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Free Demo updated!

Noble ladies and lords,

I thought you would like if I'd release a quick update to the demo before Christmas, probably the last one this year. This one didn't require a game server update (we did do a minor update to other parts of the server before the current game started though), so it won't interrupt any game.

Thanks for being with us on our journey, and I hope you'll also stay with us in 2024!
To everyone who celebrates, I wish you all a Merry Christmas and a Happy New Year, on behalf of myself and every contributor! :)


Please find the changelog at the bottom of this post.

[h3]What else is on the horizon?[/h3]

We're currently running an important poll on the possible single player content and it is super important that I understand what interests you most. So please, take the opportunity and participate in the dialogue, vote even if you don't care about single-player!

Link (Google Forms): Feudums: Single-Player Poll (https://forms.gle/PYYpqymkrsxYQK4r7) Depending on your answers, it will take only 20 seconds to 3-4 minutes to complete.

As there have been questions about it, I would also like to clarify that a possible single player version would not be to the detriment of multiplayer, but to complement it - like I would prioritize features and contributors' works that can be used in both versions, and both would maintain their own unique features (and yes, of course single player would be turn-, and not async tick based! ;) ).

I was originally going to put out the poll on the next multiplayer milestone before Christmas, but unfortunately there have been fewer responses to the single-player poll than I'm comfortable with, so we'll have to wait a little longer - so if you haven't yet casted your vote on that topic, this is a perfect moment to do it!

As always, I invite you to play the early versions, join our discord and help to refine the game as we progress. Take advantage of this regularly updated demo, our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game you want it to be!



[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Garrison tactics have been slightly rebalanced.
  • Expansion costs now follow a bit more of an exponential curve.
  • Diplomacy upkeep costs are reduced to make formal diplomatic relations more attractive.

[h3]UX/UI Changes[/h3]
  • Major Needs: The "stockpile" of major needs has been moved from the labourers section to the feudal indicator section and now also shows the supply/demand balance of the last tick in addition to the stockpile. A detailed breakdown has been also added (in the expanded section of the tooltip).
  • Feudum indicator tooltips have also been updated.
  • Added better handling and visual clues for abandoned feudums.
  • Integration: You can now log in to our website using your Google or Steam account (authentication will be handled by the appropriate provider, just like in the client). This will become important for the community poll for the next multiplayer milestone.

[h3]Bugfixes / Optimizations[/h3]
  • Fixed: several NREs on Feudum Card / Labourer section / Indicators when the player has unsubcribed
  • Fixed: Buttons weren't properly masked in the Dashboard/Settings scroll area.
  • Fixed: Terrain-based labour output was ignored for major needs tooltips (they were calculated and reported correctly, just not shown in the tooltip breakdowns)
  • Several smaller glitches / UX inconsistencies


There's more coming soon, so make sure you clicked Follow on Steam and joined our discord to stay in the loop! :)

If you can afford it, please consider supporting the development on patreon, so I can continue to devote my time and resources to the project and complete the remaining milestones in a shorter timeframe.

Until the next update and the next year... Enjoy Feudums!