Feudums follows the story of your aspiring Noble House through the arc of games, from gaining rulership over your first, tiny feudum, onto your epic journey to forge your legacy in a medieval realm being ripped apart by political intrigue.
We participated unsure of our results, but were blessed by an awesome response and left in a daze among the most popular upcoming games. We've seen huge increases in demo downloads, wishlisting, and activity on Discord. The success was so sudden we were taken a little by surprise and had to scramble to create additional test games, each bigger than the one before.
We appeared on the first page of Popular Upcoming titles since the first day of the event, thanks to the audience of the event showing great interest in us, and we were also the only Grand Strategy / 4X labeled game in the top 10 of Popular Upcomings! It was a humbling experience in the best possible ways.
We kept updating our in-development demo. You can now create multiple feudums. This simple addition to the game now changes how you play. When we were stuck with a single feudum, you had limited space and could not really create the budding realm that you wanted. Now, you can create a few more (test games capped at three for the time being) - so that you can actually create a micro economy that functions well enough to keep your serfs fat and happy. Well, satisfied anyway. The game is still set in medieval times after all.
And if you really have been out of touch, this is on top of the earlier update that added things like unit attrition while in the field, auto encampment (another tool so you don't have to micromanage), persistent settings (including volume control (yay!), smarter onboarding and the best of all - an auto trade function! No more heading to sleep to awaken to a feudum devastated by running out of some precious resource.
A final note: with the rush of new players, we also received a bunch of feedback about missing instructions and tutorials. We heard those criticisms loud and clear and are working to create something to help "on board" our new players. The last thing we want is to turn you off from the dream we're working on.
Tacticon 2023 is now in our rear-view mirror. Alongside our allies, we made an impact.
Together, we can all achieve success!
To Arms!
You can Follow and Wishlist (alternate link: Steam:Link) us out on Steam and you can also download our Steam-integrated demo there (but the client is also available on indieDB)! If you are interested in our game, we would be honored to see you and your circle of friends do this for us!
Would you like to get involved and receive info on smaller updates? Come and join the discussion on Discord! Feudums is a game designed by gamers, for gamers, and you drive the finished product as much as we do.
We are proud to announce a new, moody, minimalistic trailer, our debut on Steam and a new playable demo. Don't miss it out!
Feudums keeps plugging away with its development. Come check out the latest build and get a feel for your future favorite game!
Building an Indie-Game is a little like Wilderness Exploration... check our progress.
April normally is known for the start of spring weather, a bunch of rain, and things getting greener every day. Well, that's exactly what's happening...
The newest version of the "community demo", our latest stable multiplayer build of the work-in-progress game.
A new major and patched version of the game's free demo, with new features, dozens of bugfixes and some rebalancing and UX changes. Reported to be SteamDeck...
A new version of the game's free demo, with new features, dozens of bugfixes and some rebalancing and UX changes. Reported to be SteamDeck compatible...
This is a patched version of the December update, which includes some player-reported bugfixes, fixes a regression bug and adds player-requested UX improvements...
A client update with dozens of non-game breaking changes - mostly player-suggested UX improvements and bugfixes. Most importantly, it has the long waited...
There is a client update with dozens of non-game breaking changes - mostly player-suggested UX improvements and bugfixes. In other words, the game worlds...
It all looks very exciting and impressive.
I'd agree that many many in the past have promised F2P and even meant it but ended up delivering P2W ... that said none of those developers were MM, my memory of MM is that he's a man of his word and I trust him.
I'm definately going to show my support and be a donator.
Thraxas
Thanks for your trust. But don’t just take my word for it - we’re completely committed to genuine F2P, and we’re already making efforts to make sure this happens. Letting our community discuss our monetization strategy and suggest changes if they have better ideas, offering votes to all our Backers on design choices and generally having all our cards laid out on the tables are fundamental parts of the guarantees we developed to keep the game on the right track.
It is our understanding that - even accidentally - turning FEUDUMS into P2W is as disastrous to us as our players - we know that would be a fast-track to losing our community, erasing our small studio from the game-makers’ map and losing all the time and assets we’ve so far invested into the title. Guarantees serve both the players and us. We’re in this together! :)
Hey MM!
I'm definitely in.
Have I missed the chance to subscribe? I only just picked up your mail :(
Kyrwen (W17)
Hi Kyrwen,
don't worry, you can still join the fun :)
For anyone interested in this Free to Play issue, we've recently published an article (FEUDUMS Monetization Strategy), which you can find in our Features section. This covers all the detail, so you can see for yourself that when we say Free to Play, we mean ACTUALLY Free to Play. Nice surprise, huh? Enjoy :)
Im really impressed by this ambitious project which look totally amazing to me :D
Im even ready to become a Patron to support you but im hesitating because of one thing : How will you manage the F2P system ?
I cant support a studio who sell everything that is good from the game (customizations, free companies, alliances/clans, elites units..) at a damn hard price, more expansive than if he had only bought the game once, like a REAL game.
So i'd like to know a little more about your project on this part of the game :)
Hey StellarAngel,
Firstly, thanks for the kind words, it's great to get such feedback :)
Actually, we don’t buy in to the whole Pay-2-Win thing. In FEUDUMS, you won't be able to unlock any game changer thing for money. We want you to win through clever strategy, not by spending money (that would be counterproductive from a community perspective anyway). You can earn high-tier rewards or unlock features (like alliances, elite units, etc.) through in-game achievements ONLY. If you want a bit more detail on this, please see our extended article on this topic - it’s the very first Game Design article we posted to indiedb.
We already decided to come up with a pricing reference guide to make things transparent to Patrons / Backers and all the gamers alike, so we'll have this topic covered shortly. Please bear with us in the meantime :)
Hope that clears it up a bit, please let me know if you have any more questions or comments.