Going Medieval Multiplayer Mod • Newest & Newest

It would be unfair to say no one is trying. On platforms like GitHub and the Going Medieval Modding Discord, there have been sporadic discussions about reverse-engineering the game’s networking layer.

The game is built on Unity, which has built-in networking solutions like Netcode for GameObjects (NGO). In theory, a modder could re-implement the game’s entire entity system to use NGO. In practice, this means:

To date, no team has committed to this monumental task. The Going Medieval modding scene, while passionate, is much smaller than RimWorld’s. Most modders focus on quality-of-life additions, new items, or new races—achievable within the existing framework. Multiplayer remains the "white whale." going medieval multiplayer mod

The Going Medieval Multiplayer Mod adds a whole new layer of depth to the game. It allows players to interact with each other's towns, trade resources, form alliances, and even wage war. This mod not only enhances replayability but also fosters a sense of community among players. Here are some key features and benefits of diving into multiplayer:

If you are passionate about a Going Medieval multiplayer mod, you are not powerless. It would be unfair to say no one is trying

  • To reduce bandwidth, send path checkpoints and authoritative target rather than full path every tick.

  • This echoes the old Civilization "hotseat" style but on a massive timescale.

    | Component | Choice | |-----------|--------| | Netcode | Mirror (high-level, Unity-friendly, HLAPI-like) | | World Sync | Server-authoritative with client-side prediction for movement | | Settlement Ownership | Shared (co-op) or per-player territory (PvP) | | Save/Load | Host saves full game state; joiners download snapshot | | Max players | 8 (performance limit on pathfinding + AI sync) | To date, no team has committed to this monumental task


    To start playing Going Medieval with the multiplayer mod, follow these steps:

    Let’s be perfectly clear: As of this writing, Going Medieval does not have official multiplayer support. The developers at Foxy Voxel have been transparent about this from the start. Their primary focus has been on deepening the single-player simulation: adding more research tiers, religious systems, animal husbandry, and performance optimization for massive settlements.

    The game’s architecture is single-threaded and deterministic in a way that is common for colony sims (think Dwarf Fortress or RimWorld before its multiplayer mod). The entire world state—from the temperature gradient in a cellar to the pathfinding of a stray rabbit—exists on one machine. There is no server-client model baked into the codebase.