As of April 2026, there is no official or widely established community multiplayer mod for Going Medieval . While the developer, Foxy Voxel
He had never loved a video game more.
1. Fork Going Medieval’s assembly (BepInEx or Harmony patching).
2. Replace single-player simulation loop with Server/Client split.
3. Implement Mirror NetworkManager with custom SceneManager.
4. Add NetworkTransform to settlers, NetworkBehaviour to stockpiles.
5. Create custom sync for terrain (serialize diffs using bitpacked tiles).
6. Build lobby UI inside main menu.
7. Add bandwidth throttling (max 64KB/s per player).
(Serialize as binary protobuf/msgpack; ensure versioning.)
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.
As of April 2026, there is no official or widely established community multiplayer mod for Going Medieval . While the developer, Foxy Voxel
He had never loved a video game more.
1. Fork Going Medieval’s assembly (BepInEx or Harmony patching).
2. Replace single-player simulation loop with Server/Client split.
3. Implement Mirror NetworkManager with custom SceneManager.
4. Add NetworkTransform to settlers, NetworkBehaviour to stockpiles.
5. Create custom sync for terrain (serialize diffs using bitpacked tiles).
6. Build lobby UI inside main menu.
7. Add bandwidth throttling (max 64KB/s per player).
(Serialize as binary protobuf/msgpack; ensure versioning.)
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.
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