Feudums cover
Feudums screenshot
Genre: Simulator, Strategy, Indie

Feudums

In-Development Demo Updated!

Dear ladies and lords,

Thank you again for your patience! The time has finally come and we are updating our transparent demo again!

The client update is being uploaded right now and games will start shortly!

Enjoy the Steam Strategy Fest, and enjoy Feudums!



I sincerely hope you will appreciate and enjoy the latest changes, and that you will like the direction the game is heading. If you have any suggestions or just don't want to miss out on discussions about game features, priorities, new guides, playtesting and polls, be sure to drop by our discord - you'll also find me there almost all the time! Finally, don't forget to click Follow here on Steam to make sure you're notified of future demo updates.

Please note that there will be fundamental changes to the game, so despite any prior testing, the game may be less stable than you would normally expect. I apologize in advance for any inconvenience, but open builds in development are unfortunately like that. If there are any problems, I'll fix them as quickly as I can. Okay, it's enough of me now.

If this is your first time playing Feudums


Please note that our demo focuses on multiplayer and is only in English. Unlike traditional demos, ours is a continuously updated, interactive developer diary, provided for full transparency and early cooperation with our player base, so Feudums can become the game you want.

While there isn't an in-game tutorial yet (it will be the very next thing to arrive), the game is now relatively newbie-friendly. You start with an economic grace period, so you have hours to decide what to do first. Take your time and check out the short guides here on Steam, on Youtube, or just join our Discord to read the FAQ or ask for general advice.

Reading the tooltips can also help a lot. Low-level settlements (like the one you'll start with) are now largely self-sufficient, so you're safe even if you run out of economic grace period. There is also trading, both with players and with the "world", and automatic trade orders are set up by default, so as long as you have coins, your realm will automatically try to keep a small stockpile of everything. Use trading to get what you need!

Feudums, unlike most strategy games, doesn't reward you for simply building everything to the maximum level - in fact growing too fast is a way to fall. Just build what you need and grow your land along with your population and economy. Again, we are happy to help on discord!


Notable Gameplay Changes



  • Diplomacy Basics: You asked for this to be the next milestone, so here it is! You can now make various diplomatic deals with other rulers and trade resources, either one-off or longer-term. In some cases, you can issue unilateral statements, but in most times, agreements are bilateral, and in many cases changes will have a grace period.
    Important: Diplomacy is non-binding in the sense that the game doesn't force you to abide by your agreements, instead, violations will be paid from your virtue and will be reported to the other party so respond at their own discretion. Later, such violations will also result in various diplomatic actions.
  • Balance Changes: I've continued to balance the labourers and also the starting situation. Most importantly, low level settlements will now have specific worker opportunities for resource production, so your starting position will have less impact on your first period than before. As cities grow, however, these specialized jobs will disappear, so larger cities will continue to rely on other tile improvements.
  • Terrain Builder Configurations: not a real game-changer, but now I can set any of the values through world templates, and those are available through our web backend', so we can generate specialized / custom rule maps on the fly!

UX/UI Changes



  • There is a new diplomacy badge on the top left part of the UI to handle agreements and proposals. You can also find some of the important rulebook values in it's tooltip.
  • You can send a new proposal/statement to other rulers by clicking on their Coat of Arms on a Tile, Feudum or Company card.
  • Diplomatic violations are reported in the Dominion Reports.
  • Raiding and Blocking reductions are no longer reported if the reduction is less than 1%.
  • Added some (WIP) support to ultra-wide aspect ratios.
  • Game state & free slots are now displayed a bit more prominently on World Cards.

Bugfixes



  • Fixed: Steam API could fail on Steamdeck in some cases.
  • Fixed: Company AP during auto-encamp: tooltip sum didn't include MAN changes
  • Fixed: A couple cases for the pathfinder. Maybe it will be less dumb now (in some cases)
  • Fixed: Rosters with 9+ units overflow on the Manage Units and Company Card layouts
  • Fixed: Housing opportunities were checked against the rulebook and not the actual game data when opened a Tile Card on someone else's feudum.
  • Fixed: game crashes in edge cases after new user registration
  • Fixed Merge Tiles: cant merge to feudum above wasteground max size (should be independent)
  • Fixed: Several serialization issues





Unlike traditional demos, ours is a continuously updated, interactive developer diary that comes with a different purpose. Instead of for purely marketing, it is provided for full transparency and early cooperation with our player base, so Feudums can become the game you want. We invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord!
https://discord.gg/QgERDnU

Support the development of Feudums!
https://www.patreon.com/feudums

Coming Soon: "Transparent Development" Demo Update

Dear ladies and lords,

This is just an early notice that as soon as the current game ends - about ~2-3 hours -, the server (and game sessions) will have an estimated downtime of 12 hours. The reason for this is that if all goes well, the demo will be updated with some exciting new bugs features later today, so it would not make much sense to start a new game before it happens.

