, players are using these methods to simulate a shared world: World Map Sharing : Many players coordinate via
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From its launch into Early Access, developer Foxy Voxel has been clear: Going Medieval is fundamentally designed as a single-player experience. The game's core loop involves meticulous, real-time management of a colony, pausing to issue commands, and a simulation that runs entirely locally on your PC. Implementing official multiplayer would mean a ground-up rewrite of the game's code to synchronize every settler's action, every stockpile change, and every building block across a network. This is an enormous undertaking, and developers have stated that a multiplayer mode would almost certainly "significantly delay other new features".
The Quest for Going Medieval Multiplayer: Mod Status and Workarounds Going Medieval officially exited Early Access on March 17, 2026
Going Medieval is still being actively updated in 2026. Although the developers have not officially promised multiplayer, the popularity of the request means it remains on the community wishlist. going medieval multiplayer mod
If you want, I can:
Look for tools like UnityModManager or BepInEx extensions, which are typically the foundational frameworks required to build complex code-injection mods.
This means that, natively, there is no co-op mode. You cannot simply invite a friend to your medieval world through the game's own menus. However, this stance hasn't deterred the community. In fact, it has sparked a dedicated community effort to add such features through modifications. A "Going Medieval multiplayer mod" is the holy grail for many players who want to build their fortresses together.
Playing Going Medieval with a partner transforms the pacing and strategy of the game. Here are the core features you can expect: , players are using these methods to simulate
However, the developers have always been incredibly supportive of the modding community. As the game inches closer to its 1.0 release, the stability of the API improves, meaning the multiplayer mod will only become more seamless, feature-rich, and easy to install over time.
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To understand the modding landscape, you first need to understand the developer's official position. Foxy Voxel, the studio behind the game, has stated that , and for a long time, that has been their primary focus. The developers have mentioned that they are not completely dismissing the idea of multiplayer but have also stated that they do not want to overpromise on the feature.
Going Medieval is a deterministic-seeming but not fully deterministic Unity-based colony sim focused on building, resource management, and NPC AI. This paper proposes a mod architecture that enables cooperative multiplayer (shared world, multiple human-controlled colonists) without rewriting the base game, using an authoritative server mod plus lightweight client sync mod. Can’t copy the link right now
An authoritative-server mod for Going Medieval can enable robust cooperative multiplayer while preserving single-player play and mod extensibility. Key choices: server-side authority, intent-based actions, interest management, and a mod-aware replication layer. With staged implementation and strong testing, a community-driven multiplayer mod is feasible without engine-level changes.
The Going Medieval multiplayer mod offers a new and exciting way to experience the game, with a range of features and benefits that enhance the overall gameplay experience. If you're a fan of the game or medieval-themed gameplay, the multiplayer mod is definitely worth checking out!
It assumes you’re working within Unity (the game’s engine) and using something like , FishNet , or Photon Quantum for netcode.
The Quest for Cooperation: Exploring the "Going Medieval" Multiplayer Mod Scene in 2026
The Quest for a Going Medieval Multiplayer Mod: Status and Solutions