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Going Medieval is worth buying for colony-sim players who want deep settlement building and are happy for diplomacy to support the management loop rather than replace it. Foxy Voxel added diplomacy in update 1.2.10 on October 13, 2026, alongside hirelings, mercenaries, region-market changes and inflation. The released game now includes changing faction relationships and negotiations, but the available documentation does not establish it as a kingdom-scale political simulator. Buy it for its multi-level construction, settler management, research, survival and defense first; treat diplomacy as a meaningful additional layer.
| Name | Best for | Key spec | Free plan / price | Platforms | Checked |
|---|---|---|---|---|---|
| Going Medieval | Players who want a build-focused colony sim with faction relations | 12 NPC factions across six faction types; multi-storey and underground construction | Steam showed S$26.00; demo and bundles were displayed at access | Steam, Epic Games Store, GOG (Windows listing on Steam) | November 2026 |
What is the short verdict on Going Medieval?
Going Medieval is a sensible purchase if your priority is creating and defending a settlement, assigning work, developing technology and dealing with the consequences of your decisions. Diplomacy is now a released feature, not an Early Access promise: factions can change alignment, react to one another and remain somewhere between friendly and hostile.
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The qualification is scope. Foxy Voxel’s announcement confirms faction relations and negotiation inside the colony game, but it does not describe the breadth of treaties, succession politics, espionage or state administration associated with a dedicated grand-strategy diplomacy game. If political maneuvering is the main reason you are shopping, wait for more detailed documentation or gameplay information. If you want diplomacy to make a settlement builder’s map more reactive, the fit is considerably stronger.
Does Going Medieval have diplomacy now?
Yes. Version 1.2.10, called the “Diplomacy Update,” launched on October 13, 2026, for Steam, Epic Games Store and GOG. The official announcement lists diplomacy, hirelings and mercenaries, changes to regional markets and inflation in the same update.
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Foxy Voxel describes 12 NPC factions divided among six faction types. Your actions can change relationships over time, and an alignment with one faction can influence how other factions react. Relationships can be friendly, hostile or between those states; some exceptionally aggressive factions cannot be befriended.
The developer summarizes the system this way: Nothing is set in stone and with certain actions, over time, you can change alignment to the other side.
That supports a practical expectation: diplomacy is an evolving relationship system with consequences, not a menu of permanently fixed opinions.
An earlier developer preview used Neutral, Friendly and Hostile labels, and said caravans could initiate diplomacy with settlements they had visited. It also warned that friendly factions could still make demands. Because that preview predates the October release, use it as context rather than as a complete description of the final rules. The October Diplomacy Update announcement is the current source for launch status and the broad feature set.
How deep is the diplomacy in Going Medieval?
It is substantial enough to affect how you read the map and respond to neighbors, but the evidence does not justify calling it a full political simulation. The update gives you a network of factions whose attitudes can shift, whose reactions can be connected, and whose behavior may create opportunities or pressure while you run the settlement.
That distinction matters when deciding whether to buy:
- As a supporting system: diplomacy adds another management variable to a colony already concerned with labor, food, research, construction and defense.
- As the main loop: the sources do not document a complete kingdom-level model of alliances, trade treaties, dynastic politics, formal war aims or diplomatic victory conditions.
- As an unpredictable source of stories: changing alignment, cross-faction reactions and demands from even friendly groups can make a settlement’s position feel less static.
In other words, the game checks the “factions and negotiation” box without proving that it replaces a title built primarily around diplomacy. That is not a judgment that the system is poor; it is a boundary around what the official material currently confirms.
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What do you actually do in Going Medieval?
The official Steam listing presents the game as a castle-settlement builder in wilderness reclaimed after a plague. Its central work is still colony management: shape terrain, construct a defensible home, keep settlers supplied and healthy, research improvements, craft equipment and survive attacks.
The settlement can be built vertically as well as across the ground. The listing emphasizes 3D terrain tools, multi-storey construction and underground caverns, so a fortress can be layered rather than confined to a flat footprint. Maps are randomly generated and multi-level, which makes site choice and defensive planning part of the opening decision rather than a purely cosmetic choice.
