Going Medieval: A Colony Sim Game

Potential, if the developers are willing to risk some innovation

Odin Halvorson
3 min readMar 2, 2023
Image captured by author from Going Medieval

I grabbed Going Medieval on sale for just a few dollars, and right now, that feels like the maximum acceptable price. However, since the game is still in an early development stage, there is a huge amount of potential offered here.

TLDR: It’s basically a RimWorld clone with really nice graphics, but if it takes a step away from micromanagement, and integrates better mod support, it could be a dream game.

The pros and the cons

This is a sweet little game, but it generally has little to differentiate it on the gameplay level from RimWorld. Gorgeous graphics make it more immersive, and the 3-dimensional building system is extremely innovative, but these feel like the only differences at the moment.

The AI needs to be completely micromanaged at this point, though there’s a simple job tracker and scheduler that allows your pawns to auto-run themselves a little bit. Still, the Going Medieval suffers from the standard stupidity of colony management games: if you don’t mark trees to be cut down, fields to harvest, and animals to hunt, your pawns will stand around slowly dying of cold and starvation.

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Odin Halvorson

A futurist/socialist/fantasist writer, editor, and scholar. MFA/MLIS. Free access to my articles at OdinHalvorson.substack.com | More over at OdinHalvorson.com.