
Going Medieval
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Patch Notes (0.25.25)Jul 4, 2025 - Community AnnouncementsGreetings, medievalists!The newest patch (0.25.25) is now live on all platforms. 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 ImprovementsEvery hammer hit while constructing now shakes the building.Bugs and FixesFixed several crash occurrences.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. 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 will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookExperimental Branch Patch (0.25.25)Jul 4, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.25) 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 ImprovementsEvery hammer hit while constructing now shakes the building.Bugs and FixesFixed several crash occurrences.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelPatch Notes (0.25.24)Jul 3, 2025 - Community AnnouncementsGreetings, medievalists!The newest patch (0.25.24) is now live on all platforms. 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 ImprovementsVisible construction progress now corresponds to Settlers hitting the foundation with a hammer.Every hammer hit while constructing now spawns particles.Bugs and FixesFixed several crash occurrences.Fixed the issue that prevented animals from sleeping.Fixed the issue that caused building piles to be visible when they are on a higher level than the cameraFixed the issue that made small circles flicker in the middle of the screen.Fixed the issue that caused wicker floors and grated floors to not protect from hail.Fixed the issue that made the health bar, fire arrow icon and name overlap in combat.Fixed the issue that caused mods that alter voxel data (like Simple Mining) to break Start.sav files with voxels that appear to be all dirt when reloading. This will not retroactively fix already broken saves, but any new ones will work as intended.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. 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 will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookExperimental Branch Patch (0.25.24)Jul 3, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.24) 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 ImprovementsVisible construction progress now corresponds to Settlers hitting the foundation with a hammer.Every hammer hit while constructing now spawns particles.Bugs and FixesFixed several crash occurrences.Fixed the issue that prevented animals from sleeping.Fixed the issue that caused building piles to be visible when they are on a higher level than the cameraFixed the issue that made small circles flicker in the middle of the screen.Fixed the issue that caused wicker floors and grated floors to not protect from hail.Fixed the issue that made the health bar, fire arrow icon and name overlap in combat.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelMedieval Monday Talk #64 - Side QuestsJun 30, 2025 - Community AnnouncementsGreetings, medievalists! Time to continue our expansion of map activities. Picture this: you are trying to build the best settlement (as you always do), when an event appears - a beggar has arrived. They are looking for something, anything. These are harsh times, and a warm welcome is always appreciated.After being a good host that you are and providing them resources, a message appears - the guest wants to share information with you. They know the location of a loot stash and will mark it for you on the map. Now your regional map features a location that you can visit. What awaits you there? Send a caravan and find out… Sounds exciting, right?!These loot stashes will have a couple of versions. One version will be combat-focused and feature hostile units. Sometimes it might be a group of aggressive humans, sometimes wild animals. Defeat whoever occupies the area and claim your prize, which will usually be shelves, crates, or stockpiles with useful resources.The other version will be puzzle-oriented. When you arrive at this type of map, you’ll see a simple ground layout with some environmental storytelling here and there. What’s the prize? That depends - sometimes there will be resources, abandoned buildings, and other stuff. Will it be worth it? That will depend on your expectations and the layout of the terrain. And don’t worry - you can’t lose here.Now, the cool thing is that the way you get these quests, the layout of the locations, and the loot inside will all be randomized. Sometimes you’ll meet a beggar, other times a merchant willing to share information for a great trade, and occasionally you’ll unlock a location just by treating your guests to a fantastic event. These moments won’t happen constantly, and sometimes they’ll just give you a thanks instead of the info, but hey - it costs almost nothing to be kind, right? How does all of this sound to you? Are you more of a combat person, or do you enjoy ‘puzzles’? Let us know in the comments! There’s still more to talk about when it comes to map events. The next MMT is going to be very interesting. While you wait for it, be sure to…Stay medieval!Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookExperimental Branch Patch (0.25.20)Jun 30, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.20) 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.Fixed the issue that caused mods that alter voxel data (like Simple Mining) to break Start.sav files with voxels that appear to be all dirt when reloading. This will not retroactively fix already broken saves, but any new ones will work as intended.