During the downtime, demo games will be unavailable.
I will post an update as soon as everything is back online.


...and I hope you will like the new additions!



Unlike traditional demos, ours is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with you, so Feudums can become the game you want. I invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-early access games are not your cup of tea, that is also completely fine. Please follow the game and bear with us until we ship a more feature-complete public version.


Join our community on Discord
https://discord.gg/QgERDnU

Support the development on Patreon:
https://www.patreon.com/feudums

In-Development Demo Updated!

Dear ladies and lords,

Surprise! We know it's only been a week, but since we're ready with some important game-balance changes, we're updating our Transparent, In-Development Demo again! Enjoy!

We sincerely hope you will appreciate and enjoy the latest changes. Hop over to discord if you don't want to miss out on discussions about game features, priorities, new guides, playtesting and polls, and make sure you stay in the loop here by clicking Follow us (if you haven't already)! Any and all feedback is super welcome! :)

Have fun trying out the new build!
We should be back online in about 20 minutes.

Notable Gameplay Changes



  • Economic Block: Military companies no longer fully blocks underlying tiles. Instead, there is now partial blocking, based on the total Power of the company occupying the tile.
  • Garrisons Update: They now provide limited passive protection on the feudum tiles they belong to, against both raiding and blocking, based on their total Power. Garrisons also receive a defense bonus when defending against hostiles on their own tile.
  • We have made significant changes to the default rulebook settings, including a boost to the labourer slots of terrain types without building options, a balancing pass on units, birth/death rules, wasteground rules, and so on.


UX/UI Changes



  • Max size of the garrison is now shown on the cards in the Construct Improvement command (and everywhere else where these cards are used).
  • Added Approximate Raiding Power to the Company Card for clarity.
  • Added AP costs from the rulebook to the AP tooltip on company for extra clarity.
  • Overhauled and updated the units' tooltips with additional details and context-sensitive parts, including service/contract renewal dates and costs.
  • Added wasteground max size to Feudums badge tooltip.
  • Grouped morale/health regen of units in the same company. Now only differences are reported when needed.
  • Ignore Auto-trade during economic grace period (as the feudum costs nothing there)


Bugfixes



  • Fix: Garrisons' Total Power didn't update when troops were rallied (regression bug)
  • Fix: in some cases unit morale regenerated too much
  • Fix: Create feudum cost was more expensive than it should be (was off by 1)
  • Fix: Auto-trade settings are not sent to the client on subscribe (only a tick later)
  • Fix: Updated pathfinder to walk around enemy company when behaviour check result is not "Engage" and other pathfinder QoL updates.
  • Fix: Some visual glitches on "long" report items.
  • Fix: Manage Units couldn't send all units to target company (shift+button) if the target company would be new.
  • Fix: Manage Units command wasn't hidden on empty garrisons.





Feudums' development is meant to be fully transparent. Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, but please remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord!
https://discord.gg/QgERDnU

Support the development of Feudums!
https://www.patreon.com/feudums

Pre-Early Access (In-Development) Demo Updated

Dear ladies and lords,

We've updated our Pre-Early Access (In Development) Demo!

I hope you'll appreciate and enjoy these changes - many of which we've made in response to your feedback and requests. Hop in on our discord if you don't want to miss these conversations & make sure you click on Follow us (if not already) to stay in the loop here :)

Have fun trying out the new build!

New Guide!


