

Even so, to the vast majority of humanity still stuck on the steep side of the famous Dwarf Fortress learning curve, the pleasure was entirely inaccessible. It gained its so-called z-levels at the end of 2007, and the effect was transformative. Dwarf Fortress, the game which RimWorld itself took inspiration from, was originally played in a flat, one-layer world. Honestly, it spanners my brain to think that it has taken this long. That’s Going Medieval’s killer feature, and I’m saying that with a completely straight face. You can build multi-storey constructions. But the wooden beam unlocks the singular piece of magic which marks Going Medieval out as a competitor to the game it otherwise imitates: the third dimension.

It’s nothing much by itself just a fat stick, really, which spans the gap between two facing walls. The wooden beam is one of the first technologies you can research in the game. After a moment or two to get used to the UI, I was playing my first game on autopilot, and all it really did for me was make me want to play RimWorld. As in, identical, save for a medieval setting and a ton of missing features. But pre-alpha colony sims are like the planktonic larvae of crabs - there’s millions of them, and most of them get eaten by fish, so I don’t tend to pay attention to them until they’re big enough to nip my fingers.Įven when Going Medieval did scuttle into early access at the start of the month, I have to say it seemed a blunt-clawed specimen. It’s funny, isn’t it, the things which make you fall in love with a game? I’d first heard of early access colony sim Going Medieval two years ago, at the very start of its development.
