- Experimental Branch Patch (1.2.6) - 21 September 2026
Greetings, players! The newest patch (1.2.6) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Quality Of Life ImprovementsMercenaries now also have a "no fight" effector when spawning, meaning they will not start brawls when they’re freshly hired.Friendly Faction warriors in "Join Skirmish" are now called “Ally”, instead of “Refugee”.Changed health bar colour of mercenaries, allies and refugees to be green instead of red.You now suffer a 200 friendliness penalty towards factions which you ambush in or attack in “Join Skirmish” and “Ambush Merchant Spot” maps.When entering “Join Skirmish” and “Ambush Merchant Spot” maps you now immediately gain 20 Infamy.Bugs and FixesFixed several crash occurrencesFixed the issu…
- Experimental Branch Patch (1.2.5) - 18 September 2026
Greetings, players! The newest patch (1.2.5) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Quality Of Life ImprovementsLowered market cap for animals. Fewer animals now need to be sold before going into the next inflation bracket.Bugs and FixesFixed several crash occurrencesFixed the issue where animals would not be tameable or harvestable after they fall asleep and wake up again.Fixed the issue that caused animal prices to be 🪙0 when selling.Fixed the issue in which prisoners refused to sleep.Fixed the issue that caused the game to crash if no market cap was present for modded resources.Fixed the issue in which prisoners had no actions when selecting them. Known IssueText keys related to new features here h…
- Experimental Branch Patch (1.2.3) - 17 September 2026
Greetings, players! The newest patch (1.2.3) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Faction-Specific resourcesWe want to give each Faction Type a recognizable economic identity and make faction lore matter more during trade. This will be indicated by symbols on some resources during the bartering process. Hover over a symbol to see what it represents: PremiumTraders from this faction value this resource and are prepared to pay a premium to secure it. They will also ask a higher price when trading this item to you.DepreciatedTraders from this faction place a low value on this resource. They will only trade it at a low price.OversuppliedMembers of this faction have ample stocks of this item. This lowers…
- Experimental Branch Patch (1.2.1) - 16 September 2026
Greetings, players! The new update (1.2.1) is now live on the experimental branch. It is compatible with the old saves. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version:DiplomacyThere are 12 NPC factions in Going Medieval that belong to six different faction types. Those are: FaithfulChurch of the Third ComingAncrene DisciplesPaganCircle of AvalonBeirdd CymraegKnowledgePhilosophers of the Natural OrderSociety of Fellows MonarchyFaithful Sons of EnglandBand of the She-WolfAnarchyKingdom of YorkHeresy of the Rose These are factions that you can interact with. You can be friendly with them, attack them or some state similar to those in-between. Nothing is set in stone and with certain actions, over time, you can change alignment to the other side. However, there are factions that won’t budge. The ones who are to…
- Medieval Monday Talk #87 - More Events - 7 September 2026
Greetings, medievalists!Last time, we talked about hiring help. This time, let’s talk about some other events we are working on.One thing we want to improve is the feeling that the world around your settlement is alive. Well, as best as we can given the game's limitations. You should not just have raids, merchants and representatives of religions in your settlement. These are medieval times! Sometimes people need help. Sometimes they bring trouble. And sometimes they bring information that makes you question what kind of settlement you are actually running. So, let’s go through a few examples.One new event we are working on is a faction seeking refuge. A group of visitors may arrive at your settlement tired, hungry, and in poor condition. Their stats will not be great, and they will need help if you choose to provide it. You can feed them, give them a place to sleep, let them recover, a…
- Medieval Monday Talk #86 - Hired Hands - 31 August 2026
Greetings, medievalists! Let’s talk about help. You know that moment when you decide to build something big? Maybe a church. Maybe a proper castle. Maybe one of those projects that starts with “this will look amazing” and ends with half of your settlement mining, hauling, building, eating badly, sleeping badly, and questioning your leadership. Your settlers are stretched thin. Someone needs to mine the ore. Someone needs to cut the wood. Someone needs to build the thing. Someone needs to keep food production going. And then... raiders decide that this is the perfect time to visit. Dang it.So, we are working on a new way to get temporary help - by hiring mercenaries!We wanted to add another meaningful use for gold coins - something that gives you a reason to save it and think carefully about when to spend it. Upcoming diplomacy opened a lot of doors for that.These hired NPCs can come in…
- Experimental Branch Patch (1.1.20) - 28 August 2026
Greetings, players! The newest patch (1.1.20) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed several crash occurrences.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communicatio…
- Medieval Monday Talk #85 - Market Manipulation - 24 August 2026
Greetings, medievalists!Let’s continue making the factions a bit more diverse. Right now, faction identity is primarily communicated through lore, ideology, relationships and heraldry. So, when it comes to trading, things are pretty basic - you would send your caravan to a friendly/neutral settlement and hope that once there, you’ll get some much needed resources and potential place to dump stuff that you have in abundance. But the process itself was a gamble - getting a caravan to that location would take time and you didn’t know what was waiting for you there.So we wanted to give a bit more personality to the factions, by making faction-specific resources. This system should help you answer practical questions such as: Who is most interested in the goods I produce? Where should I look for books, medicine or military equipment? Which factions refuse certain resources? Is this resource…
- Medieval Monday Talk #84 - Diplomatic Deal - 17 August 2026