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelPatch Notes (0.25.19)Jun 27, 2025 - Community AnnouncementsGreetings, medievalists!The newest patch (0.25.19) is now live on all platforms. 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 that caused mods that alter voxel data (like Simple Mining) to produce maps that appeared to be all dirt on new games. This will not retroactively fix already broken saves, but any new ones will work as intended.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. 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 will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookExperimental Branch Patch (0.25.19)Jun 27, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.19) 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 that caused mods that alter voxel data (like Simple Mining) to produce maps that appeared to be all dirt on new games. This will not retroactively fix already broken saves, but any new ones will work as intended.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelPatch Notes (0.25.18)Jun 26, 2025 - Community AnnouncementsGreetings, medievalists!The newest patch (0.25.18) is now live on all platforms. 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. OptimizationThe load time of the game has been optimized to be faster. This also means that larger saves should load much faster now.Various CPU bottlenecks have been addressed, making the FPS better in Medium and Large-sized settlements.Various GPU optimization efforts have been made, resulting in slightly better FPS on Medium and Large-sized settlements.Meta files get written into the save file but are also saved next to the saves. Metas are used to display info about the save without opening the actual zip files. This makes opening the Load menu faster for players who have a lot of saves. Because of this, the info of used mods per save may not show properly for saves before this version.NOTE: Unfortunately, this will all lead to Character presets and Manage presets being deleted. Every new one you make will work fine, it's just the ones before this update that will stop working. :( More info about our optimization steps can be found in our Medieval Monday Talk #62.Quality of Life improvementsCamera shake effect has been added to the game. Some actions in the game (like a trebuchet hit) will make the camera shake. This can be toggled off in the options menu. Camera visuals for rotation show up when the middle button is held. Camera visuals also show up when the game is paused, when holding the right or middle mouse buttons.The prison stash will not be replenished so often.Enemies now set stuff on fire, again. They are now aware of fire and will act a bit smarter, not standing in flames that they made. Added siege weapon trajectory building collision indicator while aiming. Raid spawn ruleset has been changed - Before: if the enemy damages a door but never breaks it in 3x raids in a row, next time the game would spawn a siege variation of the raid. Now: 3x victories in a row and >500 raid points will result in a siege raid.Enemies will now attack pets if they’ve been attacked by them. They will not actively target and hunt them down by default.Various sounds have been added to siege weapons.Bugs and FixesFixed several crash occurrences.Fixed the issue that prevented several saves from being loaded.Fixed the issue where enemies/settlers standing on the top of staircases were not targetable by AI, making them stuck.Fixed the issue that made enemies think that a forced open door was impassable.Fixed the issue where Raiders would get stuck if you locked the door they were planning to pass through.Fixed the issue that caused Settlers to mine invisible soil voxels.Fixed various issues related to melee combat and ladder interactions.Fixed the issue where sometimes settlers wouldn’t shoot down enemies that were on ladders.Fixed the issue that prevented certain piles from being hauled in some cases.Fixed the issue ...Experimental Branch Patch (0.25.18)Jun 26, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.18) 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 several crash occurrences.Fixed several crashes that prevented some saves from being loaded.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.17)Jun 24, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.17) 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.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.16)Jun 24, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.16) 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.Bugs and FixesAdded a popup that tells you if a save cannot be loaded because of broken modded buildings.Bugs and FixesFixed several crash occurrences.Fixed several crashes that prevented some saves from being loaded.Fixed the crash that occurred when changing temperature units.Fixed the issue that made deconstruct markers invisible sometimes.Fixed the issue that made raiders get stuck in water.Fixed the issue that prevented buildings from being hung on the wall above stairs.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.13)Jun 18, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.13) 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.Bugs and FixesFixed several crash occurrences.Fix the crash that occurred when enemies tried operating siege weaponry.