HomeGamesUpdatesPricingMethodology
Steam News27 April 20262mo ago

Regular Patch (1.0.82) & Experimental Patch (1.0.83)

Greetings, medievalists! Our issue-tracking tool (which you submitted to via F10) stopped working over the weekend and that means that we didn't get any reports during that period.

In this update2

Full notes

Full Going Medieval update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings, medievalists!

What changed

12 fixes0 additions0 changes0 removals
  • Fixes
  • Gameplay
  • Performance
fixedBugs and fixesFixed the issue that prevented drawbridges from being constructed in some scenarios.
fixedBugs and fixesFixed the issue where rooms still wouldn't be properly detected in some scenarios.
fixedBugs and fixesThe only difference between the main branch (now 1.0.82) and experimental branch (now 1.0.83) is that the experimental one has better pathing logic ( we mentioned here ).
fixedBugs and fixesFor folks on the experimental branch - if you still experience issues where settlers would idle, trap themselves and overall their pathing logic would break somehow - please use F10 to report it and talk about your issue in on our experimental discussion board . We appreciate it a lot.
fixedBugs and fixesKnown issues:
fixedBugs and fixesAssigned Pets don't sleep with owners.

Going Medieval changes

fixedFixed the issue that prevented drawbridges from being constructed in some scenarios.
fixedFixed the issue where rooms still wouldn't be properly detected in some scenarios.
fixedThe only difference between the main branch (now 1.0.82) and experimental branch (now 1.0.83) is that the experimental one has better pathing logic ( we mentioned here ).
fixedFor folks on the experimental branch - if you still experience issues where settlers would idle, trap themselves and overall their pathing logic would break somehow - please use F10 to report it and talk about your issue in on our experimental discussion board . We appreciate it a lot.
fixedKnown issues:

Our issue-tracking tool (which you submitted to via F10) stopped working over the weekend and that means that we didn't get any reports during that period. We apologize for this and ask you you to continue using the tool as it should work as intended now.

Bugs and fixes

  • Fixed the issue that prevented drawbridges from being constructed in some scenarios.

  • Fixed the issue where rooms still wouldn't be properly detected in some scenarios.

The only difference between the main branch (now 1.0.82) and experimental branch (now 1.0.83) is that the experimental one has better pathing logic (we mentioned here).

For folks on the experimental branch - if you still experience issues where settlers would idle, trap themselves and overall their pathing logic would break somehow - please use F10 to report it and talk about your issue in on our experimental discussion board. We appreciate it a lot.

Known issues:

  • Assigned Pets don't sleep with owners.

  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.

Check the official 1.0 log if you missed important news, improvements and fixes.

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Source

Steam News / 27 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.