FAQ from Developers
Below you'll find answers to the questions we get asked the most about Going Medieval.
What is Going Medieval about?
Going Medieval is an alternate medieval history colony sim, where you can build a multi-story fortress out of clay, wood, and stone. Your villagers will have needs, feelings, and agendas shaped by the world and its history, and it's up to you to keep them content and sane. Help your villagers claim and defend their own piece of land!
When is the game launching?
Going Medieval launches into Early Access on Epic Games Store, Steam and GOG on June 1st!
Does the game have Multiplayer?
Going Medieval is designed to be a single-player experience.
How long will Going Medieval be in Early Access for?
Going Medieval will be in Early Access for at least a year. During that time and depending on the features we implement, this will help us determine when the Early Access period will end.
How often will you update Going Medieval during Early Access?
We plan to have frequent updates for Going Medieval - some bigger, some smaller, but we want to be as transparent as possible with updates so we’ll make sure we have patch & update notes.
Will modding be a thing?
.json files within the game (that contain 99% of gameplay information) can be used by everyone and can be tinkered, changed, and edited to your desire. Things like Steam Workshop, total conversion mods, and graphical mods (adding new art to the game) will be available later in development. However: If you are to edit these files, you are editing them at your own risk because there will be a chance that you might break the game.
Are there plans for Linux/Mac support or console launches?
We are focusing on PC only at this stage. However, please let us know if there are other platforms you’d like to see the game on - we are always listening to feedback.
What game engine are you using?
We are using Unity.
What about localization? Do you plan to support other languages?
Yes, we do. Currently we have these languages in-game at Early Access launch: English, Simplified Chinese, French, German, Japanese, Portugese (Brazil), Russian, Spanish (Spain), Korean, Polish & Turkish.
How much will Going Medieval cost?
£19.99 / €22.99 / $24.99
Will there be some sort of a relaxed/creative mode?
You can create your own scenarios that include the exact amount of resources you want. Add to that “Peaceful” mode in which there are no enemy attacks, and you have yourself a pretty relaxed mode.
Eventually we’d like to be able to give you access to dev tools if you want to use them.
Is there a roadmap and does it state what is completed/implemented and what still needs to be done for the game?
Yes, you can see our Roadmap here.
Are the construction system wall-to-wall, brick-to-brick or is it more about placing existing buildings?
The construction system is based on a wall-to-wall system. You can place elements such as walls, roofs, floors, doors, windows, furniture, decorations however you want (in a logical way).
How complex is the control and management of your villagers?
Every villager will have certain needs.. Those needs will be affected by time, food, quality of life, social interactions, etc. You will be able to control each villager - what they are working on, what are they wearing, eating, & carrying weapon-wise. All those things paired with their traits and skills will create a special mood for every one of them. If that mood drops down beyond a certain threshold, those villagers will stop doing their jobs, and eventually, leave your settlement or even die.
How do villagers stand out among themselves?
Besides having different looks, height, weight, and age - every villager will have their own religious & social alignment followed by a backstory. That backstory will influence the level of their skills. Some of the villagers will have special perks that might give them certain benefits or risks depending on the perk's content.
What about clothes? Will you be able to dress your villagers?
Yes, you will. You will be able to craft various types of clothes and hats/caps.
How much time can pass in the game? How long is one day in real life?
The game can handle 4.294.967.294 in-game days. Every day lasts around 17 mins IRL (on normal speed, that would be 73.014.443.998 minutes. You want that in hours? About 1.216.907.400 hours).
Is there an option to speed up the gameplay?
Yes. There is an option to speed it up so it goes faster. There are 3 speed options - normal, fast, and very fast. You can pause the game without going to the game menu.
Does the weather change within the game, and how does it affect the system?
Yes - the weather will change which in turn will affect crops, people, and the temperature in the process. Something is burning? Rain will put out the fire. But don’t leave your supplies out in the open, because the rain will degrade it faster. Is it too hot? Well, we hope that you’ve prepared crops for that.
Are there going to be any siege weapons within the game, and how will that affect constructions?
We implemented trebuchets! We'll evaluate more things as game development goes further. We have a granular building destruction system in place that will work in combination with catapults, fire, and other elements.
Is there an option to go to war with rival colonies?
We are considering options regarding going to war with other factions, but we don't have all the details fleshed out until we have all the necessary systems that will affect the relations with other factions.
What type of resources will the game have?
Resources will vary from clay, hay, wood, to ash, bones, quicklime, etc. There are about 60 different resources planned. Most of them will have different uses, but some will have the same use (example: wood can be used for fuel, but also as a building material).
Will terrain deformation be a thing?
The terrain is voxel-based, but yes - you will be able to dig tunnels and create underground rooms. And some siege weapons will also destroy the ground.
Will there be a conventional story mode?
There will not be a campaign in a conventional sense, just scenarios that are mostly starting conditions with a bit of backstory. Villager backstories are randomized and are there to help you tell a different story every time.