Going Medieval: A Carving of Charm in the Colony Sim Genre

Going Medieval, from the independent developer Foxy Voxel, carves out a niche in the colony simulation genre. Taking inspiration from titles like RimWorld and Dwarf Fortress, it presents a medieval setting where players guide a band of settlers through the challenges of building a thriving village. While lacking the narrative depth of its forerunners, Going Medieval offers a charming and relaxing experience with its focus on intricate base building, voxel construction, and a less punishing gameplay style.

Building a Stronghold: A Feast for the Architect’s Eye

The heart of Going Medieval lies in its intricate building system. Unlike the 2D grid-based approach of many colony sims, Going Medieval utilizes voxels, allowing for complete freedom in the layout and design of your settlement. Walls can be constructed at any angle, floors can be built on stilts, and rooms can be carved directly into cliffsides. This level of detail allows for some truly impressive feats of architectural creativity. Players can construct towering castles, sprawling underground complexes, or even recreate historical landmarks, all limited only by their imagination and resource availability.

Graphics: 6

Sound: 7

Controls: 7

Story: 5

Engaging: 8

Overall: 6.6

The building process itself is intuitive and user-friendly. A wide variety of building materials are available, each with its own advantages and disadvantages. Stone offers superior durability against raiders, while wood is faster to gather and lighter for multi-story structures. Players can further customize their builds with a range of decorative elements, from simple torches to intricate tapestries. This level of detail extends to furniture placement, allowing players to fine-tune the layout and functionality of each room.

A Cast of Characters: Quirky Settlers with a Will to Survive

The settlers, or “villagers” as they’re called in Going Medieval, are a diverse bunch. Each villager comes with their own unique set of skills and personality traits. Some excel at manual labor like construction and mining, while others possess artistic talents or a knack for herbalism. These traits impact their work efficiency and overall happiness. A skilled cook will prepare more nutritious meals, while a creative villager can decorate the settlement and boost morale.

Personality quirks add a touch of humor and depth to the villagers. Some might be clumsy and prone to accidents, while others may be shy and require more social interaction. While not as deep as the complex psychology systems seen in games like RimWorld, these quirks offer a glimpse into the personalities of your villagers, making them feel more than just expendable resources.

Seasons and Survival: A Dance with Nature’s Wrath

One of the key strengths of Going Medieval is its implementation of seasons. The world transitions between spring, summer, fall, and winter, each with its own challenges and opportunities. During the harsh winter months, crops fail and food becomes scarce. Players must plan ahead, stockpiling food and fuel to ensure their villagers survive the harsh conditions. Conversely, summer offers long days and abundant harvests, allowing players to focus on construction and resource gathering.

This dance with the seasons adds a layer of strategic depth to the gameplay. Players must carefully manage their resources and adapt their activities based on the current season. The ever-changing environment keeps the gameplay loop fresh and adds a dash of realism to the medieval setting.

A World of Challenges: Raiders, Wildlife, and the Occasional Malady

While Going Medieval doesn’t have the same level of random events and threats as some of its contemporaries, it still presents players with a variety of challenges. Raiders, ranging from small bandit groups to well-equipped armies, will occasionally attack your settlement. Players must prepare defenses, construct fortifications, and train their villagers in combat to repel these attacks.

Wildlife also plays a role. Wolves can hunt and injure villagers, while wild boars can damage crops. Managing these threats requires a balance between defense and resource allocation. Finally, villagers can contract various illnesses, requiring players to build a medical bay and stockpile herbal remedies.

A Work in Progress: Looking Towards the Future

Going Medieval is currently in Early Access, and it shows. While the core gameplay loop is enjoyable and engaging, the content feels somewhat limited at this stage. The lack of complex narratives, diverse factions to interact with, and limited endgame goals can leave players feeling like they’ve “seen it all” after a while. The development team has been actively adding new content and features, suggesting a bright future for the title.

The Verdict: A Charming and Relaxing Colony Sim with Room to Grow

Going Medieval is a compelling entry in the colony simulation genre. It offers a unique blend of intricate base building, voxel construction, and a relaxed approach to survival management. While lacking the narrative depth and challenge of some of its competitors, Going Medieval excels in its user-friendly building system and charming visuals. For players looking for a creative outlet and a relaxing medieval world to build in, Going Medieval is a delightful experience.

Strengths

  • Intricate Building System: The voxel-based construction allows for unparalleled freedom and creativity in designing your settlement.
  • Seasonal Gameplay: The changing seasons add a layer of strategic depth and realism to the world.
  • Quirky Villagers: The diverse cast of villagers with their own skills and personalities brings life to your settlement.
  • Relaxed Gameplay: The game avoids the harsh survival elements found in some colony sims, offering a more laid-back experience.
  • Active Development: The development team is actively adding new content and features, promising a richer experience in the future.

Weaknesses

  • Limited Content (Early Access): Currently, the game feels somewhat limited in terms of content, with a lack of complex narratives, diverse factions, and endgame goals.
  • Less Focus on Story: Compared to games like RimWorld, Going Medieval offers a less story-driven experience, focusing more on the building and management aspects.
  • Combat System: The combat system is fairly basic, with limited control over villager actions during raids.

Who Should Play Going Medieval?

  • Players who enjoy creative and intricate base building with a high degree of freedom.
  • Fans of colony sims who prefer a more relaxed and less punishing gameplay experience.
  • Players who appreciate charming visuals and a lighthearted medieval setting.

Who Might Want to Wait?

  • Players who crave deep and complex narratives in their colony sims.
  • Players who enjoy micromanaging their villagers and dealing with frequent random events.
  • Players looking for a challenging and unforgiving survival experience.

Going Medieval offers a unique and enjoyable experience for the right audience.

If you’re looking for a creative outlet to build your dream medieval village and manage a quirky cast of characters, Going Medieval is a delightful game with a promising future. However, if you crave a more narrative-driven experience with deep strategic challenges, you might want to wait for the game to mature further in Early Access.