One of our players has created a new "Beginner's Guide", available right here on Steam. If you found the game a bit hard to grasp at first sight, maybe this is all you need to give it another go!
https://steamcommunity.com/sharedfiles/filedetails/?id=2977221241


Notable Gameplay Changes



  • We have spent the past month fine-tuning the labourers, victory conditions, terrain and tile improvements, morale and population, seasonal features and so on. There are a lot of changes even just compared to our TactiCon settings!
  • Raid updated: raids should be a lot more rewarding and more customizable now.
  • Population Growth updated: added more granular data for feudum's growth and also updated the underlying calculations so things like Food Rations can now affect the result more severely.
  • Auto-trade logic updated according to the discord poll. It'll now allow players to buy and sell stockpiles beyond the set threshold - the threshold will now just act as a trigger but will be ignored as a safety check.
  • Players can now also start a game with the auto-trade set to any specific default state for them.


UX/UI Changes



  • Players can now set their renewal preferences on each unit through the Manage Unit command. Lances can be forced to extended service or be auto-disbanded at the end of their service time, and squads can set to be released when their contracts end or be re-hired.
  • Manage Units: you can now also move a unit by long pressing it's portrait and you can allow certain actions to happen to every unit in the source company by holding the [Shift] key while issuing an order (like move to the other company or to disband).
  • Reorganized and extended tooltips for Units in a Company, so you can see the relevant information at a glance.
  • The expiration warning on units now immediately states the amount of time left and the set renewal preference.
  • Removed color-coding by value from the morale indicator, so health and morale are now harder to mix up.
  • Raid losses are now summed on the targeted feudum (from same player).
  • Raiding powers can now be adjusted in a more relaxed range in the rulebook
  • Creating additional feudums is no longer a fixed price command but can scale up with the amount of feudums a player already has.
  • Merging tiles into a region now has incremental price based on the new size of the target region.
  • Updated pathfinding so companies might be less dumb to walk into garrisons
  • Added some missing tooltips on the Map scene, including the one that tells players where the game menu is :)
  • Added a warning to the Unsubscribe action on the Worlds screen to warn people they won't be able to rejoin the same game once they have given up.


Bugfixes



  • Fixed an error where multi-tick battles weren't properly updated.
  • Fixed an issue which prevented to see the Fatigue of hostile companies.
  • Fixed the issue that prevented to rally multiple units using a single slot.
  • Fixed an issue where Fog of War not always updated on abandoned tiles.
  • Fixed a bug that prevented to cancel commands without a one tick delay if those were already acknowledged by the server.
  • Fixed an error where local production towards major needs wasn't properly reported on the feudum card's morale tooltip.
  • Fixed an error where the grace period marker wouldn't be correctly updated (and removed)
  • Fixed an error where Merge Tiles could be submitted when empty
  • Fixed an error where raiding would ignore some labourers' output.
  • Fixed a rare case when food consumption could overflow
  • Fixed an issue where a multi-state construction command wouldn't remove tile marker when canceled.
  • Fixed a rare issue where claim commands would get stuck if multiple player has claimed the same tile in the same tick and then either side has used companies to block the process.
  • Fixed a visual glitch on company cards with 10+ units filling the same unit roster.
  • Fixed an error on the abandon tile command.
  • Fixed repositioning after a battle to avoid companies being placed... on water (religion is not yet implemented, sorry!).
  • Several other fixes.

Misc



  • Various updates and some fancy new features on the backend



Feudums' development is meant to be fully transparent. Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, but please remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord!
https://discord.gg/QgERDnU

Support the development of Feudums!
https://www.patreon.com/feudums

Coming Soon: "Pre-Early Access" Demo Update

Dear ladies and lords,

This is just an early notice that as soon as the current game ends - about ~24 hours at the latest, or a bit sooner if a player reaches an immediate victory condition - we will update the servers and then release an update to the client.

During this process - which may take a few hours - demo games will be unavailable.
We'll post an update as soon as everything is back online.


I hope you will like the changes and fixes!



Feudums follows a fully transparent development - our demos are always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. Just remember, we are pre-early access: many features are not yet available as we continue to plug away on development.

Join our community on Discord
https://discord.gg/QgERDnU

Support the development on Patreon:
https://www.patreon.com/feudums

Pre-Early Access (In-Development) Demo Updated

We've updated our Pre-Early Access (In Development) Demo!

We hope you will appreciate and enjoy the changes. The development of Feudums is fully transparent and we update our "in-development" demo regularly, so make sure you click on Follow us to stay in the loop :) Have fun!

