The raid horn sounded at exactly 20 minutes in—ten minutes early. The mod’s instability was already showing. A red banner unfurled across the top of the screen:
“A Band of Rabble-Rousers (48 units) approaches the settlement with the most livestock.”
Silence in the chat. Then:
LadyCabbage: …my pen has three chickens. WarlockSteve: i have zero chickens. EliasThorne: i have one cook who is currently on fire. no chickens.
The raiders, a tide of pixelated ruffians with sticks and one terrifying man with a two-handed flail, swarmed south. Straight toward LadyCabbage’s floodplain. Straight toward her three chickens.
Elias did the math. The raiders would destroy her in four minutes. Then they’d wander north, loot his raspberries, and finish off WarlockSteve’s half-built stone wall. Unless…
He unpaused (you couldn’t pause, but you could hold your breath). He selected Aldric, grabbed the emergency torches he’d stored for a winter he’d never see, and drafted all three settlers. Mira had a pickaxe. Tobin had a rolling pin. Aldric had a bow with seven arrows.
EliasThorne: cabbage. open your southern gate. LadyCabbage: i don’t have a gate. i have a hole in a fence. EliasThorne: even better.
He marched his tiny army across the river via a natural stone bridge he’d noticed during world generation—a detail only a solo player would have memorized. WarlockSteve, seeing the movement on the map, did something unexpected. He didn’t reinforce his own base. He drafted his own three settlers and sent them east. Not to help Elias. To intercept the raiders’ flank.
WarlockSteve: if we let them sack her, they get her food. then they have winter supplies. then we starve. LadyCabbage: i’m right here you know. WarlockSteve: i know. don’t let your chickens die.
The battle was a disaster in the best sense. Elias’s archers fired from a hillock. WarlockSteve’s stone masons threw bricks (literally, the mod allowed unarmed throwing of any item stack). LadyCabbage’s lone fighter, a one-armed former monk named Brother Dust, charged the flail-wielding brute and was immediately knocked unconscious.
But the raiders, being AI, focused on the chickens. They broke the fence. They chased the chickens. The chickens ran in three different directions. The raiders split into three groups. Elias picked off stragglers. WarlockSteve’s brick-throwing managed to knock down a raider carrying a torch, which set fire to the grass, which spread to the raiders’ own supply wagon, which exploded.
Forty-eight raiders became twelve. Twelve became four. The last one, the flail man, stood over Brother Dust’s unconscious body and raised his weapon for the killing blow.
Tobin the cowardly cook, still singed from the raspberry fire, stepped forward. He didn’t have a weapon. He had a bowl of uncooked gruel.
He threw it.
The flail man slipped. He fell. He hit his head on a rock. He died.
LadyCabbage: DID YOUR COOK JUST— WarlockSteve: YEP. EliasThorne: his name is Tobin.
A banner appeared: “The Weeping Priory’s first blood has been spilled. The ground remembers.”
And the mod did something Elias had never seen. It changed the map. The central ruin—the cathedral—cracked open. A new underground level appeared, visible to all players. And at the bottom, glowing like a cursed Christmas ornament, was an object labeled:
The Heart of the Priory (Relic) – Grants control of the central weather system to its holder.
Elias read it twice. Weather control. In Going Medieval. That meant droughts. Blizzards. Targeted lightning strikes. Whoever held the Heart could ruin their neighbors’ harvests from across the map.
The three players stood on the smoldering field, surrounded by dead raiders and one heroic, gruel-flinging cook. The chickens had survived. Brother Dust was groaning. And the real game had just begun.
WarlockSteve: so. LadyCabbage: so. EliasThorne: we’re not allies, right? WarlockSteve: we were never allies. LadyCabbage: i’m digging a moat. EliasThorne: i’ll bring the shovels.
They all knew it was a lie. Tomorrow, or the day after, one of them would sneak into the priory. One of them would take the Heart. And the other two would burn. going medieval multiplayer mod
But for now, in the flickering light of a burning raider wagon, three strangers shared a meal of charred gruel and stolen turnips. Tobin survived. The chickens thrived. And Elias Thorne, for the first time in three hundred hours, realized that Going Medieval had never been about castles.
It was about the people you betrayed after you built them.
He saved the game—the mod let you save, thank God—and typed one last message into the chat:
EliasThorne: same time tomorrow?
WarlockSteve: wouldn’t miss it.
LadyCabbage: bring more torches. and tell Tobin to save the gruel.
And somewhere in the mod’s unstable, glorious, bug-ridden code, the server logged a new entry:
Session saved. Player count: 3. Heart status: undiscovered. Chickens: 3. Friendship: 0.
It was the perfect game.