Settlers have needs and skills that feed into job assignment. You can prioritize tasks and create schedules, allowing routine work to run without issuing every individual order. The result is a management game in which the important decisions are often about priorities: whether to finish a wall before harvesting, reserve a skilled worker for research, or accept a short-term shortage to complete a safer design.
Research is represented by books rather than an abstract progress bar alone. In a 1.0 playthrough feature, PC Gamer’s Fraser Brown described settlers producing books of different qualities, storing them in a library and risking their loss if that library burned. This gives technological progress a physical vulnerability: a fire or attack can damage the infrastructure that supports future advances. Brown called the game “brilliant,” but his article is an individual playthrough impression, not a systematic test.
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Why is the building system the main reason to buy?
Going Medieval’s strongest documented identity is its construction freedom. Multi-storey buildings, underground spaces and 3D terrain let you design for height, access and defense instead of placing rooms on one level. That is especially attractive if your favorite colony stories come from solving logistics problems through architecture.
Vertical construction also changes how you think about risk. A library, workshop or food store can be positioned inside a layered defense, while a poorly protected route can turn a small breach into a failure across several floors. The game’s official feature list supports this kind of multi-level planning; the exact best layouts will depend on the generated map and your settlement’s needs.
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The same freedom creates a learning cost. More floors mean more routes, work areas and defensive lines to monitor. PC Gamer’s Brown reported that battles across multiple levels could be difficult to follow in his playthrough. Treat that as a useful caveat for players who value immediate combat readability, not as a universal verdict on every battle.
How do management, research and survival fit together?
The systems reinforce one another rather than sitting in separate menus. Settler skills and needs determine who can perform work efficiently; schedules and priorities determine when that work happens; construction determines how safely people and supplies are arranged; research and crafting expand what the settlement can do; defenses determine whether a bad season or raid becomes a recoverable setback.
This creates several practical trade-offs:
- Labor versus resilience: assigning more people to construction can accelerate a wall or workshop, but leaves fewer hands for food, storage or emergency repairs.
- Speed versus security: rushing a research project may unlock a useful improvement sooner, while a vulnerable library or work area can erase part of that investment when attacked.
- Expansion versus control: larger, taller settlements provide room for specialization, but create more routes and levels to supervise.
- Diplomatic opportunity versus preparation: reacting to factions and caravans can open relationships or demands while your settlement still has basic survival work to complete.
Those trade-offs are why the diplomacy feature makes more sense as an extension of the colony loop. A faction relationship matters because it intersects with the settlement’s resources, security and planning, not because the game abandons those systems for a separate political screen.
Is Going Medieval a finished game or still Early Access?
The full release date listed for Going Medieval is March 17, 2026. Steam shows Early Access beginning June 1, 2021, so this is no longer an Early Access purchase as of November 2026. That status does not guarantee that every future feature is complete, but it changes the buying context: the diplomacy system described here is part of the released 1.2.10 game.
For the most current patch behavior, consult the official announcement and the store listing close to purchase. Live games can receive balance changes, and relationship details may be refined after the update covered by the available data.
What are the price, platform and PC requirements?
Steam displayed a regional price of S$26.00 when its page was accessed in November 2026. That is a Singapore-dollar snapshot, not a universal recommendation: local currencies, taxes, sales and bundles can change the amount. The Steam page also displayed a demo and bundles at access time, so check the store page in your region before paying.
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Foxy Voxel’s update announcement names Steam, Epic Games Store and GOG. The detailed requirements below come from the Windows listing on Steam and should not automatically be applied to other storefront versions.
| Component | Minimum | Recommended |
|---|---|---|
| Memory | 8 GB RAM | 16 GB RAM |
| Graphics | NVIDIA GTX 1050 Ti or AMD RX 580 | NVIDIA GTX 1660 Super, RTX 2060 or AMD RX 6600 XT |
The listing includes additional operating-system and processor details on the store page. Because requirements and supported configurations can change, use the current store entry for your exact machine rather than treating this table as a guarantee of performance.
Who should buy Going Medieval for diplomacy?
Buy it if most of the following describe what you want:
- You want to design a settlement in three dimensions, including multiple floors and underground areas.
