Greetings, medievalists!
It’s been 7 days since Going Medieval launched into 1.0 – we are so pleased to see everyone jumping in for the first time or coming back to revisit the game in 1.0!
Thank you for all the support, feedback, and kind words – it genuinely means a lot to us and motivates us to keep pushing the game forward.
The launch week brought in a lot of players, and with that, a lot of valuable feedback. Some issues still need attention, and we’ve been actively going through your reports, notes, and suggestions.
What stood out the most is how collaborative this process has been. You report an issue, we ask for details, and you follow up. That kind of back-and-forth helps us improve the game much faster, and we’re very grateful for it. You have patience and understand the importance of bug fixes before new content is released. We thank you for that.

So, what’s next? Right now, the priority is clear: stability, crashes, and critical issues.
Going Medieval is a complex game with many interconnected systems, which means some rare edge cases only appear at scale. That’s what we’re focusing on resolving crashes, game-breaking issues, and improving overall performance so everyone can enjoy the game without interruptions.
Some problems only became fully visible after launch – things like improved pathfinding, hold ground behavior, shooting through walls, or settlers not tending properly. Thanks to your reports, we’ve already identified most of the critical ones, and fixes are on the way.
After that, we’ll shift more of our focus toward quality-of-life improvements and new content.
We have big plans for Going Medieval, and with a community like this, we’re excited to keep building on what’s already here. We’ll share more about that in the coming months.
Until then, keep playing, keep sharing your feedback, and be sure to…
Stay medieval!

