
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 952 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ce jeu est bien. Du moins était bien, jusqu'au moment où les IA ont décidé de partir en en roue libre. Quelques exemples : construire le premier bloc de sol, puis contourner la montagne pour venir construire le second bloc de sol juste à côté du premier, et rebelote. Quasi deux saisons pour construire une barre de 8 chambres individuelles ... Je ne parlerais pas du système d'inondation qui, pour un trou de 3 blocs dans le sol, inonde l'entièreté du rez-de-chaussée pourtant sans aucun contact avec le sol et donc une couche au dessus du trou. Je parlerais pas des bêtes (coucou les chats qui s'accouplent pire que des lapins ...). Bref, ce jeu reste un coup de coeur, mais là c'est insane ...
Build fort, gather people. Bandits exist. people die. sad... Great game tho, 10/10 in my books
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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
| $29.99 |
| — |
| 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 957 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
まずは正式版の開始ありがとうございます。 EarlyAccess開始からプレイしてゴールがないことを残念に思っていたので、旅の終わりができたことはうれしかったです。 そんなわけで再開し、難易度「一匹狼」でエンディング「市場の達人」までやってみましたが… どうも難易度がEarlyAccessの頃よりも全体的に下がっている様に思います。 一応クリアしましたがだいぶ喰い足りない。 EarlyAccessでは崩壊した中世を舞台にしたコミュニティ単位のサバイバルゲームでした。 食料の確保はもちろんですが、部屋の温度管理、衣類の管理を怠るとすぐに住人が不満を貯めて、出て行ってしまう印象でした。 敵襲でも住人達は基本的に弱く、なんの備えもなければ襲撃者に蹂躙されコミュニティは崩壊してしまいます。 それを解消するために建築を考え、スケジュールを工夫し、配置する人を考えと楽しかったのです。 ただ、正式版は何となくやっていると、何となくうまくいって、何となく進んで終わります。 (EAでは何となくやっていると最初の冬を越えられなかったんだけどな。「一匹狼」はその冬を目前にした秋の終わりスタートで、どうやって死の銀世界を乗り越えるかが面白かったんだけど…) クリアしてみると正式版はずいぶんと薄味の印象。 EarlyAccessで期待を持ちすぎたかな。
Tres bon jeu avec quelques modes sympa. Hâte de voir les prochaines évolutions
nice
Un rts sur le temps long ! Genial!!!
very strong building system probably one of the best, this was originally a good review but after looking at it critically and being a long time player there are a few gaps which mean i don't think its worth the full £25. good game but has really struggled to solve the issue of AI just trapping its self. this has been fixed for mining but not building(has not been fixed). building priority would fix this, nothing more frustrating than having to cancel all your build que to build one ladder for a trapped villager who dug them self in to a whole . late game I have run in to the same issues as in beta where the attacks get bigger and bigger and seemingly the gap between attacks shorter, this can lead to player exasperation a feeling of pointlessness why did i even bother then I put the game down for 3-4 months and the cycle continues. you can cheese this and annoyingly it seems you are forced to cheese by digging motes otherwise im not sure how you are meant to keep up. villagers also don't priorities problems if you get a infected crop they will just ignore it even when you you place a cut order, these infected crops spread to the whole field if nothing is done so you have to manually pause select villager and do that for every infected plant while also waiting for said villager to be done very long. same with closing doors you have to put them in fight mode to move them where you want pause the game then tell the villager be in neutral mode the close the door again. we can now tell villagers to equip gear while drafted which did not use to be the case why cant they just do everything they can do when not drafted. too much random interconnected recourses, so this is either a recourse used for one thing with small impact or an item needed like a target. seems like unnecessary effort and fiddling to get something which is quite important, or perhaps basic training not needing mats and advanced needing so? another example is bees wax which only seems to be used for barrels, which only seem to be used for water and ice which I have never used after 100 hours. for context ice can be used to store food longer but I already have over 2000 carrots and 2000 cabbages. the relationship between research and what you can make does not feel substantial or beneficial, every play through I have had i don't end up using more than 1/3 of what is available you just don't need it same with med beds not needed. the most powerful thing in the game is a wall with a whole around it topped with archers, if the developer is reading this and think "hmm need to find a way to remove the cheese" and not "hmmm we need to figure out a way to make more meaningful relationship between game mechanics" then we have a problem. villagers will also supply prison cells with food even when marked not to, so just wasting recourses again good game very good building and wildlife system(maybe they focused too much on this), just research and progression feel very lacking in impact after you research cut stone, iron and farming, you can do the whole game with just those 3 and it will make no difference. is seems very much like they have focused on environment and building systems and it shows, while this is nice its an odd choice for a game that takes place in a relatively small map, more attention should be given to progression and quality of life fixes. PS: caller flooding is now broken I love waiting for the enemy to build siege engines as my settlers fall over tired but apparently the attackers are on meth and don't need sleep
