Going Medieval is Tackling Events
Developer Foxy Voxel, the team behind survival strategy Going Medieval, is back with a new blog post, outlining changes to events. The game is introducing new events and making them more random.“One thing we want to…

Developer Foxy Voxel, the team behind survival strategy Going Medieval, is back with a new blog post, outlining changes to events. The game is introducing new events and making them more random.
“One thing we want to improve is the feeling that the world around your settlement is alive. Well, as best as we can given the game’s limitations. You should not just have raids, merchants and representatives of religions in your settlement. These are medieval times! Sometimes people need help. Sometimes they bring trouble. And sometimes they bring information that makes you question what kind of settlement you are actually running.”
An example that developers give is a faction seeking refuge. A group of visitors may arrive at your settlement tired, hungry, and in poor condition. Their stats will not be great, and they will need help if you choose to provide it. You can feed them, give them a place to sleep, let them recover, and treat them with some basic human decency. There is also a variation where the group will be chased by wolves. In that case, you’ll need to chase off the wolves and help the refugees recover.
Another event is a friendly gift. A friendly NPC may arrive at the edge of the map, travel to your settlement, bring you something useful, and then head back home – asking nothing in return. But you can also choose to be a terrible person and face the consequences, like ambushing someone’s caravan.
“These events also help factions feel more present. They can ask for help, offer help, bring danger, reward kindness, or punish cruelty. Not every event needs to be huge, but even smaller moments can make the world feel more connected. As always, these systems are still being worked on, so details may change before they arrive in the game. But this is the direction we want to push toward – more encounters, more choices, and more stories that happen because of what you decide to do.”
Tags: indie, rpg, simulation, strategy Written byCatherine Daro A lover of all things RPG and TBS, Catherine is always looking for a new fantasy world to get lost in.