Greetings, medievalists! Did you know there are different factions in the game? Yeah, in our alternative history, where the Black Death destroyed 95% of the population, such world-changing events naturally gave rise to some interesting groups. You can learn more about them by selecting Historical Records in the top-right corner of the screen and opening the Factions tab.Your relationship with factions can be Neutral, Friendly, or Hostile. But even Friendly factions may try to bully you with a demand here and there. It’s a dog-eat-dog world out there.We want to take these relationships a bit further, and that starts with diplomacy.In the next big update, you’ll be able to initiate diplomacy with a settlement your caravan has traveled to. Once there, you’ll be able to negotiate a deal and decide what you need from that settlement. Do you need military help defending your home? A siege par…
- Patch Notes (1.1.19) - 14 August 2026
Greetings, medievalists!The newest patch (1.1.19) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality Of Life ImprovementsAdded new symbols and background patterns to Heraldry.Tweaked which negative mood buff can trigger altered states, so it’s less frequent.Disabled warning sound on Annoyed effectors.Bugs and fixesFixed the issue that caused Settlers to turn rebellious on secondary maps.Fixed the issue that caused Settlers to turn rebellious while in a battle (raid, ambush, attack on bandit camp, etc)Fixed the issue that prevented settlers from interacting with animals if they were close to a wall.Fixed the issue that caused a merchant’s prisoners to be carried to bed when they fainted.Fixed the issue that ma…
- Experimental Branch Patch (1.1.19) - 13 August 2026
Greetings, players! The newest patch (1.1.18) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed the issue that caused Settlers to randomly be rebellious upon load.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If…
- Experimental Branch Patch (1.1.18) - 12 August 2026
Greetings, players! The newest patch (1.1.18) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed the issue where Settlers would appear in a rebellious state upon load, even though they weren’t in that state previously.Fixed the issue where Settlers would stay in a rebellious state forever.Fixed the issue where Settlers could go into a rebellious state while merry and vice versa.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You…
- Experimental Branch Patch (1.1.16) - 11 August 2026
Greetings, players! The newest patch (1.1.16) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality Of Life ImprovementsDisabled warning sound on Annoyed effectors.Bugs and FixesFixed the issue that caused Settlers to not appear rebellious after loading, even though they were.Fixed the issue that made production stuck at 100%Fixed the issue where Raids were not ending if all Settlers were fainted.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different.…
- Experimental Branch Patch (1.1.15) - 5 August 2026
Greetings, players! The newest patch (1.1.15) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality Of Life ImprovementsAdded new symbols and background patterns to Heraldry.Tweaked which negative mood buff can trigger altered states, so it’s less frequent.Bugs and FixesFixed the issue that caused Settlers to turn rebellious on secondary maps.Fixed the issue that caused Settlers to turn rebellious while in a battle (raid, ambush, attack on bandit camp, etc)Fixed the issue that prevented settlers from interacting with animals if they were close to a wall.Fixed the issue that caused a merchant’s prisoners to be carried to bed when they fainted.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the exp…
- Patch Notes (1.1.13) - 30 July 2026
Greetings, medievalists!The newest patch (1.1.13) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality of Life ImprovementsAdded a toggle to the in game graphics settings for occlusion cullingBugs and fixesFixed several crash occurrencesFixed the issue that caused wells to not be placeable under beamsFixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)Potential fix for constant GPU crashes. Let us know if this update has stabilised your experience. DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text…
- Experimental Branch Patch (1.1.13) - 29 July 2026
Greetings, players! The newest patch (1.1.13) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality of Life ImprovementsAdded a toggle to the in game graphics settings for occlusion cullingBugs and FixesFixed several crash occurrencesFixed the issue that caused wells to not be placeable under beamsFixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)Potential fix for constant GPU crashes. Let us know if this update has stabilised your experience. DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when c…
- Patch Notes (1.1.12) - 23 July 2026
Greetings, medievalists!The newest patch (1.1.12) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and fixesFixed several crash occurrences.Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located in that water. This is not ideal, so we'll invest more time in a proper solution. Have patience.Fixed the issue where birthday perks would not register correctly once received.Fixed the issue where migrating deer would still try to leave the map, even after domestication.Fixed the issue where set…
- Experimental Branch Patch (1.1.12) - 22 July 2026
Greetings, players! The newest patch (1.1.12) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed several crash occurrences.Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located in that water.Fixed the issue where birthday perks would not register correctly once received.Fixed the issue where migrating deer would still try to leave the map, even after domestication.Fixed the issue where settlers would stand in place and do nothing while trying to pet animals that are on th…
- Patch Notes (1.1.11) - 16 July 2026
Greetings, medievalists!The newest patch (1.1.11) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and fixesFixed several crash occurrences.Fixed the issue where forbidden blueprints would turn invisible after using Forbid/Allow tool.Fixed the issue where gates would be offset if you use replace option on them.Fixed the issue where replacing walls to windows and doors would position them with a wrong rotation.Fixed the issue that prevented closing/opening windows via right-click prioritization from working.Fixed some reachability issues when it comes to mining order, floors and voxels in water.Fixed the issue where settlers would sit in water when idling.Fixed the issue where settlers would “sit” in spots wher…
- Experimental Branch Patch (1.1.11) - 16 July 2026
Greetings, players! The newest patch (1.1.11) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed the issue that prevented ranged units from firing projectiles and animals dealing damage during their attacks.,DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.As always, use F10 and/or the experimental bug sub…