Noble Fates vs Going Medieval: Which to Play

Noble Fates versus Going Medieval compared: fantasy politics and mages versus grounded medieval construction, plus which colony sim fits your playstyle.

Last Updated: 2026-11-14
Quick answer

Pick Noble Fates if you want a fantasy kingdom with politics, religion, magic and a ruler whose nobles can betray them. Pick Going Medieval if you want grounded medieval survival and deep multi-storey construction without fantasy elements. They are bundled together because they overlap, not because they are the same game.

The two games get compared constantly, and the comparison is fair: both are 3D colony sims where individual settlers have needs, skills and opinions. The difference is what the simulation is about.

The one-paragraph version

Noble Fates simulates a court. Your nobles have ambitions, memories and beliefs, and the drama comes from loyalty, succession and divine favour. Going Medieval simulates a settlement: a band of survivors building a home in a hostile medieval world, with construction depth as its core pleasure.

Noble Fates kingdom with castle walls and farmland
Noble Fates kingdom with castle walls and farmland

Side by side

Dimension Noble Fates Going Medieval
Setting High fantasy, five races, gods and demons Historical medieval, humans only
Core fantasy Rule a kingdom, manage a court Survive and build a settlement
Characters Nobles with opinions, memories, ambition Settlers with needs and skills
Politics Principles, alignment, diplomacy, succession Faction relations and raids
Magic Mages, spells, breaches, a demon dragon None
Religion Altars, shrines, idols, favor, gods None in the same sense
Construction Props, rooms, quality, prestige, terraforming Deep multi-storey building and room quality
Combat Melee, ranged, magic, patrols, gate houses Melee, ranged, raids, defences
Signature system Succession and noble loyalty Vertical construction and settlement design

Where Noble Fates wins

1. Characters you remember

A noble in Noble Fates can resent you, leave, found a rival kingdom or betray you in a fight. That is a story engine. In Going Medieval, settlers have personalities, but the drama is more about surviving the winter than about who deserves the throne.

2. Politics as a system

Principles, alignment, surrendered rulers, installed governors, marriage alliances. Noble Fates lets you play a diplomat, a tyrant or a holy order. The principles guide→ shows how far the stance system reaches.

3. Fantasy spectacle

Mages, Magic Missiles, breaches, Lesser Imps climbing walls and a Demon Dragon that attacks from the sky. Going Medieval deliberately has none of this. If you want fantasy, there is no contest.

4. Dynasty play

Succession, heirs, bestowal and Ages give a campaign a multi-generational arc. Your first ruler's mistakes become your heir's problem.

Where Going Medieval wins

1. Construction depth

Going Medieval's building system is the reason many players prefer it. Multi-storey structures, room quality, temperature and structural logic are the heart of the game. Noble Fates has a strong building system with props, quality and prestige, but its identity is the court, not the castle.

2. A tighter survival loop

Going Medieval is more focused on the classic colony-sim loop: feed everyone, keep them warm, build better rooms, survive the raid. That focus makes it easier to learn.

3. Historical grounding

No magic means no balance weirdness. The rules are about people, food, temperature and steel.

Where they overlap

  • Both have individual settlers with needs, skills and moods.
  • Both have raids and defensive building.
  • Both reward careful room design and storage management.
  • Both are sold together in a bundle, and the bundle is genuinely good value if you like the genre.

Which should you play first?

Play Noble Fates first if:

  • you want a story with a ruler and a court,
  • fantasy races and magic appeal to you,
  • you like politics, succession and morally loaded choices,
  • you are comfortable with a game that is rough around the edges but ambitious.

Play Going Medieval first if:

  • you want a grounded construction game,
  • you prefer a focused survival loop over political drama,
  • you do not want magic or fantasy races,
  • you want the more conventional colony-sim onboarding.

Play both if: you like the genre. They scratch different itches, and the bundle exists for a reason.

What about performance and mods?

Noble Fates has a strong Workshop scene, including UI, performance and kingdom-size mods. The mods guide→ covers the essentials. Going Medieval also has a Workshop, focused more on building pieces and quality-of-life.

If late-game lag worries you, both games benefit from performance mods and from not overbuilding. Noble Fates in particular has Stig's Performance specifically for the 10x speed lag.

The honest caveats

Noble Fates launched 1.0 recently and is still receiving hotfixes. Expect the occasional crash fix patch, and read the patch notes before a long session. Going Medieval is the more settled product in terms of scope, though both games keep updating.

Neither game is a pure power fantasy. Both will kill your settlers if you ignore food, warmth and defence.

Sources

Official source: Noble Fates on Steam ↗

FAQ

Is Noble Fates a Going Medieval clone?

No. They share a genre and a bundle, but Noble Fates is built around court politics, fantasy races, worship and magic, while Going Medieval is a grounded medieval settlement builder.

Does Noble Fates have multi-storey building?

Yes, it has vertical construction and roof props, though Going Medieval's construction system is more central to its design.

Which is harder?

Neither is clearly harder. Noble Fates punishes political mistakes as much as survival mistakes; Going Medieval punishes a bad harvest or a cold snap.

Are they in a bundle?

Yes. Noble Fates is bundled with Going Medieval, along with Caves of Qud, Space Haven, Diplomacy is Not an Option and Dungeon Settlers in various bundle configurations.