Hard, rewarding, peak
ngl.. would i rec? yes if you like colony sims, it very much takes from rimworld, but certainly falls short of its shadow unfortunately, at time of review, and prior as ive played around launch too. heres a rant i typed out after being asked "how is it going (medieval)?" ahem.. starting to think the game is 99% picking up after the retarded AI 10% basebuilding that follows with 70% run in background on triplespeed because the ai is SOOOO inefficient with how it works/paths/what jobs it chooses to do etc, it takes literally 10x more time per task on 70% of tasks not being able to que orders with shift is killing me too, so i can only micro one ai at a time, and even then, its SOOOO ♥♥♥♥♥♥♥ buggy ♥♥♥♥♥♥♥♥♥ u have to double ifnot triple order them, draft and redraft just for them to pickup the ♥♥♥♥♥♥♥ stick next to them on their way back to base the ai for the mostpart does what it wants, theyre supposed to sure, but why am i given direct controls eg forcing them to pickup a stick or dig a certain wall if they dont obey and just do what the ♥♥♥♥ they want anyway they cant take care of themselves either, constantly digging or chopping untill exhaustion... have to set them a mega babysat schedule with forced lunchbreaks and leasure time or they have a breakdown... that ontop of the SHEEER INEFFICIENCY ♥♥♥♥♥♥♥♥♥, prog feels SOOOO ♥♥♥♥♥♥♥ slow, and its not because its not already material wise etc its setup decently enough in numbers, but its the ♥♥♥♥♥♥♥ pathing and retardation man it makes EVERYthing take so long its actually p[ainful how slow the prog is simply due to the ai being ♥♥♥♥♥♥♥ retarded slower prog, more events you say? no... its ♥♥♥♥♥♥♥ "hostile animals" boo hoo theres a rat in the cellar time to draft some pawns and ♥♥♥♥ them up without issue can be done naked.. another trader? not bad if they bring coins so i can spend them at the once a year slaver, to get more pawns to help mitigate the inefficiency, anything else the trader sells is ♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥ and overpriced, what do u mean you dont want to buy the 467 dollar ♥♥♥♥♥♥♥ limestone fireplace im selling? buy the fireplace bigot well hey, atleast you get raids!? sure, if they actually did ♥♥♥♥ all beyond walk down the mousetrap run maze getting turned into little tin can cheese graters by my 20 crossbows atop the walls, en repeat, with literally zero change in AI, as i said previously, wheres the wall breakers? wheres the ladders? wheres the early catapults to smash my maze to pieces and let me fight to the death in the breach.. no.. its run down the path, get shot, ♥♥♥♥ off surrender, then i get to smelt down their gear.,. whoop de dooo 1.0, ♥♥♥♥♥♥♥ "we are launching full release" hows about no, hows about "We want a lil cash injection so heres a half baked potato" hows about a little honesty, witch to caveat i did notice a post of theirs openly admitting to "inspiration" from rimworld, yeah, its medieval rimworld with Z levels clone that spent so much time on the Z levels they skipped the gameplay and AI features before they ran out of cash. cant exactly argue they spent the budget on art can we. Rimworld is by far the superior game, and although this game COULD follow in its footsteps and become an icon of the genre, Its deffo a ♥♥♥♥♥♥♥ raw potato when it comes to AI and in a colony sim game, one about ♥♥♥♥♥♥♥ MANAGING AI, youd think theyd have had the brains to invest into some smarter software so it remains atleast tolerable. i think this game probably just appeals to people that like animal crossing, or idle games, because thats what i feel like im playing. im copypasting that into a review, shi, i could get paid writing gaymur articles. Still reccomend it, ive got 100 hrs for a 20 dollar game, and they keep working on it so i hope.. hope.. ohh dear.. that maybe it gets better or, maybe they launch a 2.0 or whatever, its come far since launch and again, if you like the genre youll probably like this game, its pretty fun and ive got my moneys worth, excited to see what the devs fix/add along the way.
suchtpotzenzial vorhanden!
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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