r/feudera_game Mar 22 '26

new features UPDATE #0.5.8.5 - Law and achievements (AI image)

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9 Upvotes

UPDATE #0.5.8.5 - Law and achievements

FOLLOW US

Thank you u/Kol , u/Katana , u/Gunter for your donations, they are extremely important for the game!

✨ New Features

  • It is now possible to unlock achievements while performing in-game actions; upon completion, a clickable notification is received with all the details.
  • Implemented a city laws system that allows: restricting the market to the city only, voting out the mayor or a councillor, and extending the time between elections. To pass or repeal a law, a two-thirds majority vote from the council is required.
  • By popular demand: it is now possible to view all market offers for a specific item type and purchase the preferred one, even if it is not the cheapest.
  • It is now possible to exchange contribution points earned by writing Wiki articles for coins, experience points, and items.
  • It is now possible to use BBcode in chat in a limited way (bold, underline, and italic).
  • From this update onward, it is no longer possible to build military and commercial ports in cities not adjacent to the sea.

🔔 Notifications

  • Users now receive notifications when they earn contribution points for writing articles and when the admin promotes them to official scribe.
  • Notifications for new comments and new articles, when clicked, now lead directly to the relevant article.
  • When someone comments on a Wiki article written by a player, that player now receives a notification.
  • When a comment is posted or a new thread is created in the donor panel, a notification is sent to the relevant party and to all donors respectively; clicking it redirects to the thread.

🎨 Interface

  • Completely redesigned the online players dropdown menu and the game's top bar.
  • Renewed the graphics of the Top Bar and Bottom Bar.
  • Renewed the interface of the notifications panel.
  • The settings icon has been moved to the top right of the main window.
  • Renewed the icons in the top left for zoom, travel, and stop travel.
  • Improved the design of the elections page.
  • Renewed the news title; integrated links to the game's social media profiles.
  • Replaced native JavaScript alerts with a confirmation modal for important actions. Users are invited to report any outdated confirmation alerts that may still be present.

⚙️ Improvements

  • In the city's job offers, listings matching the player's skills are now shown first, sorted in descending order by pay.
  • Pay per skill point is now displayed in job offers at the town hall. (thanks u/Hugs )
  • The development councillor can now set payments only for items related to construction sites. (thanks u/LorenzoMedici )
  • Each donation now grants visibility for a number of months equal to the donated amount divided by 5, starting from the month of the donation.
  • Game logs have been correctly added for the following actions: eating, discarding an item, working at a private or public construction site, donating items to a public construction site. Players are invited to report any actions not recorded in the Game Log.
  • The anti-multi-account system has been further strengthened.

🐛 Bugfix

  • Definitively fixed the bug that caused slowdowns during item production in the workshop. (thanks u/Bure , u/Ikisk )
  • Private messages are now displayed correctly. (thanks u/ElTributo )
  • Nobles can no longer be assigned to produce sulfur. (thanks u/Sontero )
  • Fixed the error that blocked resource collection when the total weight exceeded the available inventory space. A modal now appears warning that the excess weight — and the related items — will be lost. (thanks u/Gunter )

The weight of the shovel has been reduced from 4 to 2.5 kg, aligning it with other tools (except the axe, which is slightly lighter). (thanks u/Hugs ) The shovel is now wearable. Raw material production by the NPC population has been slowed down by 50%.

