
Sega and Creative Assembly are working on a new installment in the Total War series called Total War: MEDIEVAL III. Development is in its early stages.
Here is an overview of the game, via SEGA:
Welcome to Total War: MEDIEVAL III – Game Director Pawel Wojs
Hi Total War Community!
Here we go, the first official blog about Total War: MEDIEVAL III.
Welcome to TotalWar.com and the official hub for MEDIEVAL III! Here, we’ll be talking about everything related to the game.
Hi, I’m Pawel Wojs, the game director. I’m starting a series of blog posts to share our initial ideas for this project. We know many of you are excited about this game, and as someone who worked on MEDIEVAL II nearly 20 years ago, I’m thrilled to be leading the team creating its sequel.
We’re announcing MEDIEVAL III early because it’s a game we’re passionate about, and we know you are too. We want to share more about the development process and give you a behind-the-scenes look at what we’re creating. This is a new approach for us – opening up about the game so early – but we’re thrilled to have you join us on this journey.
This space is where we’ll share the latest news and updates on how the game is coming along. We also want to discuss the game’s development with you directly. Because things are changing quickly right now, we plan to post updates about every three months, focusing on ideas we’re confident will remain solid. If you’d like to join the discussion, please sign up!
Let’s tackle the important questions: What exactly is Medieval III? Why are we making it now? And how will we make our vision a reality?
We envision Medieval III as the ultimate Total War experience set in the medieval period – a game where you can truly change history. We’re committed to delivering the historical detail Total War fans expect, creating a world that feels realistic and reacts believably to your choices. You can play as history unfolded, or forge a new path and rewrite the past.
We’ll be sharing more about the game’s design as development continues, and we even plan to get your input on some choices. However, game development is complex, so we’ll only talk about features when we’re happy with how they’re coming along. Our goal is to give you more behind-the-scenes access to how a Total War game is made than ever before. We know we’ll stumble along the way, but we’re thrilled to have you join us on this adventure.
Developing a Total War game is a huge undertaking, requiring significant time and dedication. We want to make sure each game meets our high standards and your expectations. We’ve actually wanted to create this particular game for years, but previous attempts didn’t feel right – we weren’t confident we could deliver the experience it deserved.
What’s new? We’ve upgraded to Warcore, our most advanced game engine yet. It’s a completely new foundation, with improved tools for everything from animation to rendering and campaign creation. This allows us to create a more realistic and immersive medieval experience than ever before.
As a huge fan, I was really excited to hear they were assembling a team with tons of experience – people who really get what makes historical strategy games so addictive. Knowing that the people who originally made the series were involved too? That gave me a lot of confidence that they were building something amazing, and that they understood what fans like me want to see.
We’re currently in the very early stages of game development, meaning it’s likely several years away from release. We’re focusing on the groundwork right now – figuring out exactly what the game will be, deciding which of the many potential features to prioritize, and planning how to create a truly memorable experience for players.
We’re thrilled to be sharing information about our new game so early in development – it’s a first for us! Like with any new project, there will likely be challenges, so we appreciate your patience as we get into the swing of things. We especially want to be upfront that communication will be limited when we’re hitting major milestones, as we’ll be fully focused on making the game the best it can be.
We’re not quite ready to show you the game itself yet, but we want to share our plans, talk about the exciting medieval world we’re creating, and give you a behind-the-scenes look at the team making it all happen.
This means our developers will be joining the community managers in conversations, giving you a direct line to the latest information.
Our community moderators will be helping us keep the CA Community hub a safe and respectful place for everyone to share their thoughts. Please follow our standard community guidelines, as we won’t tolerate any violations.
We’re excited to start sharing our overall plan for the game, beginning with the historical period – the Medieval era – and the core principles guiding our game and art design. These principles are the foundation of everything we’re building. While we won’t be detailing specific gameplay features right away, this is a chance for you to see how we approach development from the very beginning. Expect a mix of updates – some will be big announcements, while others will be smaller insights, but we think everything will be interesting for you to explore.
I’ll be sharing more updates soon, but if you want a deep dive into what MEDIEVAL III is all about, click here to read our creative director Leif Walter’s vision for the game.
Thanks for reading, and welcome to the MEDIEVAL III team!
—Pawel Wojs, Game Director
Our Vision – Creative Director Leif Walter
Hey everyone, Leif here, creative director on MEDIEVAL III.
Everyone who loves this series has a story about how they first got into it. For me, it started with reading battle reports on the TWCenter forums. I’ve always thought that Total War games are at their best when they create compelling narratives. We all enjoy the strategy and detailed realm management, but the games truly come alive when they tell unforgettable stories.
These stories come in many forms. They can retell historical events and relive important moments, or they can imagine alternate histories – like what if your kingdom had conquered the Mediterranean? They explore the lives of famous leaders, the crucial choices they made, and how those choices could have changed the course of history.
