After a successful emergence from Early Access, Going Medieval’s colony-building continues to go strongly.
This is one of our favorite games of this ilk since Rimworld, and it is great to finally see it reach version 1 and beyond. There is a whole lot of new stuff that has been added since the EA days, and you can read our first impressions of the game here. If you are looking for some solid tips to get you started, then this page will also be useful for you.
Going Medieval Patch Notes 1.0.53
This latest patch, which takes Going Medieval up to 1.0.53, is mainly more of a hotfix for some annoying bugs that had been introduced, and if you have been having any crash instances, you may also find out that these have largely been resolved.
Here are Going Medieval’s latest patch notes in full:
Greetings, medievalists!
The newest patch (1.0.53) is now live on all platforms on the main branch and experimental branch. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and fixes
- Fixed several crash occurrences.
- Fixed the weird issue where upon caravan return the game would freeze and settlers names would turn into Jonathan, accompanied by placeholder icons. Many thanks for providing detailed info and videos regarding this issue.
- Fixed the issue where the construction elements would have strange visual behaviors if they were placed while holding Ctrl on the keyboard.
- Fixed the issue that caused settlers to be drafted upon their caravan return.
- Fixed the issue where settlers would end up stuck if they fainted during the roping animal action.
- Fixed the issue that caused animals to prefer eating herbs rather than hay.
- Fixed the issue where changing the building rotation keys with game keybindings wouldn’t display those new keys in the game’s UI.
- Fixed minor text issues.
Last Updated On: Mar 24, 2026 4:17 pm CET