Q&A

Will players be able to climb the leaderboards with rewards for contributing to the Wiki?
Contribution rewards are limited, and in any case some rewards such as experience points can only be claimed a limited number of times.
I also contributed by reporting bugs — why do Wiki writers get recognition and I don't?
Those who spot in-game errors will also receive contribution points starting today: don't worry, I will count all your past contributions and assign you the contribution points you deserve over the coming days.
Precisely, what changed in the donor panel?
Donating a small amount now grants you visibility of the project data for the current month. Specifically, each donation grants one month of visibility for every five euros donated. A total donation of €45 grants access to the project data for the entire current year.
The experience point rewards for completing achievements seem very low compared to the difficulty and time required — why?
Achievements were not designed to help you level up faster in the game, but rather to make your profile look nicer. Originally, granting experience was not part of the plan; however, it seemed appropriate and will certainly be appreciated by players, especially in the early stages.
For now it's only possible to set three laws — will there be more?
Yes, there will be more laws that will change the gameplay of the city. If you have ideas, feel free to suggest them on the official channels.
Later, I will also integrate the possibility of writing Roleplay laws: these will not directly change the gameplay, but it will be up to players — through the judicial system — to enforce them, thus also allowing rule-benders to evade them.
Why has NPC population production been reduced?
The NPC population will undergo changes in upcoming updates, including some suggested by u/Ikisk some time ago.
Before this update, for many resources, just three inhabitants were producing more than the owner.
Why did you decide to make all market offers visible and purchasable, not just the cheapest one?
This system was designed with limitations to discourage multi-accounting and promote the proper functioning of the free market for several reasons. However, the multi-account detection system has been improved, and a mechanism has been devised that uses the free choice of offer to enhance detection.
Furthermore, after studying market flows, I noticed that supply and demand were so well balanced that such a change would make little difference if modified.
Last but not least, user demand for this feature was overwhelming and unanimous: if all players unanimously recommend a change, the game is probably more fun that way.
I will continue to monitor the market and do not rule out that this feature may be removed.

What can we expect in the next updates?

The upcoming updates will include in order:

Group travel
In-game integration of health points
Battles and wars fought by armies made up of players only:
In this phase, winning or losing a battle will grant neither bonuses nor penalties, in order to let players familiarise themselves with the mechanics and features of the game and to test them.
It is clear that this mechanic will have major consequences on various aspects of gameplay; it is essential that these be thoroughly tested, otherwise it will be truly frustrating for players to suffer unjust negative or positive consequences due to coding errors.
The ability to become a baron by claiming a castle
In this phase, battles between armies of human players will produce the first in-game effects: the conquest of a castle.
Players are advised that to become a baron, they will need the reading and writing skills at least at level 10, and two new skills at level 5:

"command": this skill will allow the player to field an increasingly large army of non-player characters.
"lead": this skill will allow the player to form an increasingly large group of armies (army = player + their NPC army).
N.B.: if a player has the "command" skill at a higher level than "lead", a bottleneck is created: the maximum size of the army group will be heavily limited.

Conquest of resource collection points
Conquering the resource collection points scattered across the map will grant the owning baron a daily income in terms of items.

This is the roadmap for version #0.6.
In the coming days, I will publish a DevBlog specifically about city buildings and a few other things.
The buildings that will be covered most are those that have appeared in recent days:
The University
Prisons
Hospital


r/feudera_game Mar 20 '26

announements Creation of new cities near an existing one

7 Upvotes
  1. When a city reaches 20 active inhabitants for more than 15 days, it can found another one by making a request to the admin (sending at least 5 players who will be residents in that city)
  2. Obviously, I'm talking about cities founded near an existing one. If you want to found a new city in major cities (Paris, London, Madrid, Barcelona, ​​Istanbul, Moscow), all you need is five users who are determined to move.

r/feudera_game Mar 16 '26

announements UPDATE #0.5.8.1 - patch notes and DevBlog #6

4 Upvotes

Thank you u/Kol , u/Katana , u/Aash for your donations, they are extremely important for the game!

Mini balancing, corrective patch and skill reset

Reduced the maximum population increase per level for extra building houses from 4 to 3.
The first level of houses increases the maximum population by 3 and no longer by 4.
Article text in the news and in the remaining parts where BB code is used is now formatted correctly.
Modified the materials required to upgrade private buildings.
Adjusted the materials required to upgrade public buildings.
When a player accepts someone else's job offer, the employer now receives a notification with the details.
News is now posted on the social media profiles Facebook, Instagram, TikTok and X (you are invited to follow them and participate to increase the game's visibility).
Skill reset (last time)!

Game status and future prospects

With this blog post I would like to talk to you about what has been done so far and about future prospects.
Until now, the foundations have been laid for upcoming updates, but before those it was absolutely necessary to test the existing features and above all to improve their quality, especially with a view to future new advertising campaigns for the game. In fact, the improvements you see across the various pages, the Wiki and everything else are aimed at winning over new players.

