Going Medieval — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Experimental Branch Patch (1.0.85) | 2026-04-30 | Greetings, players! The newest patch (1.0.85) 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.Quality Of Life ImprovementsShader optimization - The game uses less GPU power now. Please let us know if you notice anything visually broken.Optimization on the temperature and beauty systems, memory leak cleanup. Now instead of the 18h time limit on secondary loot stash maps, you have 72h and a 12h warning.One loot stash puzzle mountain map received minor corrections to mak |
| Regular Patch (1.0.82) & Experimental Patch (1.0.83) | 2026-04-27 | Greetings, medievalists!Our issue-tracking tool (which you submitted to via F10) stopped working over the weekend and that means that we didn't get any reports during that period. We apologize for this and ask you you to continue using the tool as it should work as intended now. Bugs and fixesFixed the issue that prevented drawbridges from being constructed in some scenarios.Fixed the issue where rooms still wouldn't be properly detected in some scenarios.The only difference between the main branch (now 1.0.82) and experimental branch (now 1.0.83) is that the experimental one has better pathing logic (we mentioned here). For folks on the expe |
| Experimental Branch Patch (1.0.81) | 2026-04-24 | Greetings, players! The newest patch (1.0.81) 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. Quality Of Life ImprovementsAnother Pathfinding improvement (the one we mentioned in Medieval Talk) is implemented here:Settlers should choose the closest walking-distance path for most of the actions (construction, hauling, choosing the closest production building, etc).Construct, Deconstruct, and Dig priority is now determined by the order in which you place blueprints, ma |
| Patch Notes (1.0.79) | 2026-04-24 | Greetings, medievalists!The newest patch (1.0.79) is now live on all platforms on the main branch, experimental branch and 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.Quality of Life improvementsLeft Alt is now a forbidden keybind, to prevent it from messing with the almanac click feature.Implemented preventions and fixes for several memory leaks. More to come.Bugs and fixesFixed several crash occurrences.Fixed the issue where the “secret” aggressive grand objective would not work correctly on custom scenarios, preventin |
| Patch Notes (1.0.78) | 2026-04-21 | Greetings, medievalists!The newest patch (1.0.78) is now live on all platforms on the main branch, experimental branch and 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.Bugs and fixesFixed several crash occurrences.Fixed the issue where room detection popup would appear every time the room is expanded.Fixed the issue that prevented you from finishing heraldry creation and starting a new game.Fixed the issue where crop yield wasn’t giving the same numbers as shown in the almanac.Fixed the issue where the willow tree had wro |
| Experimental Branch Patch (1.0.77) | 2026-04-17 | Greetings, players! The newest patch (1.0.77) 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.Bugs and fixesFixed several crash occurrences.Fixed the issue that allowed you to send a second caravan with all remaining settlers, while the first caravan is still leaving. This would result in no settlers left on the main map.Fixed the issue where some combination of ingredients wouldn’t produce any lavish meal.Fixed the issue where some trees would not spawn fire in the c |
| Experimental Branch Patch (1.0.76) | 2026-04-10 | Greetings, players! The newest patch (1.0.76) 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.Quality Of Life ImprovementsAfter getting the first round of feedback on the new pathfinding, we've put the old system back into effect while we implement the suggested improvements.Bugs and fixesFixed several crash occurrences.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), bu |
| Experimental Branch Patch (1.0.71) | 2026-04-09 | Greetings, players! The newest patch (1.0.71) 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. Quality of Life improvementsThe first draft of the pathfinding we mentioned in our latest Medieval Talk is implemented here. Note this is still work in progress and your feedback is more than welcome.Settlers should choose the closest walking-distance path (for construction, hauling, choosing the closest production building, etc).Construct, Deconstruct, and Dig priority is n |
| Patch Notes (1.0.72) | 2026-04-09 | Greetings, medievalists!The newest patch (1.0.72) is now live on all platforms on the main branch and 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.Bugs and fixesFixed several crash occurrences.Fixed the issue that prevented you from finishing heraldry creation and starting a new game.Fixed the issue where crop yield wasn’t giving the same numbers as shown in the almanac.Fixed the issue where the willow tree had wrong yield information in several places.Known issues:Assigned Pets don't sleep with owners.Settlers will not c |
| Patch Notes (1.0.67) | 2026-04-08 | Greetings, medievalists!The newest patch (1.0.67) is now live on all platforms on the main branch, experimental branch and 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.Quality of Life improvementsAmbush difficulty has been overhauled. You shouldn’t be getting 50+ raiders in ambush scenarios.Bugs and fixesFixed several crash occurrences.Fixed the issue where settlers would ignore deconstruction orders in some situations, despite nothing preventing them.Fixed the issue where hovering over craftable building piles would caus |
