of PURE respect to the devs bought it afterwards
Nice game, very adictive, but in late game it feels boring because many events stop happening and no more people come to your village. Maybe there is a limit in number of population and that feels very dissapointing. I also feel that some resorces like stone or iron should respawn in a period of time because there are very little of them. The game feels nice and entertaining at the start but very boring and dissapointing in late game :(
Игра неплохая, но rimworld обгоняет ее почти по всем пунктам. Плюсы: + Сеттинг и атмосфера + Графика - я люблю реалистичный стиль и этим мне игра нравится больше конкурентов + Уровни на карте, а следовательно можно строить под землей + Комнатам автоматически присваиваются типы Минусы: - Баги. Их мало, но они есть. За 17 часов нашел 2, о них ниже. - Приоритеты работ лучше сделаны в dwarf fortress - Rimworld удобнее, даже с его сложным интерфейсом - Искусственный интеллект врагов. Они только пытаются убить поселенцев и больше ничего. Этим очень просто манипулировать Баги: 1) Через несколько часов непрерывной игры начали ломаться очереди производства и ничего нельзя было изготовить. Помогла только перезагрузка игры. Перестройка объектов и очистка очередей производства не помогает. Такое чувство, что игра перестает видеть ресурсы на складах, если их много 2) Поиск пути у врагов. Я построил лабиринт в низине у которого есть и вход и выход, а над ним короткий путь с подвесным мостом. Как только я поднимаю мост все врагу просто теряют маршрут и перестают двигаться, хотя путь есть. Как итог надо идти и убивать их самому, иначе битва никогда не закончится. Краткий итог: Игра может завлечь на пару вечеров, но rimworld обходит ее во всем. Советую брать фанатам или на распродажах. Возможно будущие патчи или моды улучшат игру.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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