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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
City BuilderColony SimBase-Building
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$24.99 ~64 hr median no co-op complexity: heavy 94.5% of 9k
The Squirrel's verdictBoth start with a handful of colonists managing individual needs and defenses, but Songs of Syx scales outward into thousands of citizens, industries, trade routes, and empire-level conquest rather than staying at homestead size. If Going Medieval's small-scale 3D building appealed but you wanted the colony to grow into a civilization, this delivers that scale.
Not for you if you want Going Medieval's intimate, hands-on control over each named pawn rather than managing populations in the thousands.
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Budget Pick Budget PickThe best game here for the least money.
Tower DefenseColony SimCity Builder
$14.99 ~66.7 hr median no co-op 87.7% of 8k
The Squirrel's verdictGod-power interventions during enemy waves are Rise to Ruins' defining feature: you directly channel abilities into ongoing raids rather than managing everything through settler AI. That active combat layer sits on top of a city-building loop where expansion serves a clear defensive purpose. At $14.99 with a 66.7-hour median and 87.7% positive rating, it suits players who want building objectives tied to tower-defense rather than Going Medieval's pawn-survival focus.
Not for you if you need clean onboarding and conventional UI — reviewers consistently flag both as weak points.
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Colony SimBase-BuildingGrand Strategy
$14.99 ~39.3 hr median no co-op complexity: moderate 81.7% of 10k
The Squirrel's verdictNorland shares the colony-building and base-defense loop but adds the family/dynasty system Going Medieval reviewers say it lacks: lords, marriages, inheritance, and a global political map with a Crusader Kings bent. Time moves fast (two in-game days per year), pushing generational play over slow individual pawn development. Fits players who wanted lineage baked into their medieval sim.
Not for you if you want emergent, unscripted storytelling and slower per-colonist progression rather than accelerated generational turnover and scripted political events.
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Colony SimCraftingMedieval
$24.99 ~44.6 hr median no co-op complexity: moderate 83% of 1k
The Squirrel's verdictNoble Fates layers direct third-person pawn control onto a Rimworld-style colony sim with z-levels and voxel construction — you can manually harvest, explore, and fight rather than directing everything from overhead. It also adds dialog-driven relationship micromanagement that Going Medieval skips entirely. The 44.6-hour median and 83% positive rating reflect a game with responsive developers and a committed playerbase.
Not for you if you find fill-in-the-blank dialog trees tedious, or need combat and defense AI that works without intervention.
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City BuilderColony SimResource Management
$18.99 ~14 hr median no co-op complexity: moderate 80.7% of 429
The Squirrel's verdictBoth are settlement builders with individual villagers and resource management, but Settlements Rising drops the 3D construction and combat that define Going Medieval in favor of a calmer, no-combat town-building loop closer to Banished or Farthest Frontier. Reviewers note more control over villager behavior but nothing structurally new versus that genre lineage.
Not for you if you came to Going Medieval for base defense, melee combat, or the 3D building system, none of which this game has.
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Colony SimCraftingBase-Building
$14.99 ~32.9 hr median no co-op complexity: moderate 79.8% of 425
The Squirrel's verdictJob assignment, 3D construction, and per-settler needs management form the core loop in Grim Realms, with survival pressure as the consistent through-line. The mechanic that defines it relative to comparable games is how much colony management depends on player-discovered rules — settlers require ladders for single-block elevation changes, for instance, and the tutorial leaves most systems unexplained. Median playtime is 32.9 hours; Steam rating is 79.8% positive.
Not for you if colony expansion causes you performance problems — reviewers report significant responsiveness loss as colony size grows.
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Colony SimBase-BuildingSurvival
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$14.99 ~30.9 hr median no co-op complexity: moderate 78.2% of 211
The Squirrel's verdictExpeditions that send colonists outside your base perimeter and a Z-layer construction system distinguish After the Collapse from other colony sims in this genre. The post-apocalyptic setting replaces medieval survival with a post-nuclear tribe context. Combat AI draws consistent criticism for poor responsiveness, and the UI is frequently called clunky. At $14.99 with a 30.9-hour median and 78.2% positive rating, it fits players drawn to the expedition mechanic and setting over production polish.
Not for you if you need responsive combat AI or a tutorial — neither is present in a form reviewers find satisfactory.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say.
Colony SimBase-BuildingResource Management
$19.99 ~19.4 hr median co-op complexity: moderate 76.4% of 635
The Squirrel's verdictFirst Feudal shares Going Medieval's colony-sim core: manage settlers, construct a medieval base, balance food and production. Where Going Medieval offers polished 3D building tools, First Feudal leans on manual pawn inventory management and unclear tool-upkeep systems that reviewers had to dig around to learn. It adds co-op play. Median playtime runs 19.4 hours.
Not for you if you expect clear tutorials rather than trial-and-error discovery of core systems like inventory assignment and tool upkeep.