Notable Gameplay Changes



  • Grace Periods: we have added new settings that would allow games to run with Economic and/or Warfare grace periods. If the setting is active, by joining a game, a new persona automatically receives these effects and they last for a specific interval or until specific commands are issued (you can find the details in the tooltips). Feudums are economically stagnant during the Economic Grace period, so players can have a more relaxed start; while Warfare grace period prevents battles and raiding (by or against the given player).
  • We have updated the Steam Login SDK integration according to Valve's latest recommendations.
  • Based on your feedback, we have rebalanced a several things in the default Rulebook (including multiple labourer definitions) and updated the victory conditions.
  • Town guards were moved from Lances to Squads and are now the cheapest "professional" military company.

UX/UI Changes



  • Removed Garrisoned label from the Tile Card as tiles have their own Company Card for details.
  • Added the Coat of Arms of the leader of the attacker and defender sides to the Battle Log Timeline (with other subtle UI improvements) for extra clarity during battle replays.
  • Grace Periods are shown for every participant. You can find it on the detail cards for every participant, and also right below the tick time counter for your own status.

Bugfixes



  • Fixed market transactions incorrectly shown in the group Decays.
  • Fixed several issues that could lead to the "Request Prematurely Aborted" error during tile merges.
  • Fixed an error where resolving company queue command targets could fail in competitive scenarios (led to the game world being suspended)
  • Fixed an error where train unit target could fail in competitive scenarios (led to the game world being suspended)
  • Fixed an error where merging tiles between feudums could sometimes led to incorrectly merged construction commands (of those tiles).
  • Data Transport: Empty Command Queues are now removed on cleanup.
  • Fixed a server error where attrition processing could fail when a player retires (led to the game world being suspended)
  • Fixed some server related errors related to logging
  • Fixed some visual issues with Discord Bug Report integration
  • Fixed / Optimized various layouts on the Backend
  • Fixed a few things about Atlas and Placement generation.
  • Fixed snapshot title resolve issue.
  • Several other fixes.


The full changelog is also available here:
https://feudums.com/comment/1076#comment-1076



Feudums' development is meant to be fully transparent. Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, but please remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

Support the development of Feudums on Patreon:
https://www.patreon.com/feudums

"Pre-Early Access" Demo Update

Dear ladies and lords,

We are performing an update for the servers and then release an update to the client, so for a few hours, demo games will be unavailable.

Remember that you can always check if the servers are running on our page:
https://feudums.com/forum (look for the "Server Availability" box on the left)

After the update, new games will be hosted again. Thank you for your patience!



This is a fully transparent development - our demos are always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. Just remember, we are pre-early access: many features are not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, please bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

Support the development of Feudums on Patreon:
https://www.patreon.com/feudums

Recap & Status Update

So... we've been one of the upcoming games at TactiCon 2023. We participated unsure of our results, but were blessed by an awesome response and left in a daze among the most popular games. Thanks to an unbelievable audience, we appeared on the first page of Popular Upcoming titles since the first day of the event, and we were proud to represent our beloved "Grand Strategy / 4X" subgenre in it's top 10! It was a humbling experience in the best possible ways.

We owe it all to you! If you were in that crush of gamers joining our little project, we want you to know that we appreciate you! And of course thanks to the organizers, Hooded Horse and Firesquid, who found us suitable to participate in such a heavily curated event.


Of hiccups


The success we saw at TactiCon was so sudden that we were taken a little by surprise and had to scramble to create additional test games, each bigger than the one before. This meant that our capacity for hosting new test games was being stretched. We sincerely apologize if you have had any inconvenience regarding joining a new game, even though waiting is still always better than joining an empty multiplayer session. :)

Our Discord is integrated with the game and new games always get announced there, so in case you didn't get a chance to try it then, want to see how we're doing or be the first to know about updates and new game worlds, we recommend you joining it!

On What's Next


With the rush of new players, we also received -among a host of suggestions - a bunch of feedback about missing instructions and tutorials. Though this is a pre-early access demo, we heard those criticisms loud and clear and are working to create something to help with those first steps. We and our community are working on some additional guides, as well as an in-game advisory system, which will be included in the demo before the next big feature group, diplomacy. The last thing we want is to turn you off from the dream we're working on!

Thank you again for this wonderful experience! See you in-game!


Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

Support the development of Feudums on Patreon:
https://www.patreon.com/feudums

TactiCon 2023 Participation & Small Demo Update

Dear everyone! To celebrate our participation at #TactiCon2023, we've squeezed in a last minute update to our Pre-Early Access (In Development) Demo!

