HomeFeaturesGoing Medieval

Going Medieval is a buildier, friendlier Rimworld spinoffProbably not what Ving Rhames meant

Probably not what Ving Rhames meant

Farmers tend to crops in a field in Going Medieval

Scout Reportis an irregular series of indie game recommendations from Sin Vega, offered first to RPS supporters.

Today: colony building simGoing Medieval.

Going Medievalwill be huge. I had an eye on it, but didn’t expect it to land quite so well as it already has, and now that I’ve had time to try it out, hoboy. What a delight.

It is, in a word, the leading contender for the nextRimworld. I try not to be so reductive, butdenying Rimworld’s influence here is pointless. It has a less colourful setting but aside from that it copies pretty much everything. And that’s okay.

Going Medieval isn’t just a clone though. It’s less punishingly difficult, for a start, doing away with the ‘We’re Doomed’ feeling most of its peers inherited fromDwarf Fortress, and replacing it with a more pastoral, homely mood. It’s more of a building game than a survival-based story generator. Even the raids I’ve fended off were low stress on the default settings. Of course, you can change those, and perhaps I’ve been lucky, and its early access period could change anything. I’m looking forward to the addition of trade and caravans, an area where Rimworld never quite gelled with my playstyle.

The Victory screen for a Raid in Going Medieval

What is here, though, is… god, it’s just plain lovely. My little people aren’t all that interesting yet, I concede. The framework is there, with the near-standard mood system giving people +2 happies for eating some really nice ham but -9 because you haven’t built the right shrine. There are character perks too, hence one of my farmers working while everyone sleeps, but their effects are muted so far. Probably this is deliberate while the devs work on new systems to upset/comfort them with.