Review | City Tales – Medieval Era: ‘Medieval Mindfulness’ (PC)

If you’ve ever played a city builder and wished it was just a little bit more chill, City Tales – Medieval Era might be exactly your speed. It trades the genre’s usual crises — fires, riots, economic collapse — for calm, unhurried growth. Whether that feels blissful or bland will depend on what you are looking for in your city builder.

Looks and Sounds That Set The Tone

From the menu screen, City Tales – Medieval Era sets the mood. The opening theme is a melancholic delight — mournful yet oddly soothing — and the rest of the soundtrack follows suit. It leans heavily on minor keys, a rarity for a genre that typically blasts the trumpets of triumph in your face. It is atmospheric, a bit wistful, and very comforting.

Visually, things are just as appealing. It opts for a more painted, storybook look rather than hard-edged realism. It is bright and lively but restrained enough that it never dips into full-on cartoon territory. 

Plenty of close-up charm — every little house and villager feels handcrafted and alive.

The world feels alive as well — villagers scurrying around, crops growing. Watching buildings rise piece by piece is deeply satisfying —photo mode will eat your time.

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Construction ASMR — this is why photomode exists.

A City Builder That Wants You To Chill

The premise of City Tales – Medieval Era is simple: build a medieval city and watch it quietly grow. As you might expect, you get to bask in a steady stream of dopamine hits as you unlock the usual array of new buildings, production chains, tiers, and so on. Unlike most games in the city building genre, there’s no looming crisis if you mismanage things. Leave City Tales – Medieval Era running on its own for an hour and you’ll return to find the economy still churning away, your people still smiling. In fact, there’s almost no downside management at all.

The humble beginnings of my medieval sprawl.

That clarity of intent is a deliberate break from the expected tension. City Tales – Medieval Era doesn’t appear interested in you squeezing efficiency from every tile or turning you into a logistics guru. Depending on what you want from a city builder, this can feel liberating or a little lifeless — and over my time with it, City Tales – Medieval Era managed to be both.

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Intuitive Economics, Organic Growth

City Tales – Medieval Era‘s simple, intutive economic system does keeps you engaged without drowning you in micromanagement. Production aligns neatly with consumption and, while you’ll need to plan, it never veers into spreadsheet territory.

Production chains that are actually intuitive!

The economic engine room behind your city are your companions. You start with a small crew and you assign them wherever they’re needed. Over time, they set up production chains, train apprentices to keep those buildings ticking over, and build expertise across multiple disciplines, feeding back into your economy as meaningful production buffs. It is a neat twist that makes the city’s growth feel more hands-on.

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There’s also a lovely sense of organic design. You shape districts free-form, laying down zones that your residents then subdivide into individual plots. They decide where to slot in homes, production buildings and civic amenities, which gives your city a sense of life and agency as it grows.

Total freeform city layout freedom — a genuinely refreshing change.

That said, City Tales – Medieval Era can feel surprisingly rigid at times. For example, once district boundaries are set, they can’t be moved. You can delete individual plots within the zone, but that tends to leave your districts looking… characterful. Even so, the more organic approach to city layout remains a refreshing, visually satisfying take on the genre.

Quests, Progression and the Mid-Game Slog

There are two overarching questlines — a progression quest and a story quest, both doing exactly what they say on the tin. Each companion also has their own meaningful set of missions, fleshing out their personalities and place in the world. The stories are surprisingly rich, adding real weight and purpose to your city’s development. If you’d rather just sandbox in peace, you can simply switch the whole lot off.

The quests add real purpose to your grand ambitions.

Progression starts off brisk, but it slows noticeably in the mid-to-late game. That’s when the game’s “prestige” concept kicks in, hinging on maximising your companions’ expertise across their skills. It is much more of a grind than the breezy opening hours suggest. With not much to manage between milestones, I often found myself just leaving the game running in the background, with little to keep me engaged in the meantime.

READ MORE: City Tales – Medieval Era | Prestige Explained

Final Thoughts

After also recently diving into Anno 117: Pax Romana, the contrast was stark. Anno thrives on complexity, pulling you back repeatedly to optimise economic efficiencies and manage resident needs. I enjoyed both, but for very different reasons — Anno for challenge, City Tales for soothing downtime. That said, once my first City Tales city was built out, there wasn’t much pull to restart. Without a proper downside management element or complicated production chains to master, the incentive to try again and do “better” simply wasn’t there. That’s more a deliberate choice than a flaw, but it does impact replayability. 

City Tales – Medieval Era does well at being a city builder for players who want the genre’s pleasures without its stress. It’s charming, visually appealing, and highly relaxing. If you’re looking for progression without pressure, it is well worth your time.

Quest Daily scores City Tales – Medieval Era:

7.5/10

Rating: 7.5 out of 10.

City Tales – Medieval Era is out now (early access) on PC via Steam for AUS $33.58, with the full release scheduled for 29 January 2026. There’s also a demo available.


A copy of City Tales – Medieval Era was supplied to Quest Daily for the purpose of this review.