In the year 1346, the known world was struck by a calamity know as Black Death. By the end of the 14th century 95% of population perished due to disease, famine, and religious persecution. Self-proclaimed divine crusades purged the land of those deemed to be responsible for the end of days, sowing seeds of doubt in the minds of those that remained. Most major cities were razed to the ground.

Groups of survivors slowly emerged from society’s ashes, migrating and re-settling areas reclaimed by nature. You get to guide such a group, and protect them from outlaws, barbarians, and religious fanatics in a classless, borderless, lawless post-calamity age.

Key features:

  • Design and grow you settlement from a small wooden hut to a sprawling stone castle.
  • Protect your villagers from the elements by building shelter and stocking up on supplies.
  • 3d terrain and building systems let you create underground caverns and multi-story forts.
  • Optimize your villagers and production lines by establishing roles they are best suited for.
  • Increase your populace by helping out strangers in dangerous situations or taking in like-minded travelers.
  • Take care of your villagers - a happy villager needs food, sleep, comfort, and safety. Their mood will be affected if they lack these things.
  • Your villagers have personal histories and agendas. Get to know them by observing their behavior and relationships with others.
  • Defend your village from foes by building impenetrable defenses or strategically placed archers and traps.

Add Going Medieval to your Wishlist to get notified when it launches!

Early Access

It is our obligation to present as many meaningful mechanics as possible for you to feel like a real medieval lord, so Going Medieval will be first launched with a functional set of rules and features. The rules, features, options, and technology trees will evolve according to player feedback and community suggestions.

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Hello future Medieval Lords,

As the most effort went into terrain creation, that's what this development post is all about. Also, that’s where the biggest changes will be seen.

The 16 unit height and 250x250 unit width map is generated by an unlimited number of randomly placed terrain brushmaps that determine its type, shape, color, and gradient. These generated terrains are randomly connected with slopes, which means that some of the terrains can, at first, be too high and/or inaccessible to players, but players can always accommodate them through the creative building, in order to reach the desired level.

Terrains that can spawn randomly on a map are:

  • Dirt
  • Grass
  • Sand
  • Mud
  • Iron
  • Limestone
  • Granite
  • Gold
  • Silver
  • Iron

And more will come later.

Brushmaps are also used to place props like trees, rocks, plants, etc., and the total number of those units can’t be higher than what is predetermined when the map is generated.

In the future, we plan to develop a whole flora system that will make it possible for some of the units to regenerate independently of map generation (eg. trees) when they are used as building resources.

We have lots more interesting stuff in work, and we’ll make another announcement later on. Also, feel free to join our Discord:

Until next time,
GM team.

Wishlist on Steam:

Going Medieval - Backstory

Going Medieval - Backstory


Going Medieval is set after the calamity known as a Black Death. By the end of the 14th century, 95% of the population perished due to disease, famine...

Going Medieval - World factions

Going Medieval - World factions


Most major cities were razed to the ground after the plague, and it was up to all survivors to rebuild the world anew. The divide was deep and wide. Some...

gramophonegames Creator


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Going Medieval
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Gramophone Games
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