Going Medieval: A Colony Sim Game
Potential, if the developers are willing to risk some innovation
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.