HomeGamesUpdatesPricingMethodology
Steam News25 May 20261mo ago

Experimental Branch Patch (1.0.93)

Greetings, players! The newest patch (1.0.93) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update.

In this update3

Full notes

Full Going Medieval update

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

Repeated intro

Greetings, players! The newest patch (1.0.93) is now live on all platforms on the experimental branch. Please 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.

What changed

4 fixes0 additions3 changes0 removals
  • Balance
  • Performance
  • Fixes
  • Server
changedQuality Of Life ImprovementsSmarter construction positioning is implemented into right click orders (should lower the chance of settlers trapping themselves even more).
fixedBugs and fixesFixed several crash occurrences.
fixedBugs and fixesFixed FPS spikes caused by a lot of hungry animals having the attack goal active at the same time.
fixedBugs and fixesFixed the issue where objects would not appear visible in rooms if they stopped being rooms.
fixedBugs and fixesPossible fix for the rare case where a blueprint remains marked as unreachable even though it is reachable.
changedKnown issues:⚠️ 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.

Going Medieval changes

changedSmarter construction positioning is implemented into right click orders (should lower the chance of settlers trapping themselves even more).
fixedFixed several crash occurrences.
fixedFixed FPS spikes caused by a lot of hungry animals having the attack goal active at the same time.
fixedFixed the issue where objects would not appear visible in rooms if they stopped being rooms.
fixedPossible fix for the rare case where a blueprint remains marked as unreachable even though it is reachable.

Quality Of Life Improvements

  • Replacing blueprints now replaces the original blueprint’s position in the queue (ie. if you put several blueprint walls in line and overwrite one of the walls with the window blueprint, the settlers will still construct in original order).

  • Smarter construction positioning is implemented into right click orders (should lower the chance of settlers trapping themselves even more).

  • Settlers are now able to carry more resources in reserve should additional construction goals happen nearby.

Bugs and fixes

  • Fixed several crash occurrences.

  • Fixed FPS spikes caused by a lot of hungry animals having the attack goal active at the same time.

  • Fixed the issue where objects would not appear visible in rooms if they stopped being rooms.

  • Possible fix for the rare case where a blueprint remains marked as unreachable even though it is reachable.

Known issues:

  • Assigned Pets don't sleep with owners.

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.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Source

Steam News / 25 May 2026

Open original post

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