
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
游戏总体不错,很杀时间。但是感觉加入马匹更好,可以培养骑士那种
Great game if you love settlement/management games. They need to add children/lineages though. I felt like that should have been base game but the DEVs seem to have some morale dilemma about it. Here's hoping they change their minds down the road.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
I have had this game since it released in EA, and most of my hours have been in the last year. I have a bit of a love/hate relationship with this game. It is a good 'turn your brain off' game, the style is excellent, building mechanics and the terraforming is good fun. It is honestly easy to lose hours in a save. For me though, the sense of 'why am I doing this/what am I working towards' (aside from building a castle) is pretty strong and kicks in quite early. The game sets up with a premise of survival in a medieval post-apocalytic world but this isn't really touched again at all other than settler backgrounds. Having children in the game would very much give a sense of purpose (i.e reaching a stable settlement that has survived and is thriving). I am aware that the timeframe of the game might not really accommodate that, but there is a real sense that you are herding a bunch of strangers with no connection or interaction with each other. (I did play prior to the conversation symbols update, opinion remains the same). The personality traits don't seem to extend beyond skills, it would be great to have these impact relationships with other settlers so your colony has some life to it. I read other reviews about the difficulty of controlling settlers during attacks, and would agree. It can be very finnicky, particularly when you have researched the locked/unlocked doors (in my experience). That being said, overall pathfinding has improved immensely in the last few patches compared to the earlier iterations. All in all, it is a good builder, and I would certainly recommend it. It is only after a few hours on a save that you realise you are just in 3x speed waiting for building and not much else. I would love for a post 1.0 update to include some meaningful personality/interaction and even events between settlers to the colony.
6/10 Great idea but a lot of incomplete concepts and poorly thought out mechanics. - Game seems to be in limbo on combat and diplomacy. Both have only the most simplistic of features but not enough depth to make them interesting parts of the game. - No apparent means of diplomacy, apparently forcing a hostile state with most factions as angering them seems to be the only way to obtain people. - AI behavior of "default" for your people is braindead and a feature no one would want. Let's build all of these walls and defensive positions just to force a default of yolo charge every time you move a soldier. - No option to change the default behavior to the much more useful hold position. - Hunting behavior is busted. My archers can't hunt wolves solely because the AI wonks out and starts breakdancing in place instead of continuing to shoot. - Building doesn't explain clearly how support works. So I have 0 stability in random spots preventing building. - There doesn't seem to be a means of population growth outside of events (maybe I missed it). I've been stuck unable to expand due to not getting any people, despite most being in their 20s. - Removing floors to replace with something better is a pain in the ass. - Can't search the items when opening stockpile menus to find what you want. You need to remember where it is buried in the lists. - Stack size seems too small and forces unnecessary warehouses. - Getting rid of items seems difficult with the infrequency of traders and unwillingness to buy some types of items. - Also have had merchants get stuck on the map edge spawning in dead end terrain areas that I am not allowed to correct with the no build zone. - Automations missing key features. No destroy XX option on fires to get rid of surplusses. Training defaults to both ranged and melee, ignoring what the pawn has equipped. - Lots of notifications that are built to annoy not be informative. Every time a settler skips eating for no reason I get hunger notifications. Same for sleep. These are so unhelpful I would rather turn them off, only I am not allowed to for some reason. - Why can't I look at items in the build menus? i swear only some of the menus actually allow me to look at the details of what I am trying to build. I think a lot of issues could be worked around if the modding community adopted this game the same as rimworld, but without that and no "cheat mode" it makes the issues more pronounced. A good pro is that AI pathing seems to work well between the multiple levels, although weirdly the AI often takes longer routes when choosing between ramps on standard terrain.
need sex update
Игра шикарная советую поиграть чтобы просто насладится геймплем.
着实一般,不推荐,前期流程太平淡了,科技树也少的很,房间也少的很,几乎没什么效果,真不知道到底谁推荐玩,操作也非常拟人。而且画风饱和度太搞了,植物花草一点没有辨识度,挑的眼睛疼。而且操作非常不人性化,难以想象砍树只能单选成熟或者腐坏或者全选,而且不同树种之间,有的成熟期还没完全成熟也被框选,何意味??更不用说,采集收割作物,甚至没得选植物阶段,还在生产阶段的作物也能立刻把你收割了,纯纯浪费时间。等你玩懂了你就退不了款了。避雷。维度也没有rimworld上限高.又没电线,又没机械门。过门木门还要减速。无敌了。
我玩了好多个小时,感觉还行,只是问题非常多。 1:小人的寻路逻辑有问题,明明有更好的路,却偏偏走其他的地方。 2:小人工作有问题,明明是多种相同的任务,比如拆除任务,拆10个城墙,结果偏偏不一个小人就全拆完,而是分成4~6个小人去拆,小人大老远跑来,就是为了拆一个城墙。而旁边明明已经有小人在拆了。 3:5*5的投石机伤害有问题。投掷石块打到什么装备都没有敌人身上居然会只造成7点伤害。和头一样大的石块,还会被敌人的盾牌给挡下来。 4:小人是非常的虚弱的,打架只要超过一天没有睡觉,就会直接昏倒。(解决方法:把一天的时间调长一些,休息条的下降速度降低一些)
295 часов спустя Пожалуй, уже имею право оставить отзыв 😄 В Going Medieval я провёл 295 часов, и самое смешное — мне до сих пор не надоело. Игра затягивает своей атмосферой, строительством и вот этим вечным «ещё немного дострою и пойду спать». Начинаешь с нескольких голодных крестьян, пары стен и костра, а через какое-то время уже строишь полноценную средневековую крепость с производством, складами, мастерскими, защитными сооружениями и планировкой, которую переделываешь в десятый раз, потому что внезапно понял, что лестница стоит «не там». Отдельно нравится, что поселение ощущается живым. У каждого персонажа свои характеристики, навыки, отношения и настроение. Иногда кажется, что ты управляешь не поселением, а каким-то средневековым дурдомом: один пошёл работать, второй решил подраться, третий заболел, четвёртый влюбился, а пятый почему-то в очередной раз пошёл спать в другом конце карты. За 295 часов я могу сказать одно: Going Medieval — одна из тех игр, в которые заходишь «на полчасика», а потом обнаруживаешь, что уже наступило утро. Да, игре ещё есть куда развиваться, местами чувствуется Early Access, бывают моменты, когда хочется ругаться на механику или ИИ. Но при этом желание продолжать играть никуда не пропадает. 295 часов — думаю, это уже не просто отзыв. Это подтверждение того, что игра меня окончательно победила. 😂 Разработчикам огромное спасибо. Продолжайте развивать игру — я пока пойду ещё одну стену перестрою. А то криво стоит.
好玩,如果可以加入结婚生子系统就更好了
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $602.9K | 801 | 81% | $19.99 | |
| $529.8K | 491 | 72% | $24.99 | |
| $288.2K | 366 | 86% | $12.49 | |
| $35.4M | 29.3K | 95% | $29.99 | |
| $28.9M | 43.3K | 90% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20.7M | 15.9K | 83% | $39.99 | |
| $20.7M | 18.8K | 86% | $44.99 | |
| $20.8M | 39.4K | 88% | $19.99 | |
| $20.8M | 61K | 93% | $14.99 | |
| $20.8M | 37.7K | 92% | $19.99 | |
| $20.6M | 80.6K | 97% | $14.99 |