In Medieval III, we’re aiming for something truly ambitious. Our core idea is “Rewrite History.” We want to build the definitive medieval sandbox experience – one that starts with incredible historical detail, but then lets you shape the narrative. We’re giving players more tools than ever before to meaningfully impact the game world, moving beyond just imagining how things could be and instead allowing for real consequences and a dynamic world that responds to your choices.
Create your own medieval world and tell its story! You can write about fantastical adventures, reimagine historical events, or experience key moments from the Middle Ages.
Imagine for a moment like this:
The year is 1187.
You defend Jerusalem against Saladin; the Kingdom of Jerusalem prevails.
If Constantinople remains uncaptured and the Byzantine Empire survives, you will be able to defeat the Mongols with their help.
In 1412, the Holy Roman Empire disintegrates into small, German kingdoms.
As the ruler of the Kingdom of Jerusalem, you announce your commitment to protecting the Catholic Church, establishing Jerusalem as the central city for Christians worldwide.
Trade with India and Asia blossoms.
Columbus never sails to America…
In MEDIEVAL III, you choose a kingdom, fight for power, and change the course of history—or be conquered by it!
This is just one example of the many stories players can create in the world of MEDIEVAL III, but it showcases the kind of experience we’re aiming for.
We want you to experience the game as if you’re building and leading your own kingdom. Think of your faction as the central character in a role-playing game – its development is your campaign, and how you shape it will define your lasting impact on the world.
Picture this: it’s London in 1318. A Danish king named Ragnar IV has unexpectedly become the ruler of England. But instead of continuing the monarchy, you decide to dismantle it and create a League of Free Cities across England. This bold move sets the stage for a new era – a second Viking Age – where England’s thriving cities will become the center of European trade for hundreds of years.
What version of England will you create?
We need you to become a skilled strategist, able to think ahead, plan carefully, and use complex systems to your advantage.
It’s 1352 in Cairo. As the ruler of Mamluk Egypt, you’ve built strong trade ties with Venice, resulting in Italian communities forming in your coastal cities. But unlike what actually happened in history, you’ve chosen to actively encourage Italian culture through new laws and changes. Now, thirty years later, Nicolo di Brindisi, an Italian general who’s risen to become Egypt’s Grand Marshal, is leading a combined army of Mamluk cavalry and Italian crossbowmen to defend the kingdom against the invading Timurids…
How will you exploit decisions across decades?
When you lead your troops into battle, we want you to feel like a true commander. Learn to control your soldiers’ spirits, maintain order, and adapt to the changing conditions of war.
Picture this: the battlefield at Manzikert, 1221. You’re commanding the Byzantine army, but your right side is exhausted and your light infantry on the left is falling back against heavier enemy forces. Then, the rain begins, turning the ground into thick mud. The enemy throws in their final reserves, hoping to destroy your retreating soldiers. However, your light infantry, inspired by your general’s leadership and fighting in the increasingly difficult terrain, holds firm against the attack. This courageous stand becomes a turning point, boosting morale and beginning to shift the battle in your favor…
Can you snatch victory from the jaws of defeat?
We want you to shape the medieval world like an artist with a canvas. You’ll be a powerful force for change, influencing kingdoms and the world around you.
Okay, so picture this: I’m playing as the Teutonic Order in 1278 Riga. I’m basically leading this whole Baltic crusade thing. My job is to clear out forests to get a good timber trade going, and then build up new cities to get people to move in from Western Europe. I’m expanding farmland and digging mines all over the place, just ordering it all to happen! And of course, I’m building castles everywhere to make sure everything’s secure. It’s cool because you can really see Central European style architecture spreading across the Baltic region as you play.
Your presence will transform cultures, cities, and the land itself.
All in all, we want you to think about:
What kind of kingdom will you create?
What dynasties will lead it?
And what peoples will inhabit it?
That’s our overall creative goal for MEDIEVAL III – it’s what guides everything we do. When we’re making decisions as a team, we always ask if a new feature will help us achieve this vision, and which version will contribute the most. We’d love for you to keep this vision in mind as well, so we can all be on the same page.
How do YOU want to rewrite history?
We want everyone to enjoy a truly immersive experience, similar to other Total War games. Imagine a dynamic world where epic battles aren’t just about tactics, but also directly impact your overall campaign – influencing the growth of kingdoms, the spread of religions, the evolution of cultures, and the power of noble families. This is a world where you can reshape medieval history as you see fit.
I’m really interested in hearing about some of the amazing stories you’ve shared from past campaigns and battles, and what you’d like to see in MEDIEVAL III!
Cheers,
—Leif Walter, Creative Director
Watch the announcement trailer below.
Announce Trailer
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2025-12-04 20:05