Going Medieval Multiplayer Mod Better
As of April 2026, there is no official multiplayer mode for Going Medieval
, and no fully functional, publicly released multiplayer mod currently exists for the game .
While the developer, Foxy Voxel, has stated that their primary focus remains on enriching the single-player experience, they have not entirely ruled out the possibility of multiplayer in the future . Current Status of Multiplayer Efforts
The community has expressed significant interest in a multiplayer or co-op mod, similar to the popular "RimWorld Multiplayer" mod . However, several technical and developmental hurdles remain:
Developmental Hurdles: Modders have discussed the possibility of creating a co-op mod, but Going Medieval's complex 3D engine and frequent updates make such a project extremely difficult to maintain .
Engine Complexity: Unlike 2D colony sims, the multi-story 3D environments in Going Medieval present unique challenges for synchronization between players .
Official Stance: The developers are currently prioritizing content like the Priority System Overhaul and technical optimizations to ensure a stable 1.0 experience before considering secondary modes . Alternatives for Co-op Gameplay
Since a direct mod is unavailable, players looking for a shared medieval experience often turn to these alternatives: GOING MEDIEVAL: Out of Early Access! - Stream 3
As of April 2026, Going Medieval does not have an official multiplayer mode, and no fully functional "co-op mod" has been widely released for the public. While the game recently launched into Version 1.0 on March 17, 2026, the developers at Foxy Voxel have focused primarily on the single-player experience, including a proper endgame and new content. Current Modding & Multiplayer Status
Official Stance: The developers have stated that the game was designed from the ground up as a single-player colony sim. While multiplayer hasn't been completely ruled out for the distant future, it was not part of the 1.0 release.
Modding Progress: Official modding support (V1) is live, allowing for JSON edits, custom localizations, and scenario mods via the Steam Workshop.
Multiplayer Mod Development: There are community discussions and early-stage attempts on platforms like Reddit regarding a co-op mod, but these projects face significant technical hurdles because the game's engine was not built for networking. Similar Games with Co-op
If you are specifically looking for a medieval colony sim to play with friends, you might consider these alternatives: Medieval Dynasty
: Officially supports co-op, allowing 2–4 players to build a village together using a join-code system. going medieval multiplayer mod
: Features a highly popular community-made Multiplayer Mod that allows players to manage the same colony or separate ones on the same map.
: A medieval strategy game that recently added a four-player co-op update for exploring and fighting together. 0 release?
Going Medieval Multiplayer Mod: Status and Solutions While Going Medieval has officially transitioned to Version 1.0 as of March 17, 2026, a native multiplayer mode remains absent from the official feature list. The developer, Foxy Voxel, has consistently stated that the game is designed as a single-player colony simulation.
However, the game's recent shift toward expanded Steam Workshop support and modding tools has revitalized the community's efforts to bring cooperative play to the medieval frontier. The Current State of Multiplayer Mods
As of mid-2026, there is no fully stable, public "one-click" multiplayer mod comparable to RimWorld's Zetrith's Multiplayer. Despite this, several community-led initiatives are currently in development:
Experimental Co-op Frameworks: Community developers on the Going Medieval Discord have been experimenting with synchronization scripts. These early-stage projects aim to allow two players to manage the same colony in real-time, though they currently face issues with game speed modifiers and "out-of-sync" (OOS) errors.
Dev Tool Exploits: Some players use the recently natively integrated Developer Mode to manually simulate a "multiplayer" environment by sharing save files or using screen-sharing software (like Parsec) to control different groups of settlers. Why Native Multiplayer is Challenging
Implementing multiplayer in a 3D voxel-based simulation like Going Medieval presents significant technical hurdles that modders are still working to overcome:
Voxel Desync: Syncing every individual block, plant, and structure change across a 3D space in real-time requires high bandwidth and complex networking code.
Time Management: Colony sims rely heavily on time-speeding (1x, 2x, 3x speed). Modders must figure out how to handle two players wanting to play at different speeds.
Performance Stability: Late-game colonies often push the game engine to its limits; adding network overhead can lead to severe lag or crashes. Alternative "Multiplayer" Experiences
If you are looking for a shared medieval experience, consider these alternatives while waiting for the modding community to finalize a stable co-op build:
Going Medieval multiplayer mod is a project driven by a community eager to transform the single-player colony simulator into a collaborative experience. While the official developers at Foxy Voxel As of April 2026, there is no official
have consistently maintained that the game is designed as a single-player experience, the growing interest in multiplayer has led independent modders to explore how to bring shared survival to the 14th-century world. The Current State of Multiplayer Mods
As of early 2026, there is no "plug-and-play" official multiplayer mode. However, modding efforts typically focus on two distinct approaches: Cooperative Settlement Management : Inspired by the success of the RimWorld Multiplayer Mod
, these projects aim to allow two or more players to manage the same colony simultaneously. This requires complex synchronization of game states and tick rates to ensure all players see the same settler actions in real-time. Asynchronous Trade & Interaction
: A simpler alternative where players manage separate colonies but can "interact" by trading resources or sending caravans to one another's world maps. This approach avoids many of the technical hurdles of real-time syncing. Why an Official Multiplayer Doesn't Exist (Yet)
The development team has stated that adding multiplayer to a game not originally built for it is a massive technical undertaking. Key challenges include: Multiplayer? :: Going Medieval General Discussions
As of 2026, there is no official or fully functioning multiplayer mod for Going Medieval
on Steam. The game was built from the ground up strictly as a single-player colony simulation.
Because the game lacks base network infrastructure, coding a functional cooperative or versus mode requires rebuilding the game's foundation, making it an extremely difficult task for independent modders. 🛠️ The Current State of Multiplayer
While the community frequently brings up the desire for a cooperative experience, the technical limitations remain the absolute barrier.