- You enjoy assigning jobs, balancing settler needs and building schedules that keep a colony functioning.
- You like research and crafting to be tied to physical spaces and vulnerable supplies.
- You want faction relationships that can change as your actions accumulate.
- You are comfortable with diplomacy sharing attention with survival, construction and defense.
- You prefer a sandbox where a generated map and your own priorities create the story.
For this buyer, diplomacy is a reason to choose the game over a purely isolated builder: neighbors and faction alignments add another layer of consequence to expansion and survival.
Who should wait or choose something else?
Temper the purchase if any of these are deal-breakers:
- You want diplomacy to be the primary activity. The official material confirms faction relations, not a complete political strategy framework.
- You need perfectly clear multi-level combat at all times. Brown’s release-day account specifically found some multi-level battles hard to follow.
- You dislike colony management. Diplomacy does not replace the ongoing work of food, skills, schedules, research, crafting and defense.
- You need a fixed, universal price. The cited S$26.00 amount is regional and can change with sales.
- Your hardware is close to the minimum. Check the current Windows listing and the demo, where available, before committing.
These are fit cautions, not claims that the game fails. They simply identify where the documented strengths do not match a particular buyer’s main requirement.
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How should you decide before purchasing?
Use this short checklist rather than judging the game by the diplomacy label alone:
- Put your priority in order. If building and managing a settlement come first, the feature mix is aligned. If diplomacy comes first, look for more detailed demonstrations of the final system.
- Confirm the current store and region. Check the local price, any active discount, the demo and the platform you intend to use.
- Compare your PC with the Windows listing. Treat the GTX 1050 Ti/RX 580 and 8 GB RAM figures as the listed minimums, not performance promises.
- Decide how much complexity you enjoy. Multi-level construction, schedules, physical research books and faction reactions create more to monitor than a simple builder.
- Read the update notes if diplomacy is decisive. The October announcement establishes the feature and its broad rules; later patches may clarify balance, demands and edge cases.
What does the evidence support—and what remains uncertain?
The strongest evidence comes from the official Steam product page and Foxy Voxel’s update announcement. Together they establish the release status, platforms, construction and management features, the 12-faction structure, changing alignments and the update date. PC Gamer adds a named author’s 1.0 account of research books, task management and the difficulty of following some multi-level battles.
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Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →What the sources do not establish is a complete inventory of diplomatic actions, a measurable amount of diplomacy content, a universal performance result or a comparative ranking against other colony or political strategy games. The fair conclusion is therefore specific: Going Medieval offers a colony-management game with a real faction diplomacy layer, and it is a good match when that layer complements your interest in building and survival.
How this verdict was formed
The recommendation weighs five documented criteria: whether diplomacy is in the released version; how clearly the developer describes faction consequences; the depth of construction and settlement management; the practical caveat about multi-level combat readability; and the current purchase context of platforms, regional price and listed Windows requirements. It does not rely on personal gameplay, private testing or an unsupported claim that the diplomacy equals a dedicated political simulator.
Final answer: is it worth buying?
Yes—if you want a colony sim first and diplomacy second. Going Medieval now has faction relationships that can shift, interact and create pressure around your settlement, while its clearest strengths remain multi-level building, settler management, research, crafting and defense. Buy it for that combined package; do not buy it expecting the documented systems to promise a full grand-strategy diplomacy experience.
Frequently Asked Questions
Can I play Going Medieval on a console?
The sources for the 1.2.10 release identify Steam, Epic Games Store and GOG, and the detailed requirements cited are for the Windows Steam listing. They do not document a console version, so check the current platform listings before assuming console support.
Can a friendly faction still cause problems?
Yes, an earlier developer preview said even friendly factions could make demands. That preview predates the final update, so it is useful context rather than a complete statement of every demand or consequence in version 1.2.10.
Is there a way to try Going Medieval before buying it?
The Steam page displayed a demo when it was accessed in November 2026. Demo availability can vary by region and change over time, so look at the current store page rather than relying on the snapshot.
Will diplomacy make every faction recruitable as an ally?
No such guarantee is given. Foxy Voxel says some exceptionally aggressive factions cannot be befriended, so changing alignment has limits built into the system.