| Experimental Branch Patch (1.0.67) | 2026-04-07 | Greetings, players! The newest patch (1.0.67) 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. Quality of Life improvementsAmbush difficulty has been overhauled. You shouldn’t be getting 50+ raiders in ambush scenarios.Bugs and fixesFixed several crash occurrences.Fixed the issue where settlers would ignore deconstruction orders in some situations, despite nothing preventing them.Fixed the issue where hovering over craftable building piles would cause error appearance |
| Medieval Monday Talk #77 - Proper Order | 2026-04-06 | Greetings, medievalists!Just because 1.0 version of the game is out, we don’t wanna stop doing Medieval Monday Talks because:The game will continue to receive content, improvements and bug fixes and it’s important to acknowledge that and keep you in the loop.It allows us to keep transparency with you while also getting valuable feedback.They are fun to do and it’s exciting to talk about the stuff we are doing.But first, due to popular demand - we are proud to bring the Rimworld bundle back: As we mentioned before, for a lot of folks, RImworld is the best representation of the management & simulation genre and is certainly one of our biggest i |
| Patch Notes (1.0.64) | 2026-04-06 | Greetings, medievalists!The newest patch (1.0.64) is now live on all platforms on the main branch, experimental branch and 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.Quality of Life improvementsMemory usage optimization - The game should use 200-400mb less memory We’ve done some improvements with the way the game uses processor threads - this should give us small improvements in a bunch of places and should make the settlers “stand” still for shorter amounts of time while planning their next move.Room planning extra pan |
| Experimental Branch Patch (1.0.63) | 2026-04-04 | Greetings, players! The newest patch (1.0.63) 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. Quality of Life improvementsMemory usage optimization - The game should use 200-400mb less memory We’ve done some improvements with the way the game uses processor threads - this should give us small improvements in a bunch of places and should make the settlers “stand” still for shorter amounts of time while planning their next move.Room planning extra panel added - It allo |
| Patch Notes (1.0.62) | 2026-04-03 | Greetings, medievalists!The newest patch (1.0.62) is now live on all platforms on the main branch and experimental branch. 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.Bugs and fixesFixed the issue where, upon the game's load, animals & humans were not able to walk over drawbridges.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 |
| Patch Notes (1.0.61) | 2026-04-02 | Greetings, medievalists!The newest patch (1.0.61) is now live on all platforms on the main branch, experimental branch and 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.Quality of Life improvementsSome more small performance boosts and tweaks.Meal, lavish meal, packaged meal no longer spawn ash when produced (other productions spawn ash the same as before).You can now move the building blueprint over the building they're trying to move. (Example: if you want to relocate a bed one grid space lower, you can do that now.)Inst |
| Experimental Branch Patch (1.0.60) | 2026-04-01 | Greetings, players! The newest patch (1.0.60) 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. Quality of Life improvementsSome more small performance boosts and tweaks.Bugs and fixesFixed the error related to prisoner interactions.Fixed fps drops and stuttering introduced in 1.0.59.Fixed the issue where benches would claim that there were no resources available despite them being present.Known issues: Assigned Pets don't sleep with owners. Settlers will not choose th |
| Experimental Branch Patch (1.0.59) | 2026-03-31 | Greetings, players! The newest patch (1.0.59) 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. Quality of Life improvementsMeal, lavish meal, packaged meal no longer spawn ash when produced (other productions spawn ash the same as before).You can now move the building blueprint over the building they're trying to move. (Example: if you want to relocate a bed one grid space lower, you can do that now.)Install pile/relocate building will not cancel placement if the buil |
| Patch Notes (1.0.56) | 2026-03-30 | Greetings, medievalists!The newest patch (1.0.56) is now live on all platforms on the main branch and 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.Bugs and fixesFixed several crash occurrences, especially the ones that appear on starting the game.Check the official 1.0 log if you missed important news, improvements and fixes.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 g |
| Experimental Branch Patch (1.0.57) | 2026-03-27 | Greetings, players! The newest patch (1.0.57) 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. Update: This version is buggy and we reverted it to 1.0.56Quality of Life improvementsYou can now move the building blueprint over the building they're trying to move. (Example: if you want to relocate a bed one grid space lower, you can do that now.)Install pile/relocate building will not cancel placement if the building wasn't placed successfully after the left click.Holdi |