
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 960 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Excellent avec une très bonne rejouabilité
好玩,无需多言,另外一定要装这个mod:Coal from Sticks,装了就知道了
It's fiddly and could stand from more diverse content. Love it. Makes me wish for a voxel rimworld with z levels.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 965 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is awsome! I would have payed 70 Euros for it. Its worth every penny
divertido e simples.
БОГОДРОМ !
What should I say after owning it for a few days and sinking 60 hours into it? Speaks for itself. It's not just a city simulator, it has a lot of common elements as oxygen not included, another game I love. It's a lot of fun, and while the following list seems long, they are just minor things that are a hassle to work around. So don't be afraid to give this one a shot, despite my little suggestions. Here are the things I hope they'll fix or implement: - We have urgent haul, but we have no urgent build or urgent gather or urgent anything else. Instead of having urgen haul, it would be a lot better if it were "urgent action" that can be applied on any task previously marked. Oxygen not included lets you select urgency for every action on a scale from 1 to 10, with 5 being the default setting. I don't think this game needs that many levels of urgent options, but it would be nice to tell my settlers what to work on first if multiple things are planned out. Yes I marked this piece of dirt to be mined 10 minutes ago, but I would love to build this workshop first, so let us mark the building project as urgent while the mining remains something the settlers do who do not construct or what the settlers fall back to doing if building, for some reason, isn't possible (missing resources for example). - If things are placed on a stockpile that has that particular thing disabled, it will not count as something that's present in the settlement. For example, it's the main reason people can't select booz when planning an event in the great hall. You have booze, but for some reason, your settlers just put it on a stockpile that has booze disabled for storage. It's stored there, but the game doesn't see it. This needs fixing one way or another - either settlers will absolutely not place anything on stockpiles that isn't meant to go there, or the game needs to recognize all the resources on any stockpile no matter if the item is supposed to be there or not. - Another urgent action thing: Workstations can not be prioritised. I know that's what the job tab is for, buuuuut especially while cooking, my settlers will ignore the stove to make meals and instead produce alcohol and fermented stuff instead of food. I have to actively select my cook and keep telling him to make meals over and over and over again. Instead, it would be an easy fix if each work station had a priority setting. Some things do - stockpiles, for example, but not work stations, which need it a lot more in my opinion. - The schedule mechanic would be nice if it worked. I tried to fix it with mods, but with and without it is a mess. Settler will stay up hours past their scheduled sleep time, then mope about being exhausted, become rebellious and ultimately pass out. Settlers should just go to sleep when very tired. Best way to handle this, is a force-sleep check box that can be enabled and disabled. If it's enabled, settler will go to bed when they are tired even if it's not scheduled yet, if it's disabled they'll stick to the schedule even if they are exhausted. Let players handle how to deal with this. - And a minor nit-pick because it's good to have it but the way it works is just infuriating -> Auto-save: Nice to have but I have been screaming at this god forsaken message so many times because it pops up and disables everything you do while freezing your entire game with a huge message in the middle. It's frustrating especially while building. Place a tile - FREEZE - select the floor again - place the tile - place a wall - FREEZE. And then, when you need to reload, the last auto save was 30 minutes ago even if it saved like 5 minutes ago. I dunno what this game is saving so aggressively, but it's exhausting. I do understand this is a delicate matter, but maybe the devs could work something out that's more subtle without haulting the whole game for seconds on end.
super
Fun game.
Fun and stuff
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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