In this update7
Full notes
Full Feudums update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- Performance
- UI and audio
Feudums changes
If you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version, consider joining our Discord, where I’m more active. Alternatively, I have a newsletter for milestone community polls and major game updates.
Hoi everyone,
First of all: happy 2026! I hope this year brings all of us plenty of pleasant, innovative indie strategy (or other) games.
A few of you suggested (and you were right) that it’s time for a short recap of the last year, plus a look at what’s coming next. While plans rarely survive first contact with reality, but at least this gives us something solid to adapt from.
Recap: 2025
Unfortunately, indie game development didn’t get any easier last year — quite the opposite. A non-trivial part of my time went into making sure neither my kids nor I starve... but development never stopped. We’ve survived worse.
Over the year, 6 larger updates and many patches went live.
These mostly prepared the community-voted major feature group (siege + advanced occupation mechanics and some vassalage basics), while also adding a lot of concrete improvements, including:
For the warlords
Added some new military units and a fully reworked military edges system, with roughly double the unique traits and new synergies!
Implemented terrain categories that fundamentally affect combat values, enabling more tactical depth.
Enhanced traversability rules, making previously impassable terrain crossable with the right units, promoting new strategies
Expanded rules for winter troop movement further stress the seasonal nature of warfare.
Tile improvements and terrain now affect battles through not only flat modifiers, but they also alter battlefield widths per battle roster, promoting new tactics and more situational army builds.
Expanded virtue rewards for winning battles (e.g. separate rewards for repelling raiders)
Military companies can now claim regions that are not adjacent to your own territories.
For economic masterminds
Fully reworked early-game pacing
New labourers, continuous tweaking of existing economic rules and dynamics based on your feedback
Redesigned population dynamics (major needs, food rations, morale, stability)
Added charts to visualize feudum inputs and outputs, and a wider variety of economic reports.
Added the ability to cycle through past reports of any kind, making it much easier to track what happened while you were away.
Custom labour policies can finally be saved and reused across feudums — even across games (if the rulebook matches)
For schemers and social nobles
private messaging alongside public in-game channels (plus reporting — thankfully rarely needed so far) enables better scheming - or tactical discussions.
Added a gossips & rumours system, so you can learn about important events even outside your influence range. Fair warning: gossip can be inaccurate!
Alliance victory conditions now scale with member count, allowing small but tight alliances to compete with large ones
For quality-of-life enjoyers
Added various accessibility options (toggle flashing effects, depth of field, etc.)
Dozens of new animations, from WYSIWYG workers to chimney smoke and tower flags, plus updated weather effects
Multiple visual enhancements across the map and its UI.
Dozens of UX improvements (e.g. items in a command queue hovers their target, proper cycle-navigation for wasteground tiles, etc)
clearer and more informative tooltips, context-sensitive map highlights, and redesigned problematic commands (such as claiming, manage units, manage company, labour assignment)
200+ bug fixes
...and plenty of other improvements and additions (you can find the past year's changelog at the end of the post).
What Comes Next
Given the current circumstances,
Source
Changelog.gg summarizes and formats this update. How we read updates.
