- Update - 6 June 2026
Update: We are busy working on the release version of the game, but we still wanted to fix two problems in the demo:We fixed the problem with unwanted motion blur.Problem where trees could not be chopped propperly was fixed.
- Development Update & Demo News! - 27 April 2026
Hello, Pioneers!First off, a massive thank you to everyone who has stepped into the wilderness of Medieval Frontiers. We are absolutely blown away by the reception so far. Seeing our community grow to over 45,000 players across the Steam Demo and Playtest is a huge milestone for us!The volume of feedback you’ve shared is incredible, and it’s helping us shape the frontier into something truly special.⚒️ What’s Next for the Full Release?The demo was just a tiny glimpse of the world we’re building. Here is a look at what we’re currently developing for the final version of the game:Brand New Agriculture System: We are hard at work on a dedicated farming gameplay loop. This is a full-game exclusive feature that will allow you to cultivate the land and sustain your village on a much larger scale.Massive Resource Expansion: If you thought the demo had a lot to collect, just wait. We are adding…
- Patchnotes: Build Version 3434 - 15 April 2026
Build Version 3434 This patch includes various improvements and fixes. Gameplay - Added the Gatherer to the research and build tree, enabling a new role for resource collection. - Introduced Reeds as a harvestable resource. - Tasks cancel more reliably when interrupted or conditions change. - Crafting feels snappier after removing unnecessary timing interpolation. - AI can now access shared inventory for gathering and crafting. - General animal system refinements to support smoother behaviors. UI/HUD - New resource warning alerts you when key materials run low. - Temperature is now displayed on the HUD. - Cleaner HUD with better-managed visibility and general widget polish. - Integrated the Gather/Workbench interface into the standard Workbench UI. - Introduced an initial Gather Manager panel for easier oversight. - Updated priority and placeable icons for improved clarity. Audio - New…
- Patchnotes - Build Version 3374 - 8 April 2026
Build Version 3374This patch includes various improvements and fixes.Tutorials- Added new tutorials and refined existing ones for better clarity and onboarding.UI/UX- Introduced new interface icons, including refreshed build menu and foliage/tree category icons.- Added a confirmation prompt in the main menu to prevent accidental loss of progress when performing critical actions.- Encyclopedia quality-of-life: - You can now switch entries with the A and D keys. - Corrected entry ordering so items display in the intended sequence.- Graphics settings: Replaced the Brightness slider with a Gamma slider for more accurate screen calibration.Gameplay and AI- Improved character/unit movement: agents come to a proper stop more reliably and recover better if they become stuck.World and Visuals- Adjusted foggy weather for improved atmosphere and visibility.- Fixed an issue where the Pithouse roof…
- Patchnotes Demo Build Version 3356 - 2 April 2026
Build Version 3356This patch includes various improvements and fixes.Gameplay- Temperature and clothing rebalance: corrected heat/cold resistance visualization, fixed edge cases (including unfinished buildings causing extreme cold), and adjusted overall temperature behavior.- Drowning is clearer and safer: added an on-screen warning and made respawns more consistent with a fallback.- Movement and combat feel better: locomotion retargeted for more responsive movement, stamina clamp fixed, and damage/stance values tuned.- Quick-time minigame: limited to a single boost across difficulties.- Torches now extinguish when underwater.- Dialog and interactions: conversations correctly cancel if an involved NPC dies; grabs now break players out of interactables, preventing input lockouts.- Quest Mode and difficulty: general quest stability updates and corrected difficulty presets.- Gambling table…
