Going Medieval Multiplayer Mod -
no official or fully functioning multiplayer mod
As of 2026, there is for Going Medieval
- Server is the only authority for game state.
- Clients send player intents (commands) with local prediction.
- Server applies commands in a ticked simulation (e.g., 10–20 ticks/sec) and emits deltas/snapshots.
- Snapshots include object states, relevant NPC states, pending animations, and version numbers.
The "RimWorld" Precedent
: Many players point to the successful RimWorld Multiplayer mod as proof that the genre can work in co-op. They envision a similar setup where players manage the same colony or different settlers simultaneously. going medieval multiplayer mod
- How it works: You and a friend play for an in-game week or month, then email or Discord the save file to your partner. They load it up, make their changes, and send it back.
- The Experience: Incredibly slow. You lose all real-time dynamism. However, it allows for "governor" style gameplay where one player handles military campaigns and the other handles peace-time economy.
- Verdict: Better than nothing for hardcore enthusiasts, but unplayable for action-oriented moments.
: A medieval strategy game that recently added a four-player co-op update for exploring and fighting together. 0 release? no official or fully functioning multiplayer mod As
While players often request a co-op feature similar to the popular "Rimworld Multiplayer" mod, no equivalent exists for Going Medieval yet. Server is the only authority for game state
Conclusion: The Siege is Not Yet Broken
Mirror
It assumes you’re working within Unity (the game’s engine) and using something like , FishNet , or Photon Quantum for netcode.