As of April 2026, Going Medieval does not have an official multiplayer mode , and there is currently no fully functional multiplayer mod
available for public use. While the community has frequently requested this feature, the developers at Foxy Voxel remain focused on expanding the single-player experience. Current State of Multiplayer Official Stance
: The developers have stated that multiplayer is "not entirely dismissed" but is not a priority during the current development phase. Modding Attempts
: There have been community discussions and early-stage projects aimed at creating a co-op mod, but these face significant technical hurdles due to the game's engine and the complexity of syncing simulation data. Asynchronous "Multiplayer"
: Some players simulate a shared experience by using "gentlemen's agreements"—assigning specific settlers to specific players and taking turns or coordinating tasks within a single-player save. Why a Multiplayer Mod is Difficult Creating a multiplayer mod for a colony sim like Going Medieval is complex for several reasons: Time Synchronization
: Colony sims often use time-speed controls (pause, fast-forward). Syncing these between multiple players is a major technical challenge. Simulation Sync
: The game must ensure every villager's pathing, mood, and health are identical on all players' screens at every millisecond. Engine Limits
: Current modding support is largely focused on JSON edits (tweaking values like stack sizes or production speeds), which doesn't provide the deep access needed to rebuild the game's networking. Steam Community Alternatives for Co-op Fans If you are looking for a similar experience that support multiplayer, consider these options: Multiplayer? :: Going Medieval General Discussions
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
have consistently maintained that the game is designed as a single-player experience, the growing interest in multiplayer has led independent modders to explore how to bring shared survival to the 14th-century world. The Current State of Multiplayer Mods
As of early 2026, there is no "plug-and-play" official multiplayer mode. However, modding efforts typically focus on two distinct approaches: Cooperative Settlement Management : Inspired by the success of the RimWorld Multiplayer Mod
, these projects aim to allow two or more players to manage the same colony simultaneously. This requires complex synchronization of game states and tick rates to ensure all players see the same settler actions in real-time. Asynchronous Trade & Interaction
: A simpler alternative where players manage separate colonies but can "interact" by trading resources or sending caravans to one another's world maps. This approach avoids many of the technical hurdles of real-time syncing. Why an Official Multiplayer Doesn't Exist (Yet)
The development team has stated that adding multiplayer to a game not originally built for it is a massive technical undertaking. Key challenges include: Multiplayer? :: Going Medieval General Discussions The raid horn sounded at exactly 20 minutes
Going Medieval Multiplayer Mod: Status and Solutions While Going Medieval has officially transitioned to Version 1.0 as of March 17, 2026, a native multiplayer mode remains absent from the official feature list. The developer, Foxy Voxel, has consistently stated that the game is designed as a single-player colony simulation.
However, the game's recent shift toward expanded Steam Workshop support and modding tools has revitalized the community's efforts to bring cooperative play to the medieval frontier. The Current State of Multiplayer Mods
As of mid-2026, there is no fully stable, public "one-click" multiplayer mod comparable to RimWorld's Zetrith's Multiplayer. Despite this, several community-led initiatives are currently in development:
Experimental Co-op Frameworks: Community developers on the Going Medieval Discord have been experimenting with synchronization scripts. These early-stage projects aim to allow two players to manage the same colony in real-time, though they currently face issues with game speed modifiers and "out-of-sync" (OOS) errors.
Dev Tool Exploits: 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
Implementing multiplayer in a 3D voxel-based simulation like Going Medieval presents significant technical hurdles that modders are still working to overcome:
Voxel Desync: Syncing every individual block, plant, and structure change across a 3D space in real-time requires high bandwidth and complex networking code.
Time Management: Colony sims rely heavily on time-speeding (1x, 2x, 3x speed). Modders must figure out how to handle two players wanting to play at different speeds.
Performance Stability: Late-game colonies often push the game engine to its limits; adding network overhead can lead to severe lag or crashes. Alternative "Multiplayer" Experiences
If you are looking for a shared medieval experience, consider these alternatives while waiting for the modding community to finalize a stable co-op build:
The Quest for a Going Medieval Multiplayer Mod: Status and Solutions
As of May 2026, Going Medieval remains officially a single-player colony simulation game. While developer Foxy Voxel launched the highly anticipated version 1.0 on introducing features like Renown and Grand Objectives—official multiplayer support was not included in the release.
For players eager to build fortresses with friends, the community-led "Going Medieval Multiplayer Mod" is the only current pathway, though it is still in active development. Current State of Multiplayer Mods (2026)
There is currently no fully stable, plug-and-play multiplayer mod available on the Steam Workshop. However, progress is being made:
Active Community Projects: As of late April 2026, modders on platforms like Reddit have reported breakthroughs in syncing game worlds and menus for a co-op experience.