- 100,000 WISHLISTS! 🛡️ A Massive Milestone for Medieval Frontiers - 2 April 2026
100,000 WISHLSITS! 🛡️ A Massive Milestone for Medieval Frontiers Survivors, we are absolutely blown away. Today, we reached a goal that felt like a distant dream when we first started coding: 100,000 of you have added Medieval Frontiers to your Steam Wishlists!From the bottom of our hearts at Active Fungus Studios—Thank You. Whether you’ve been with us since the first screenshot or just joined the frontier today, your support is what keeps our hammers swinging and our code running. Why 100k MattersFor an indie team, this isn't just a number. It’s a signal that there’s a hunger for a deeper, more immersive medieval experience. Our Producer, Jakob Braun, put it best: "Our goal is to combine the complexity of colony sims like Rimworld with the immersion of a first-person adventure." Knowing 100,000 of you are waiting to step into the valley gives us the fuel we need as we head into the fi…
- Patchnotes Build Version 3154 - 12 March 2026
This patch includes various improvements and fixes. GameplayPrevented accidental destruction of workbenches while using them.Destroying interactable objects now safely resets nearby AI to avoid stuck behaviors.Water interactions improved:You can now pick up items underwater and still drink.First-time water detection is more reliable.Fixed an issue that could cause you to get stuck while drinking.Reduced accidental drowning in shallow swamps. Building & CraftingBuilding previews and interactions:Fixed preview/visualization issues, including winter variants.Improved underwater building behavior.Corrected building decal offset on the Standing Torch.Crafting and stations:Tool Crafting now properly accepts Beams and Logs.Adjusted interaction zone sizes at the Sewing Place, Log Hewing, and Tea Kitchen for easier use.Workbench production panel now counts items stored inside the workbench (e.g.…
- Patchnotes Build Version 3020 - 4 March 2026
Build Version 3020 This patch includes various improvements and fixes. Gameplay- Reworked interaction flow: - Pickups now happen directly and tool actions register reliably on repeated hits. - Interaction prompts always appear, including when wielding a bow. - Fixed an issue where leaving workbenches could get stuck on the interaction widget.- Difficulty tuning: - Adjusted how difficulty affects carry weight. - Updated how sleep and certain status effects (e.g., Gravedo) interact with difficulty for consistent behavior. - Fixed a wrong “healthy” popup when sleeping while heavily affected by Gravedo.- Drowning updated for more consistent behavior.- Animals and farming: - Chickens can now produce up to 3 eggs, and the stable’s egg counter updates correctly. - Black henbane collection is now consistent. - Fixed an issue that could cause small animals to despawn incorrectly. Items & Craftin…
- Patchnotes - Build Version 2889 - 28 February 2026
Build Version 2889 This patch includes various improvements and fixes. Controls- Added full keybinding support for Quick Slots 1–8. These hotkeys can now be remapped and function reliably across all keyboard layouts, including AZERTY/French.- Improved quick-slot reliability so assigned keys consistently trigger item use. Localization- Refined and corrected in-game text across multiple languages for clearer, more natural phrasing: - German, Spanish, French, Italian, Japanese, Polish, Portuguese, Russian, Turkish, Ukrainian, and Chinese. Stability- Enhanced internal diagnostics for UI performance and asset tracking, enabling faster identification and resolution of issues.- Background logging now operates more efficiently to reduce potential hitches during data capture.
