You and your friends start a game at the exact same time using the and difficulty settings.
It was the perfect game.
: Some players use the recently natively integrated Developer Mode to manually simulate a "multiplayer" environment by sharing save files or using screen-sharing software (like Parsec) to control different groups of settlers. Why Native Multiplayer is Challenging
The Going Medieval multiplayer mod, also known as "Multiplayer Mod" or "GMM," aims to address this limitation by introducing multiplayer capabilities to the game. The mod allows players to join or create servers, interact with other players, and collaborate or compete in building and managing their medieval settlements.
: New mods allow for "Huge" (352x352) and "Massive" (512x512) map sizes with enhanced resource generation . going medieval multiplayer mod
Going Medieval is a survival game set in the Middle Ages, developed by Foam Tree Games. The game was initially released in 2020 as a single-player experience, where players had to navigate the challenges of medieval life, including building, crafting, and surviving in a dynamic environment.
In the world of "Going Medieval," the dark age society is on its knees. Set at the end of the 14th century, where 95% of the global population has perished due to rampant plague, the game tasks you with building a multi-story fortress, defending against raids, and keeping a handful of survivors happy in a land reclaimed by wilderness. With influences from "The Settlers," "Banished," "Dwarf Fortress," and "RimWorld," the game has attracted a massive following of strategy and simulation fans. However, one question is constantly asked by the community: is there a "Going Medieval multiplayer mod" that can turn this single-player experience into a co-op adventure with friends?
Going Medieval multiplayer mod is a project driven by a community eager to transform the single-player colony simulator into a collaborative experience. While the official developers at Foxy Voxel
1. Direct Answer: Is a Going Medieval Multiplayer Mod Available? You and your friends start a game at
Going Medieval has captured the hearts of colony-builder enthusiasts with its compelling blend of medieval survival, intricate voxel building, and emergent storytelling. As players construct massive stone fortresses and defend their settlers from ruthless bandits, one question consistently echoes through the community:
The initial official support (v1) covered Json file modding, which allows modders to alter many aspects of the game, such as adding perks, creating new scenarios, and much more. The developers also outlined an advanced roadmap, promising , which is set to include mod.io integration for non-Steam players and, crucially, the ability to create custom 3D models and audio.
While the Going Medieval multiplayer mod offers numerous benefits, it also presents several challenges:
This major update was a game-changer. It introduced official mod support and the , complete with in-game integration. The workshop allows players to easily subscribe to and install mods, making the process almost effortless. As a result, the modding community has grown significantly. Why Native Multiplayer is Challenging The Going Medieval
For now, you can enjoy the many quality-of-life mods available on the Steam Workshop, from realistic combat overhauls to historical weapon rebalancing. But keep an eye on the modding discords and forums—the dream of building a medieval fortress side-by-side with a friend may soon be realized. After all, a kingdom is twice as nice when you have someone to share it with.
…my pen has three chickens. WarlockSteve: i have zero chickens. EliasThorne: i have one cook who is currently on fire. no chickens.
This is a philosophical hurdle. Going Medieval is designed around an omnipotent, single-player ability to pause time and issue orders. In a real-time multiplayer mod, what happens when you pause? Does your friend’s game pause too? If yes, that’s frustrating for them. If no, you are out of sync. Many colony sim multiplayer solutions solve this by removing the pause button entirely and implementing a "slow-mo" or "tactical time" dial, but that would require rewriting the game’s core UI and logic.