No Steam Workshop Mods: The Going Medieval Steam Workshop supports many gameplay adjustments, but a multiplayer framework is not among them.
The RimWorld Comparison: Players often compare the game to RimWorld, which famously received the massive community-made Zetrith's Multiplayer mod. However, Going Medieval on Steam features complex 3D verticality and distinct engine limitations that make achieving synced netcode much harder.
Developer Stance: Developer Foxy Voxel has consistently maintained that multiplayer is not planned and is not on the game's roadmap due to the heavy engine rewrites it would require. 💬 Community Workarounds & Discussions
If you are eager to keep an eye on active attempts or share a simulated multiplayer experience, the community relies on the following avenues: The Siren Call of Co-op Castle Building Why
Official Discord: The best place to check for any active coders attempting a framework is the official Going Medieval Discord. Head directly to the #modding channel to see if any programmers have posted experimental files or concepts.
Simulated Co-op: Many players organize "Succession Games" on the Going Medieval Subreddit. Players pass the exact same save file back and forth after a set number of in-game days or years to collaboratively build up a single massive castle. 🏰 Alternative Games with Native Co-op
If you specifically need a colony management game to play with friends right now, you might want to look at these titles instead: Medieval Dynasty
: Features full drop-in cooperative play where you can build a village, farm, and survive together. Stonehearth
: A voxel-based colony builder. While its official development stopped, the community's ACE mod handles multiplayer reasonably well, though desyncs can occur.
: If you do not mind 2D graphics, the RimWorld multiplayer mod functions brilliantly for managing a settlement together. AI responses may include mistakes. Learn more Multiplayer? :: Going Medieval General Discussions
Here’s a solid, production-ready feature design for a Going Medieval multiplayer mod, structured like a real mod design doc or feature spec.
It assumes you’re working within Unity (the game’s engine) and using something like Mirror, FishNet, or Photon Quantum for netcode.
The Siren Call of Co-op Castle Building
Why is the demand for a Going Medieval multiplayer mod so intense? Unlike competitive RTS games or large-scale MMOs, Going Medieval is intrinsically a game of shared problem-solving. One player might specialize in optimizing crop rotation and food preservation, while another focuses on designing kill-boxes and managing patrol routes. A third could dedicate themselves to the aesthetic three-dimensional architecture that the game’s engine allows.
Imagine a scenario that vanilla players know all too well: It is Autumn. A raiding party of 12 armed bandits approaches from the east, just as a toxic fog rolls in from the west. Simultaneously, two of your settlers contract a plague. In single-player, you pause, frantically assign tasks, and hope for the best. In a co-op multiplayer mod, you and a friend could unpause and act in real-time: one micromanaging archers on the battlements, the other rushing the herbalist to quarantine the sick. The tension becomes a shared adrenaline rush rather than a source of anxiety.
This is the promised land that players seek. But getting there is a monumental challenge.
Workaround 2: Shared Save Files (Play-by-Post)
This echoes the old Civilization "hotseat" style but on a massive timescale.
- How it works: You and a friend play for an in-game week or month, then email or Discord the save file to your partner. They load it up, make their changes, and send it back.
- The Experience: Incredibly slow. You lose all real-time dynamism. However, it allows for "governor" style gameplay where one player handles military campaigns and the other handles peace-time economy.
- Verdict: Better than nothing for hardcore enthusiasts, but unplayable for action-oriented moments.
6. Data Model & Synchronization
- Entity-component snapshot system:
- Assign each game object a stable GUID at spawn/load.
- Only authoritative fields replicated (position, rotation, health, inventory, building progress, resource counts, task queues).
- Use change-tracking and compression (delta encoding, bitpacking).
- Interest management:
- Spatial partitioning (quad-tree or grid) to send only nearby entities to each client.
- Prioritize player-owned or recently interacted entities.
- Conflict resolution:
- Server serializes conflicting actions by command timestamp/order.
- For simultaneous edits (e.g., two players attempt to hammer same tile), server applies a consistent policy: first-wins or division of work based on assigned job shares.
4.2 What is NOT synced (to save bandwidth)
- Individual plant growth ticks (re-simulated locally from server seed)
- Animation states
- UI camera positions
The Technical Fortress Walls: Why It’s So Hard
The RimWorld multiplayer mod (Zetrith’s) succeeded because RimWorld was built on a relatively clean, deterministic framework in C#. It was still a herculean effort, taking years of reverse-engineering. Going Medieval presents three distinct levels of difficulty that keep modders at bay.
15. Implementation Plan (Milestones)
- Prototype: network transport + simple authoritative server syncing player positions and chat.
- Action Intents: implement build/place intent, server apply, client prediction.
- NPC sync: server AI + client interpolation.
- Full replication: inventories, jobs, resource transfers.
- Mod API and manifest system.
- NAT traversal/relay and hosting tools.
- Beta testing and optimization.
- Documentation and community release.
2. Complex Physics for Structural Integrity
Going Medieval features realistic structural integrity. If you remove a supporting wall, the floors above will collapse into physical debris blocks. This is a computationally heavy process involving adjacency checks and mass calculations. In multiplayer, this would require an authoritative server to validate every single block removal and placement. If a desync occurs during a collapse, one player might see a tower standing, while the other sees rubble.
Introduction to Going Medieval
Before we dive into the multiplayer mod, let's briefly cover what Going Medieval is all about. This game is set in the High Middle Ages, a period marked by the rise of kingdoms, the spread of Christianity, and the growth of trade. Players are tasked with building and managing a town, gathering resources, constructing buildings, and defending against raiders and diseases. The game prides itself on its attention to historical detail and its complex systems for simulating medieval life.
