The time is upon us! The time, that is, to go medieval through Going Medieval, the very Rimworld-like colony sim and city builder, as after about five years in early access, the game’s 1.0 launch has arrived. Despite all those years worth of updates, there’s actually a lot that’s arrived in this one, so let’s look at some of the highlights.
Top of the order are the additions of global stats and grand objects. Starting with the latter, grand objects are essentially the end point of a game of Going Medieval. As soon as you’ve picked one, you’re stuck with it and it alone, so you may want to play around a bit before locking yourself in. The way this feature works is that “influence is taken out of the game and region map and replaced with global stats. Global stats are these global counters that are increased and decreased by your actions. These stats are hidden until you reach a certain threshold.” There’s six stats total, one of which is a secret, teehee!
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Once you’ve maxed out a stat, that’s when you can pick a grand objective, which might include a couple of religious-themed ones, a university oriented one, and once again, a secret one! Teehee! And once you’ve beaten these sort-of quests, that’s it, the game has been beaten (until you decide to do another run).
Those of you completely new to Going Medieval that find it a bit intimidating may be interested to know that the game’s tutorial has had a big revamp making it more accessible to, well, everybody. There are new starting conditions too, which mostly relate to how difficult a time you do or don’t want, with some more granular modifiers should you choose to engage.
This is only really the tip of the iceberg when it comes to the 1.0 additions however, so if you want a fuller picture you can have a gander at this Steam post right here. And if you fancy giving it a go, well, Going Medieval is out in 1.0 on Steam right now, and it’s got a launch discount that’s running until the end of the month.