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelMedieval Monday Talk #63 - Getting AmbushedJun 16, 2025 - Community AnnouncementsGreetings, medievalists! Time to talk about the most requested features (after the water) for Going Medieval - visiting other parts of the map. Currently, the only thing you can do on the game’s map is trade with other settlements. You send caravans to them, they arrive, you choose what to trade, and then they return. Simple. But now, let’s spice things up with ambushes. In the upcoming update, during your caravan’s journey, it might get ambushed. Of course, this won’t happen every time, as we’ll introduce some limitations. But when it does happen, you’ll get an event popup (similar to the one you see before the raid happens) and an option to jump to a location. If you do that, it will take you to a region map and it will look something like this:Worry not! There will be a couple of ways you can deal with the situation. You can try negotiating with the ambushers. If you choose this option, a barter screen will appear, allowing you to avoid combat. Their demands will depend on what your caravan is carrying at the time. Choosing to attack will take you to a secondary map. This map will be 60x60 tiles and will be generated based on the biome where the ambush occurred. The caravan's wealth will influence enemy strength, and all your settlers will appear in a drafted state.Even then, you’ll have a few choices. You could choose to retreat from the secondary map, but this would count as running away and your settlers will suffer some wounds and lose a large portion of their caravan’s resources. That might not be the worst option, since if you’re defeated in battle, the ambushers will take more resources and may even kill some of your settlers. However, if you come out victorious, your caravan can continue its journey. You’ll be able to reform the caravan and maybe even take some of the items left behind by the ambushers. If there’s no room, don’t worry. You can leave the area and send someone else to collect war spoils (the location will be remembered for a couple of days). We’ll go into more detail about the impact of ambushes and caravan capabilities in the official dev log, but this felt like a nice tease, right? There’s much more to discuss about other map locations, but we’ll split it into a few MMTs as there’s a lot to cover. Talk to you again in two weeks and remember… Stay medieval!Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookExperimental Branch Patch (0.25.12)Jun 13, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.12) is now live on all platforms on the experimental branch and modding 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 that caused Settlers to mine invisible soil voxels.Fixed the issue that prevented some saves from being loaded.Fixed the issue that caused wooden mechanical parts crafting to give smithing instead of carpentry XP.Fixed the issue that made Settlers appear to be carrying weapons while undrafted.Fixed the issue where Raiders would get stuck if you locked the door they were planning to pass through.Fixed the issue where fires on top of walls would continue burning in the air after the wall was destroyed.Fixed the issue that caused temperature damage to persist after a tile with fire on it is destroyed.Fixed the issue where Raiders could not construct ladders on top of player-constructed floors.Fixed the issue that caused the camera to shake while buildings were taking damage.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.11)Jun 10, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.11) is now live on all platforms on the experimental branch and modding 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 crash that occurred when loading a character preset in the character creator.Fixed the issue that prevented prisoners from being escorted.Fixed the issue that made reeds invisible.Fixed the issue that made production circles on research tables get obscured by walls.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.10)Jun 9, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.10) is now live on all platforms on the experimental branch and modding 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 crash that occurred when you right-clicked on a building that just got destroyed.Fixed the crash that occurred when you right-clicked and prioritized filling animal trough or prisoner stash.Fixed the issue that prevented several saves from being loaded.Fixed the issue where prisoners would not eat.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.9)Jun 6, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.9) is now live on all platforms on the experimental branch and modding 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 crash that occurred when a Settler died of old age.Fixed the crash that occurred when a prisoner turned into a Settler.Fixed the crash that occurred when you would destroy a stockpile while a Settle was hauling to it.Fixed the crash that occurred if a building that was in a passive production would get destroyed.Fixed the crash that occurred when renaming a settler or assigning roles and afterwards destroying beds.Fixed the issue where some saves could not be loaded.Fixed the issue that caused camera shakes to happen when enemies were placing blueprints.Fixed the issue where you couldn’t right-click → force-equip an item from a rack.Fixed the issue which would cause floor variations from mods to not show up properly or work in game.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.