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Going Medieval

PC (Microsoft Windows) • 2021

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Quick resume

Build and manage your own castle settlement in a land reclaimed by wilderness. With detailed management, survival strategy, and a moddable sandbox world, Going Medieval challenges you to build the mightiest colony this side of the apocalypse.

Global score

90/100

Genres

Indie, Role-playing (RPG), Simulator, Strategy, Early Access

Pros

  • Creative 3d building system
  • Engaging colony management
  • Active developer support and updates
  • Relaxing and immersive gameplay
  • Strong community involvement

Cons

  • Limited social and multiplayer features
  • Some ai and micro-management frustrations
  • Early access with incomplete content
  • Lack of interpersonal relationships and children
  • Occasional bugs and performance issues

Motivations

  • Autonomy
    4

    "Players have freedom to build and design their settlements block by block with a 3D building system, allowing creative and personal control over construction and management."

  • Competence
    3

    "The game involves skillful management of settlers, resource gathering, defense, and construction with some technical challenges and strategic combat."

  • Competition
    -2

    "Focus is primarily on personal colony management and survival rather than direct competition or ranked modes against other players."

  • Continuation
    4

    "Many players report long play sessions and habitual returns to the game due to its addictive building and management gameplay."

  • Cooperation
    -3

    "Gameplay centers on individual colony management with limited social interaction or multiplayer features; cooperation is minimal or absent."

  • Creativity
    5

    "Strong emphasis on creative building with freedom to design unique structures and settlements in a voxel-based 3D environment."

  • Domination
    -4

    "Interactions with enemies are combat-focused but lack social dominance or trash talk; player engagement is more about survival than exerting superiority."

  • Escapism
    4

    "Players use the game as a relaxing escape into medieval colony building and management, often citing stress relief and immersion."

  • Expectation
    -4

    "Players engage voluntarily out of personal interest and intrinsic motivation rather than obligation or external pressure."

  • Experimenting
    4

    "Players experiment with building designs, settlement layouts, and different strategies for defense and resource management."

  • Exploration
    2

    "Some exploration of map seeds and terrain occurs, but the game world is relatively confined with limited open-world discovery."

  • Expression
    4

    "Customization of buildings and settlements allows for personal expression through architectural style and design choices."

  • Fantasy
    2

    "Medieval setting with some fictional elements like raids and cannibalism, but overall grounded in plausible historical simulation."

  • Fellowship
    -4

    "Minimal social features; players mostly engage solo with limited community interaction within the game."

  • Growth
    3

    "Players develop skills, research technologies, and improve their settlements, reflecting learning and personal development."

  • Health
    -4

    "Primarily sedentary gameplay with no physical activity or health-related mechanics."

  • Idle
    -3

    "Requires active management and attention; players often micromanage settlers and building tasks."

  • Intimacy
    -5

    "No close relationships or emotional social interactions between settlers; no marriage or children mechanics."

  • Leadership
    3

    "Players lead and manage settlers by assigning jobs and priorities, guiding the colony's development."

  • Progression
    4

    "Research trees, resource accumulation, and settlement upgrades provide a clear sense of progression."

  • Relaxation
    3

    "Many players find the game relaxing and enjoyable, balancing challenge with flow in colony building."

  • Sensation
    2

    "Visual and auditory elements are pleasant but not highly stimulating; the game offers moderate sensory engagement."

  • Status
    -4

    "Achievements and recognition are minimal; gameplay is focused on individual experience without social status."

  • Story
    1

    "Limited narrative elements; gameplay is mostly sandbox with emergent stories from player actions."

  • Strategy
    3

    "Requires planning and problem solving in resource management, defense, and settlement layout."

  • Thrill
    2

    "Combat and raids provide moments of tension and excitement but overall gameplay is calm and methodical."

  • Value
    4

    "Players report high value for time spent due to engaging gameplay and frequent updates."

  • Violence
    2

    "Combat and raiding are present but not overly graphic or central; violence is functional rather than gratuitous."

  • Survival
    3

    "Core gameplay involves managing threats, resource scarcity, and defending against raids to survive."

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    Last update: 06/03/2026