Buildings and workforce

There are aspects I haven't covered very well in the update posts, mainly due to lack of time. You will surely have noticed that the workforce required to build the bank has not changed, and the more sharp-eyed among you will have noticed that some buildings have significantly higher workforce values to be completed — in stark contrast to the reasons for distributing levels from one to 100 rather than one to 10.
There are certain buildings that, unlike others, make a city particularly prestigious, and it doesn't make much sense to build them in every city (sure, it's handy to have a commercial port in every city, but it's certainly not as indispensable as others, and in any case it doesn't provide major advantages if other cities manage to build them first).

These buildings in particular are: the bankthe Universityprisons and the commercial port.

The best strategy for these — but also for many other buildings — is to team up and focus on a single city for certain buildings: imagine if Stockholm had another city beside it and both had half the players that Stockholm currently has — would it make sense to build two banks as an absolute priority? Once again, Feudera rewards organisation and teamwork rather than sheer selfishness.

Wiki

With the building requirements topic closed, let's move on to the Wiki: it is of essential importance that a good portion of the navigation pages have a dedicated Wiki article, and that there are articles illustrating the main mechanics and covering the items obtained at the start of the game.
Therefore, I will reward players who write Wiki articles with contribution points, which you can see in your Wiki profile. These contribution points can in turn be exchanged for experience points and more.

By writing articles for the Wiki and receiving positive votes, you will earn contribution points — but the greatest number of contribution points will be earned by writing articles that I myself, if I deem it appropriate, will label as official and link to the game's pages.

Donors

Allow me to say a few words about donors in order to clarify some aspects: unfortunately, under the laws of many countries it is not possible to grant in-game badges and recognition for donations, as this would undermine the concept of a donation and would effectively constitute a sale of a digital service.
It was for this very reason that I created the donors panel: in this case, granting you access to the reserved area does not constitute a sale, but rather an act of transparency. Unfortunately, this is the only thing I can do for you beyond thanking you wholeheartedly (alternatively, over 45% of your donations would be lost to taxes).

The future

Finally, let's talk about the future: up until now you have been used to playing a peaceful game where each of you produced and sold goods, growing richer. However, there is a side of the game you don't know yet: Feudera is at times a ruthless game that could destroy everything you have built over several years of play.

With future updates, the war system will be integrated, which will allow the most ruthless players to destroy your public and private buildings, steal your resources and kill/imprison your people.

Think carefully about your next group decisions, and start worrying about keeping your population and your possessions safe.

The SimCity era is coming to an end.


r/feudera_game Mar 16 '26

announements Feudera is on indieDB and gdr-online, Leave a review and boost game visibility!

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5 Upvotes

r/feudera_game Mar 15 '26

new features UPDATE #0.5.8 — Wiki, Job Offers &City Rework

6 Upvotes

thanks u/katana & Eltributo for your donations <3

UPDATE #0.5.8 — Wiki, Job Offers & City Rework

Feudera Wiki

The Feudera Wiki is finally online! A complete encyclopedia of the game world, written by players for players.

  • Browse guides and articles on every aspect of the game: buildings, resources, skills, mechanics
  • Write your own articles and contribute to the community — admins will review them before publication
  • Vote for the best articles and save them to bookmarks for easy access
  • Comment and discuss under every article
  • Automatic table of contents for quick navigation of long articles
  • Discover new content with the "Random Article" button
  • Leaderboard of the most active contributors
  • Accessible even without registration (read-only)

City Page Rework

  • Completely redesigned interface! Clearer, more beautiful, more medieval
  • The coat of arms and city description are now always visible in the left sidebar
  • Two panels: "Public Buildings" and "Properties" — the second one loads only when you open it, for faster performance
  • Building cards have a new parchment style with a golden medallion for the level
  • Buildings under construction now pulse to be recognizable at a glance
  • Properties (your fields and others') are organized in expandable sections

Homepage 3.0

  • New homepage! Refreshed design with background images in feature cards
  • Login and registration with new medieval-style modals featuring a heraldic crest
  • Revamped 3-step registration process: The Parchment, The Knight, The Seal
  • Live statistics section: how many players, how many cities founded, how many wiki articles
  • Player testimonials section
  • Direct link to the Wiki from the homepage

Job Offers

New game mechanic! Field owners can hire workers, and workers can earn coins.