Proof of Concept: Some experimental mods allow for a shared settlement experience where players can issue orders, though they lack robust rights management (e.g., both players have full control simultaneously).
Stability Challenges: Experts note that the game’s late-game engine instability and time-speed mechanics (pausing/fast-forwarding) make a smooth multiplayer experience difficult to achieve through modding alone. How to Access Modding Support
The developers introduced official modding support in Update 13, which laid the groundwork for more advanced community projects. YouTube·King of Diamondshttps://www.youtube.com
As of 2026, Going Medieval does not have an official multiplayer mode, and while community members have expressed strong interest in a "co-op mod" similar to the one for RimWorld, no fully functional or widely adopted multiplayer mod currently exists for the game.
The general consensus from player reviews and technical discussions highlights several reasons why a multiplayer mod is both highly desired and difficult to implement: Community Perspectives on Multiplayer
The "RimWorld" Precedent: Many players point to the successful RimWorld Multiplayer mod as proof that the genre can work in co-op. They envision a similar setup where players manage the same colony or different settlers simultaneously.
Gameplay Benefits: Reviews suggest co-op would be most helpful during the mid-to-late game when the colony expands. One player could focus on construction and resource management while another handles production and defense.
Alternative Conceptions: Some users on Reddit have proposed "asynchronous" multiplayer, where colonies exist on the same world map and can trade or raid together, rather than sharing a single real-time settlement. Technical Challenges & Drawbacks Enable 2–8 players to build, manage, and defend
As of April 2026, there is no official or widely established community multiplayer mod for Going Medieval . While the developer, Foxy Voxel
, has officially launched version 1.0, the game remains a strictly single-player colony simulation. Multiplayer Status Official Stance
: The developers have stated that Going Medieval is designed as a single-player experience. While they have not entirely ruled out multiplayer for the future, it is not currently on their development roadmap. Modding Challenges : Unlike similar games like , which has a popular Multiplayer Mod
, Going Medieval's 3D engine and complex physics make "slapping on" a multiplayer mod significantly more difficult. Community Interest
: Players frequently discuss concepts for a co-op mod, such as managing two separate colonies on the same world map, but no functional project has reached a playable state on platforms like Nexus Mods Steam Workshop Multiplayer Alternatives in the Genre
If you are specifically looking for a medieval colony builder to play with friends, consider these alternatives that already feature cooperative play: Frequently Asked Questions - Rimworld Multiplayer
Enable 2–8 players to build, manage, and defend a medieval settlement together (co-op) or against each other (PvP/competitive), with real-time synchronization of terrain, settlers, raids, and research.
Why hasn't a modder simply created a co-op mod, like the famous RimWorld multiplayer mod? To understand, we have to look under the hood.
This echoes the old Civilization "hotseat" style but on a massive timescale.
The server browser was a nightmare in the best possible way. Dozens of lobbies with names that read like desperate telegrams from an alternate dimension:
SERVER 01: NO GRIEFING (but we will steal your chickens) THE PIT – 4 PLAYERS – LAST ONE STANDING WINS Co-op Brewery Sim (need a mason, will trade copper) DON’T DIG STRAIGHT DOWN (this is not Minecraft, but we did it anyway)
Elias’s hand hovered over “Co-op Brewery Sim.” It was safe. Civilized. He could build a nice tavern, trade ale for leather, and pretend he was still in control.
Then his eye caught the last server on the list, glowing faintly red:
THE WEEPING PRIORY – HARD MODE – FOG OF WAR – NO ALLIANCES
Player count: 2/6.
He joined.
The loading screen was different. Instead of a serene pastoral painting, a jagged, hand-drawn map flickered into view—a river cutting through a fractured valley, three distinct plateaus, and a central ruin that looked suspiciously like a cathedral that had been hit by a meteor. A chat box blinked in the corner.
WarlockSteve: you’re late. the rats have already eaten my turnips.
Elias typed back: I’ll bring the torches.
WarlockSteve: don’t bother. we’re not allies. read the server rules.
Elias opened the rules. There were only two:
His heart did something it hadn’t done since his first ever bear attack in single-player: it raced.
Going Medieval features realistic structural integrity. If you remove a supporting wall, the floors above will collapse into physical debris blocks. This is a computationally heavy process involving adjacency checks and mass calculations. In multiplayer, this would require an authoritative server to validate every single block removal and placement. If a desync occurs during a collapse, one player might see a tower standing, while the other sees rubble.
| Entity | Sync method | |--------|--------------| | Terrain modifications (digging, building) | Sync on change (reliable) | | Settler positions & tasks | Client input → server → broadcast | | Stockpile counts | Server-recalculated every 5 sec | | Time & weather | Server step (time pauses if host lagging) | | Raid waves | Server spawns, sends wave ID to clients |