- Patchnotes Build Version 2882 - 27 February 2026
Build Version 2882 This patch includes various improvements and fixes. Gameplay and Balance- Campfire rework: campfires have been updated for more consistent behavior and utility.- Warmth bonus: being inside a room with an active fire now provides a heat buff.- Sleep improvements: fixed issues with collision and interactions while sleeping to prevent getting stuck or clipping.- Status tuning: adjusted the “Dead Tired” effect to reduce its overall impact.- Interactions: restored interaction timing for stacked objects to prevent rapid or unintended reuse. AI and Tasks- Task handling: subtasks now prioritize correctly; added clearer cancel conditions to improve AI stability and responsiveness.- PDA/Quest descriptions: fixed cases where task descriptions did not display correctly in the quest log and PDA. World and Level Design- Demo build: removed the second bridge to better guide progress…
- Big Update - Keybindings, Tutorial, Instant Item Collection - 26 February 2026
Build Version 2843 This patch includes various improvements and fixes. Highlights- New: Fully rebindable controls for everyone (Key Bindings menu), with modifier support and localized labels.- Major tutorial and early-game overhaul, including a refreshed “A New Home” progression, new pop-ups, and Journal integration.- Extensive localization pass with hundreds of context-accurate updates across all supported languages.- Visual and performance polish: motion blur disabled by default, improved lighting and foliage, and expanded display/monitor settings.- Balance updates: longer days, instant pickups, refined durability and encumbrance, animal respawns, and smarter NPC behavior. Gameplay- Balance and pacing - Day length increased by 25%. - Pickups are now instant; added weight to some items and slightly reduced overburden penalties. - Adjusted general item decay and axe durability per hit;…
- One Week of Patches: Here's Everything We Fixed Since Demo Launch - 25 February 2026
One Week of Patches: Here's Everything We Fixed Since Demo Launch Hey folks, Thank you so much for all your feedback and input! This is extremely helpful for us and allows us to improve the game in so many areas. The demo launched on February 19th and since then we've been heads-down fixing, tuning, and improving based on your feedback and our own testing. We shipped 8 updates in the first week alone, and we want you to see exactly what changed. This are the things we changed before the start of Steam Nextfest. We are allready working on more improvements that we will probably update today in the evening. Let's get into it. ⚔️ Gameplay & Balance Difficulty & Survival Difficulty selection now appears and applies correctly when starting a new game "Cozy" difficulty has been eased, less punishing for players who want to focus on building Difficulty now scales wolf spawns, clothing decay, a…
- Medieval Frontiers opens its gates with a public Steam demo on February 19 - 19 February 2026
Starting on February 19, Medieval Frontiers invites players to survive the cold and build a village they’re responsible for. This first-person colony sim moves beyond simple crafting to offer a deep, tactile world where every log placed and every surviving settler carries weight. Survival with ConsequenceThe demo begins where the genre demands: you wake up in the woods, the air bites, and work waits. But Medieval Frontiers quickly distinguishes itself by shifting focus from solo endurance to colony management. This is built for players who want systems that feel physical, visible, and earned. The atmosphere in the demo lands early. Morning fog drifts through the trees. You hear undergrowth crack while you plan the next hunt or the next build. The forest feels alive. Weather swings from calm to hostile. Your first wooden shelter feels like real protection, a place with weight, warmth, an…
- Today we dropped our new Key Art for Medieval Frontiers. - 10 February 2026
New look. Same mission. 🔨Today we dropped our new Key Art for Medieval Frontiers.This is the face of Medieval Frontiers. You against nature.Enjoy the view, folks. Next week, the silence breaks. More reveals, more gameplay, more little details to obsess over.#MedievalFrontiers #IndieDev #SurvivalBuilder #UE5
- The Gates are Open: Beta Phase 1 Starts Now - 30 January 2026
@here 🚧 The Gates are Open: Beta Phase 1 Starts NowFolks,It’s been a long road of development, coffee, and fixing bugs. It is time for the next step. We are opening the Closed Beta for Medieval Frontiers.Now, we need you: Builders and Breakers! Push the game to the edge! Find major bugs and help us shape the game. Test the logistic systems to their limit. Try to build everything possible. See if the economy holds up or collapses. The foundation is solid. Your honest feedback decides where the journey goes next.What you get:Access to the Raw Dev-Build (Unpolished. Real. Buggy.).A direct line to the dev team in the special #beta-feedback channel.Impact: Your feedback defines the balancing for the actual launch and tells us what mechanics to focus on.We are accepting a limited number of testers to keep feedback manageable.Join here 👉 https://discord.gg/5tZj9gnx9t Warning: If you are look…