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 communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.8)Jun 5, 2025 - Community AnnouncementsGreetings players! The newest patch (0.25.8) is now live on all platforms on the experimental branch and modding 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. Optimization The load time of the game has been optimized to be faster. This also means that larger saves should load much faster now. Various CPU bottlenecks have been addressed, making the FPS better in Medium and Large-sized settlements. Various GPU optimization efforts have been made, resulting in slightly better FPS on Medium and Large-sized settlements. Meta files get written into the save file but are also saved next to the saves. Metas are used to display info about the save without opening the actual zip files. This makes opening the Load menu faster for players who have a lot of saves. Because of this, the info of used mods per save may not show properly for saves before this version. NOTE: Unfortunately, this will all lead to Character presets and Manage presets being deleted. Every new one you make will work fine, it's just the ones before this update that will stop working. :( More info about our optimization steps can be found in our latest Medieval Monday Talk. Quality of Life Improvements: Camera shake effect has been added to the game. Some actions in the game (like a trebuchet hit) will make the camera shake. This can be toggled off in the options menu. Camera visuals for rotation show up when the middle button is held. Camera visuals also show up when the game is paused, when holding the right or middle mouse buttons. The prison stash will not be replenished so often. Enemies now set stuff on fire, again. They are now aware of fire and will act a bit smarter, not standing in flames that they made. Added siege weapon trajectory building collision indicator while aiming. Raid spawn ruleset has been changed - Before: if the enemy damages a door but never breaks it in 3x raids in a row, next time the game would spawn a siege variation of the raid. Now: 3x victories in a row and >500 raid points will result in a siege raid. Enemies will now attack pets if they’ve been attacked by them. They will not actively target and hunt them down by default. Various sounds have been added to siege weapons. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where enemies/settlers standing on the top of staircases were not targetable by AI, making them stuck. Fixed the issue that made enemies think that a forced open door was impassable. Fixed various issues related to melee combat and ladder interactions. Fixed the issue where sometimes settlers wouldn’t shoot down enemies that were on ladders. Fixed the issue that prevented certain piles from being hauled in some cases. Fixed the issue where a combat music would continue even after the battle ended. Fixed the issue where the F-Mod logo on some resolutions ended being cut off. Fixed the issue where...Medieval Monday Talk #62 - Optimization IntegrationJun 2, 2025 - Community AnnouncementsGreetings, medievalists! Have you checked out our latest dev playthrough that covers all the important stuff from Updates 13, 14, and 15? It’s an hour-and-a-half deep dive that explains key features, answers some burning (hehe) questions, and even talks a bit about the topic of today’s MMT. If you are a modder, check the Mod Showcase Call section in the video. We plan to make a video where we play your mods and showcase them all over our social media platforms. We're looking for some interesting, cool and/or useful mods. Whether it is just code change or a new 3D asset integration, we are open to anything as long as it follows our Modding Policy. You can put your mods on the Steam Workshop and showcase them there, join our Discord and share them in ⚒modding or mod-showcase channels. The submission deadline for this is: July 14th 2025. We'll go through the workshop and do some playing of the stuff that is already there. And don't worry, this will not be a one time thing - we plan to do this when we can and when we see a bunch of new mods. So take your time - the most important thing is to have fun. But let's tackle optimization now. Optimization is a big challenge for our game, especially when it comes to the mid to late game. Once you get many settlers, animals, and add enemies to them... it takes a lot of processing power to handle all of that. So, it is more CPU-bound than it is GPU-bound. This doesn’t mean that a beefier CPU would handle the game better. Due to the ever-growing complexity of Going Medieval’s systems and their constant expansions and interconnections, the way the code was initially written left a lot to be desired. We wanted to have all the bigger stuff in and functional before we revisited the foundation and untangled the code and, in turn, made playing our game a much faster, smoother, and more enjoyable experience. This, too, will be a bit of techy talk, but we hope that you’ll get some better understanding of game development even if you are not into programming. Early in development, our focus was on fun: adding features, systems, and content to make Going Medieval the best colony sim we could. But over time, all that growth made things... well... a bit sluggish. It came to the point where loading the game via some of your reports took over 2 minutes. And you send those a lot (and we greatly appreciate it)! But you can also see how a lot of our time would be lost just to loading. The Unity engine wasn’t helping here, either. Starting the game via the Unity Editor to test something would take over 40 seconds just to reach the main menu. In order to even get to the in-game lag and mid to late game performance, we had to fix the loading time first. We used built-in tools (like Unity’s Profiler) to track down which parts of the game were hogging resources. Think of it like using a map to find the biggest traffic jams in a city. We also tried out more advanced tools (some free, some not), and even built a few custom ones just...
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