Going Medieval Multiplayer Mod -

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

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 going medieval 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) Going Medieval multiplayer mod is a project driven

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

Here are three options for the post, depending on where you are posting it (a gaming forum, a Discord server, or a social media feed). Player list panel (avatar, ping, ready status)

5.1 New UI Elements

  • Player list panel (avatar, ping, ready status).
  • Shared planning mode – outline a building; others see a translucent ghost.
  • Chat & quick pings (right-click terrain → “Dig here”, “Defend this”).

1. 3D Pathfinding and Voxel Terrain

Unlike RimWorld’s flat 2D grid, Going Medieval is fully 3D. Every block is a voxel. Pathfinding in a 3D space is exponentially more complex than in 2D. Now imagine synchronizing that pathfinding across two machines in real-time. If your game says a settler is on floor 3, coordinate (45, 22), but your friend’s game thinks they are on floor 2, coordinate (45, 23) due to a single dropped packet, the entire simulation desyncs. The mod would have to constantly reconcile these 3D positions without crashing.

The "No True Mod" Reality

Why hasn't a modder simply created a co-op mod, like the famous RimWorld multiplayer mod? To understand, we have to look under the hood.