Going Medieval Multiplayer - Mod

Let’s be perfectly clear: As of this writing, Going Medieval does not have official multiplayer support. The developers at Foxy Voxel have been transparent about this from the start. Their primary focus has been on deepening the single-player simulation: adding more research tiers, religious systems, animal husbandry, and performance optimization for massive settlements.

The game’s architecture is single-threaded and deterministic in a way that is common for colony sims (think Dwarf Fortress or RimWorld before its multiplayer mod). The entire world state—from the temperature gradient in a cellar to the pathfinding of a stray rabbit—exists on one machine. There is no server-client model baked into the codebase. going medieval multiplayer mod

  • Compatibility layer should:


  • If you want, I can also provide:

    Embracing the High Middle Ages: A Deep Dive into the Going Medieval Multiplayer Mod Let’s be perfectly clear: As of this writing,

    The world of medieval strategy games has seen a resurgence in popularity, thanks in part to titles like Going Medieval. Developed by Shiny Shoe, this game allows players to build, manage, and defend their own medieval town. While the base game offers a rich and immersive experience, the real magic happens when you add in the Going Medieval Multiplayer Mod, which transforms the game into a dynamic, competitive, and cooperative experience. Compatibility layer should:

  • Transport: UDP-based reliable layer (custom UDP with reliability for important messages) or use ENet/LibP2P; fallback to TCP for connectivity-limited cases.
  • Discovery: NAT traversal via UDP hole punching and optional relay servers (community-run).

  • Raids still happen, but NPCs prioritize closest settlement or most wealth.
  • Keep tick rate moderate to balance bandwidth and responsiveness.