- Meet us at Gamescom 2025 - 13 August 2025
🎉 Medieval Frontiers is Heading to Gamescom!We’re thrilled to announce that Medieval Frontiers will be making its public debut at Gamescom this year! 🏰✨If you’re attending, you’ll have the chance to play an exclusive build of the game, meet members of the dev team, and get a closer look at life on the frontier before our next big public playtest.📍 Where to Find UsGamescom 2025 – Home of Indies - Halle 10.2 From 20. - 24. August 🛠️ What You’ll See at GamescomHands-on gameplay demoSneak peek at new features since the last playtestUpdated visuals, systems, and AI behaviorA few surprises we can’t reveal just yet 😉We’ll also be sharing photos, updates, and behind-the-scenes moments from the show floor, so even if you can’t make it to Gamescom, you can still follow along right here on Steam and on our socials.If you’re at the event, drop by and say hello — we’d love to meet you in person…
- 🏁 Medieval Frontiers Playtest Has Ended – Thank You, Pioneers! - 11 August 2025
Well met, settlers of the frontier! The Medieval Frontiers playtest has officially come to a close, and we want to give a huge thank you to everyone who joined us on the frontier. 🏰✨ Your time, feedback, and support have been invaluable in helping us shape the early foundations of the game. Every bug you reported, every suggestion you made, and every story you shared will help us improve Medieval Frontiers for the road ahead. 💬 What’s Next? We’ll now be reviewing all the feedback, fixing issues, and working on new features for the next phase of development. Keep an eye on this page for future updates, dev blogs, and announcements about the next time you can jump back into the world. If you want to join our betatesting team you can do so on our discord: ❤️ Thank You! This was just the beginning, and we couldn’t have done it without you. Your enthusiasm has been a huge boost to the team…
- Thank you - you are amazing! - 26 July 2025
Well met, settlers of the frontier!We want to take a moment to extend a heartfelt thank you to each and every one of you. The support you've shown has been incredible — from the thoughtful suggestions and high-quality bug reports, to the funny, creative, and encouraging messages many of you have shared. We're truly grateful to have such a passionate and engaged community.We’re reading all of your feedback carefully, and have already released the first patches addressing some of the bugs you reported and implementing a few of your ideas. The coming weeks will be busy as we continue working through your reports and making improvements. If it takes us a little time to get to your submission, please know that we’ve seen it — and we’re on it.Once again, thank you for being part of the Medieval Frontiers community. Your involvement is shaping the future of the game, and we couldn’t do this wi…
- The wait is over — the Medieval Frontiers playtest is officially live! 🏰✨ - 24 July 2025
You can now dive into the early frontier experience, build your homestead, manage your settlers, and face the wild unknown. Your feedback during this phase will be incredibly important in helping us refine the core gameplay systems and prioritize what comes next. This is an early look at the foundation of the game — expect bugs, unbalanced systems, and plenty of things to polish. But that’s where you come in! 🔹 How to Join: Visit the Medieval Frontiers Steam page Click "Request Access" (if you haven’t already) Download the playtest build and start playing! 🔍 What’s in the Playtest: Explore the early mechanics of settlement building Harvest resources, craft materials and build a small settlement Encounter the challenges and hardships of life on the frontier Find other survivors out in the wilderness 📣 We Want Your Feedback! Join the discussion on our , report bugs, share your thoughts…
- ⚒ Devlog #3: Raising Walls in Medieval Frontiers – Crafting, Timber by Timber - 9 June 2025
⚒ Devlog: Raising Walls in Medieval Frontiers – Crafting, Timber by TimberWell met, settlers of the frontier!Today we bring tidings from the construction yard — a closer look at the heart of craftsmanship in Medieval Frontiers. When you raise a hall, a homestead, or a complete settlement in these wild lands, know this: it is your own hand that builds it, beam by beam, stone by stone.A Builder’s Journey – No Clicks, Only CraftIn Medieval Frontiers, we do not conjure houses with a single command. Nay — we build them as our forebears did: piece by piece. Each structure is born of your labor and your tools. When you place a wall, what you see is not a finished shape, but the beginning of a process:The great wooden beams are first laid, forming the bones of your structure.Next, connecting timbers are hammered into place, locking the frame together.Wattle and boards fill the gaps, shaping wal…