Launch Day Larry
Ah, “Going Medieval,” a game that promises to let you live out your medieval fantasies of building a thriving settlement from the ground up. But does it deliver a knightly experience or leave you feeling like a peasant? Let’s dive into the trenches of this Early Access title and find out.
“Going Medieval” offers a rich tapestry of settlement-building mechanics that will have you channeling your inner feudal lord. The crafting system is as deep as a moat, allowing you to construct everything from humble hovels to grand castles. The variety of choices and the ability to shape your world ensure that no two playthroughs are the same, making replayability one of the game’s strongest suits.

However, while the game excels in creativity, it stumbles when it comes to pacing. The mechanics can feel slower than a medieval siege, and the controls during raids might have you wishing for a trebuchet to launch your keyboard. Villagers sometimes freeze like they’ve seen a ghost, requiring a level of micromanagement that would make even the most patient ruler pull their hair out.
The game is set in a resource-rich land, which can initially feel overwhelming. But once you get the hang of it, the strategic elements and RPG components shine through, offering a satisfying blend of survival and strategy. Built-in modding options add a layer of customization that is as refreshing as a flagon of ale after a long day of pillaging.
Visually, “Going Medieval” is a bit of a mixed bag. The 3D building system is a standout feature, allowing for a visually satisfying construction experience. The game’s aesthetic is charming, with seasonal changes that add a touch of realism—watching your houses grow icicles in winter is a delightful detail.

Yet, for all its visual charm, the game struggles with performance issues that could make even the most powerful gaming rigs weep. Lag, crashes, and frame rate drops are as common as peasants in a medieval village, turning what should be a smooth experience into a slideshow. The graphics, while quaint and voxel-y, sometimes lack the depth needed to fully convey the medieval theme, leaving players wanting more.
The narrative of “Going Medieval” is like a tapestry with a few threads missing. Set in a post-apocalyptic medieval world, the game hints at a larger backstory but leaves much to the player’s imagination. Each villager comes with a backstory, adding a layer of depth to your colony, but the lack of family dynamics and generational succession leaves the world feeling a bit like a stage without actors.

While the game offers some role-playing elements and a post-apocalyptic twist, it doesn’t fully commit to the complexities of a medieval dynasty. The absence of a grand narrative arc or meaningful diplomacy makes the game feel more like a sandbox than a living world. Players often find themselves creating their own stories, which speaks to the game’s potential but also highlights its current limitations.
“Going Medieval” is a game with a solid foundation and a promising future. Its settlement-building mechanics and crafting system are engaging, and the potential for customization is vast. However, performance issues and a lack of narrative depth hold it back from being truly great. As it stands, “Going Medieval” is a charming sandbox with room for growth, and with the developers actively working on improvements, there’s hope that it will one day become the medieval masterpiece it aspires to be.
Score: 6.1/10