We hope you will equally appreciate and enjoy both our in-dev demo and the festival - there will be a lot of awesome games there!

Please make sure that you click the Follow us button to stay in the loop :) Have fun!

UX/UI Changes



  • Feudum List: Now that you can manage multiple feudums and your wasteground, it was time to add an interface where you can review their status at a glance. It is available from the Feudums badge.
  • Notifications: We've changed the way we display notifications related to command execution, so we hope to communicate common cases in a less distracting way.

Bugfixes



  • Fixed several server validation issues for edge cases regarding claiming and creating new feudums, where the command could stuck.
  • Fixed a calculation error related to victory conditions.
  • Fixed population calculations in some edges cases (in some cases it rewarded players with free population)
  • Fixed some visual glitches in the client.
  • Fixed: some unnecessary Feudum reports (like 0 migration)
  • Updated Discord integration as their latest changes broke a couple things.


The full changelog is also available here:
https://feudums.com/comment/1074#comment-1074



Unlike traditional demos, ours is rather an interactive, fully transparent developer diary: it is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We invite you to play it and give us some feedback you have afterwards, but please remember that we are pre-early access: many features of the game is not yet available as we continue to plug away on development. While we do our best to ship stable previews, don’t be surprised if you find a few bugs and please make sure to report them, so we can fix them in our next update!

If pre-beta games are not your cup of tea, that is completely fine. Please follow the game and bear with us until we ship a more or less feature-complete public beta.


Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

Support the development of Feudums on Patreon:
https://www.patreon.com/feudums

Pre-Early Access (In-Development) Demo Updated

We've updated our Pre-Early Access (In Development) Demo!

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button to stay in the loop :) Have fun!

Notable Gameplay Changes



  • Multiple Feudums: Players can now form additional feudums and can manage (merge, dissolve, etc.) existing ones and their tiles. Wasteground is now also available as a target for claiming / abandoning / merging tiles, but due to the lack of administration, it has limited Line of Sight and no services or command execution.
  • We have added a basic in-game world chat. Please behave! :)
  • Five new, winter-themed exclusive music tracks also debut in this update. Enjoy!

UX/UI Changes



  • Based on your feedback, we have changed the UX process how claims work. It can now be issued from the tile you want to claim (instead of starting it in the target feudum), and only then you need to select a valid target (a neighbouring feudum or wasteground).
  • Some feudum commands can now only be issued from the Manor.
  • Rally Troops can now only be issued from a tile that can train units (ie. it has a Garrison).
  • Tiles can now be also released into Wasteground instead of completely abandoning them.
  • Optimized in-game reports regarding Feudums and Wasteground.
  • Tile Cards now have terrain attrition listed in the Terrain's tooltip.
  • Tile Card accessibility info has been updated with tooltips and more states, and now also shows if the tile and improvement are blocked by hostile forces.
  • Both Tile and Feudum cards have been updated to show information (and differences) for Wasteground.
  • We have added the "eligible starting locations" info to the World Cards next to the current and maximum player counts.
  • Treasury Badge breakdowns now also list expenditure and revenue generated by trade orders (either automatic or manual).
  • Battles are now taking a bit more time, so its less common to end in a sub-phase of a tick.

Bugfixes



  • Fixed "Invalid Target" issue on training units where the command was executed successfully, but the issue was reported when the command could not use the default Rally Point to spawn the unit (like when it was full) and had to use another one.
  • Fixed a command concurrency error when Replacing Improvements.
  • Fixed "scroll to tile" on waypoints.
  • Fixed some redundancy in Map Selection focus checks.
  • Feudum Rules dialog was missing its title.
  • Raids with no loot are no longer reported as "Looted during raid".
  • Fixed an issue where the morale penalty for overtime for lance service was not applied in their home feudum.
  • Fixed several incorrect hints and localizations on various parts of the Map UI.
  • Several other fixes.


The full changelog is also available here:
https://feudums.com/comment/1073#comment-1073


Please note that multiple feudums are currently only available in Vanguard-only games for playtesting & bug hunting, but this feature will be also unlocked in public games as soon as the playtests are over.



Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, just remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.


Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

Support the development of Feudums on Patreon:
https://www.patreon.com/feudums