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Steam News26 May 20261mo ago

Patch Notes (1.0.92)

Greetings, medievalists! The newest patch (1.0.92) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update.

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 fixes1 addition0 changes0 removals
  • Gameplay
  • Performance
  • Fixes
addedNOTE : Help us on the experimental branch if you can. New mining/construction/deconstructions logic has been there for a while and now looks pretty stable. Basically, settlers will build objects in order of their placement. Unreachable/blocked things will be skipped. The same logic is implemented for digging and deconstructing. We would appreciate it a lot if you could switch to experimental branch and let us know how it feels to you in ⁠ Experimental Branch Subforum . Thanks!
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 fixesThe only difference between the main branch (now 1.0.90) and experimental branch (now 1.0.91) is that the experimental one has better pathing logic ( we mentioned here ).
fixedBugs and fixesKnown issues:

The newest patch (1.0.92) is now live on all platforms on the main branch and the demo. 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.

NOTE: Help us on the experimental branch if you can. New mining/construction/deconstructions logic has been there for a while and now looks pretty stable. Basically, settlers will build objects in order of their placement. Unreachable/blocked things will be skipped. The same logic is implemented for digging and deconstructing. We would appreciate it a lot if you could switch to experimental branch and let us know how it feels to you in Experimental Branch Subforum. Thanks!

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.

The only difference between the main branch (now 1.0.90) and experimental branch (now 1.0.91) is that the experimental one has better pathing logic (we mentioned here).

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

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Source

Steam News / 26 May 2026

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