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Why Going Medieval’s 1.0 Launch is a Cursed Masterpiece

2 years ago (Last updated: 3 weeks ago)
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Warriors standing in front of a burning castle

After five years in early access, the colony simulator Going Medieval has finally hit its 1.0 release, evolving from a promising RimWorld-inspired project into a deeply complex experience that rivals the legendary Dwarf Fortress.

The Ambition of a Simple Cellar

My journey into the full release started with a singular, modest goal: build a castle. Naturally, I ignored the walls and started with the basement. With summer heat threatening to spoil my food supplies, I needed a cool, subterranean storage space. What seemed like a simple task quickly turned into a logistical nightmare. With a tiny starting team of four, balancing research, farming, and construction proved that my architectural reach had exceeded my grasp.

Going Medieval 1.0

Research as a Tangible Resource

One of the most impressive mechanics in Going Medieval is how it treats knowledge. Research isn’t just a progress bar; it’s a physical production of chronicles, textbooks, and theses. You have to physically store these items, meaning a stray fire in your library can set your technological progress back to the Dark Ages. It’s a brilliant system that highlights the fragility of knowledge in the pre-printing press era.

Going Medieval 1.0

The Trials of a Cursed Hole

My cellar project faced more than just labor shortages. I dealt with Redmund, my star scholar, who developed a bizarre, unshakable obsession with recovering from minor injuries in bed. Then came the rats—a swarm that emerged from the earth, devouring my food and even a baby goat. Defending the cellar required a multi-layered tactical brawl that, while messy, proved that Going Medieval rewards those who can adapt to chaos.

Going Medieval 1.0

Water Mechanics and Structural Nightmares

Just when I thought the cellar was finished, the game’s water mechanics threw me a curveball. Groundwater seeped through my unlined dirt walls, turning my storage area into a literal swimming pool. This forced a total redesign, complete with new drainage and wooden reinforcements. I even accidentally trapped my own villagers in the pit during the renovation, leading to a frantic rescue mission that nearly cost me my best workers.

Going Medieval 1.0

Building the Future

Despite the frustration of my “cursed hole,” it became the heart of my settlement. I have since erected a proper castle above that cellar, and my next endeavor is even more ambitious: a massive cathedral. Of course, that will require a crypt, which means I am officially ready to dig yet another deep, troublesome hole. Going Medieval 1.0 is a triumph of systemic simulation that turns every construction project into an unforgettable story.

Going Medieval 1.0

Going Medieval 1.0

Going Medieval 1.0

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