Community Demo updated!
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[h3]Ladies and Lords of the Realm,[/h3]
We've updated both our servers and the game client today — everything should be back online and running smoothly! The updated client will roll out on Steam shortly.
This patch brings a mix of community-requested features — including a few real game-changers — plus quality-of-life and UX improvements, and a healthy batch of bug fixes to help streamline the multiplayer experience. Some of these changes continue to lay the groundwork for the long-awaited siege mechanics, so we’re steadily inching toward that major milestone. In the meantime, I hope you enjoy exploring what’s new!
[h3]A Glimpse into the Future[/h3]
While we keep rolling out regular updates, sieges and vassalage basics are both getting closer, and development on the long-awaited single-player mode is progressing well — things are looking promising!
That said, the project is still entirely self-funded, which continues to be a challenge and may affect our timeline as the year unfolds. So far, 2025 doesn’t look any less unpredictable or complicated than the past few — but I'll keep marching on.
[h3]Pretender Wars Returns![/h3]
A new, ranked multiplayer clash begins next week — let’s see if someone can finally dethrone the pretender! If you’re around, sharpen your lance and join the fray — glory awaits.

You'll find a summary of the key changes below. As always, thank you for being part of this journey, and remember: your feedback drives everything!
If you are able, you can also support me and Feudums (while unlocking awesome perks and exclusive heraldry) on Patreon!
[h2]Changelog[/h2]
[h3]Gameplay & Vibe[/h3]
- Alliance Victory Conditions: Victory conditions for alliances now scale based on the number of members. A full alliance must meet the original victory thresholds, while smaller alliances need to reach proportionally lower goals — with a slight penalty to keep things competitive.
- Military Can Claim Territory Now!
A new tactic modifier has been introduced. Units using a stance that allows claiming can attempt to establish control over unclaimed tiles, even far from their main territory. However, they cannot initiate combat and are more vulnerable to surprise attacks. If disrupted and unable to resume their activity within a timely manner, their claim progress will be lost — so bringing escort troops is highly recommended. - Gossip & World Rumours: Various in-game events can now spark rumors that spread across all courts, based on game session settings. These whispers aren’t always accurate or complete, but attentive lords and ladies may still find them useful.
- View Past Reports: you can now review past reports — and rumors — depending on your game’s settings. This applies to all report types, making it much easier to trace events that unfolded while you were away, or to finally shed light on incidents that had remained without a known culprit.
- Feudum Statistics: You can now view historical data for key indicators of a given feudum on a chart, covering a timeframe based on your game’s settings. This feature is still a work-in-progress and not yet optimized — but I wanted to give you a glimpse of what’s coming, and not only to feudums, but also for other entities. Feedback is most welcome!
- Company Animations & Banners: Company animations have been improved and now loop smoothly. Units also proudly display properly drawn banners, which respond to wind direction. Their banners and some uniforms now reflect the owning player’s Coat of Arms base color (while enemies and allies remain colored according to the Friend-or-Foe scheme).
- Default Ruleset Tweaks: Numerous balance changes and rule adjustments have been made to economic, military, and diplomatic settings based on extensive, community-driven testing & feedback — affecting the default ruleset going forward!

[h3]Further Quality of Life Changes[/h3]
- Farmland UI: Improved layout and tooltips for farmland-related UI elements.
- Tile Info Cards: Tile cards now conveniently show the battlefield modifiers of constructed improvements for both attackers and defenders.
- Claiming-related hints and error messages have been revised for clarity and consistency. Minor flow tweaks included.
- Commands now show (next to costs) if Administrative Reserves can be used on them.
- Several company tooltips have been clarified or updated — including clearer display of Line of Sight (LoS) and Area of Control (AoC) mechanics.
- Chat: You can now copy messages from the in-game chat. (Note: scrolling is disabled over copy-paste areas.)
- Badge Lists: More usable space for the company, feudum and diplomacy lists.


[h3]Bugfixes[/h3]
- Fixed: Company animations now loop properly.
- Fixed: Garrisoned companies were shown as Companies in specific case.
- Fixed: Companies’ armor tints now age correctly over time.
- Fixed: command dialogs no longer blocks interaction with the top-left side of the command queue.
- Fixed: Advisory comments can no longer be clicked through (e.g. during claiming).
- Fixed: Reports were not showing correctly (were cut too soon) due to an incorrect setting (regression).
- Fixed an issue with Economy Report's sprite lookup
- Fixed: The Farmland Settings's top (land distribution) handle was not interactive.
- Fixed: Command costs over 99,999 are now displayed properly without breaking text layout.
- Fixed: In a specific case, a design-time placeholder text was shown in the Diplomacy dialog.
- Fixed: Some tile tweening issues.
- Fixed: Tweening error when the Welcome Message was closed abruptly.
- Fixed: Various server-side issues.
Until the next update... Enjoy Feudums!

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