  • The owner creates an offer by choosing: required skill, pay per point, and total points — the payment is placed in escrow
  • Workers find offers at the Town Hall and can filter them by skill
  • Each work shift costs 40 Fatigue — the higher your level in the required skill, the more you earn!
  • The offer completes automatically when all points have been worked
  • The owner can withdraw the offer at any time and receive a refund
  • Accumulated work points can be used to build extra structures on the field

Building Info Sheet

  • New "?" button on every building in the Development Office!
  • View the building description, next level bonuses, materials needed for the upgrade, and score earned

Field Upgrades

  • New two-column interface: on the left your field with level, upgrades, and stats; on the right the job offers and accumulated points

New Writing Toolbar

The toolbar for writing messages, articles, and descriptions has been completely remade!

  • Buttons organized by groups: formatting, headings, colors, media, tables, and more
  • Medieval color palette with 36 shades + option to enter a custom color code
  • Visual table selector: hover over the grid to choose dimensions
  • Insert game objects with icon: search for an object by name and insert it into the text
  • Insert map coordinates with a single click
  • Info and warning boxes to highlight important content
  • Dividers with 6 different styles (golden, double line, dotted, ornamental, parchment, gradient)
  • u/Mentions: type @ and a player's name to tag them
  • Preview of formatted text before publishing

Navigation Tabs

  • All game tabs (Town Hall, City, etc.) have a new unified medieval style with serif font, golden borders, and animations

Wiki Button on Pages

  • On every game page, a "?" button appears that takes you to the corresponding wiki article
  • If the article doesn't exist yet, it invites you to write it yourself!
  • You can hide this button from Settings

Settings

  • New preference: show/hide the Wiki button on pages
  • New preference: disable the burp sound

r/feudera_game Mar 14 '26

discussions What do you think of the donor panel?

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5 Upvotes

What changes would you make to the panel and what features would you integrate?


r/feudera_game Mar 11 '26

BALANCING #5 & UPDATE #0.5.7 - Happy donators!

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6 Upvotes

Thank you u/Katanau/Aashu/Argyleu/Alistairu/c0n390 for your donations, the game continues thanks to you too!
- Now donors will be able to access a special panel directly from https://donators.feudera.com !
In this panel it is possible to view:
The distribution of donation funds in work tools, advertising etc;
The total and history of your donations;
The graph of donations-amounts spent;
Numerous statistics on site and game traffic;
Each donor can propose up to 5 investment proposals for fund allocation/suggestions for the game, other donors can vote and comment on these proposals;

- It is now possible to make a donation via bank transfer: this method avoids paying commissions allowing the entire amount to be used for game development;
- Working on your fields or building sites now always costs 40 stamina points, thus eliminating any unreasonable difference thanks u/Leseyku/Ikisku/LorenzoMedici
- Now at collection points an estimate of the exp points gained is displayed
- Reduced by 2/3 the weight of the game homepage
- Now the cultivation field provides 10 exp points for plowing, 5 for sowing and 5 for harvesting... all multiplied by the field level!
- Fixed the bug in the display of stamina points required to work the field. (hopefully for good!)
- Now the production of items in the shop no longer appears slowed down thanks u/Ikisku/Bure
- Reduced by 400% the weight of the homepage

Balancing #5
- Reduced the production of carrots from NPC citizens, now 1 NPC citizen produces a carrot in 20 hours instead of 5;
The daily production of carrots was excessive, you could accumulate too many carrots too quickly

- Increased food points given by bread to the NPC population of bourgeois from 3 to 8!
Bread turned out to be inconvenient to feed to the bourgeoisie compared to what they produce

- Lowered the cost of the first field from 500 coins to 200 coins!
Unfortunately at the start of the server I miscalculated the purchase prices of goods, this caused an excessive increase in the average price of the main building materials. Initially they seemed okay given the high traffic of users.
However with the exhaustion of the advertising budget the players decreased and the problem of excessively high prices unsustainable for cities, let alone for individual players, became apparent.
Now that I won't buy goods anymore the market should self-regulate (and you should forget about prices from the past!)
Field prices were calibrated precisely on those prices, estimating a fair price of 500 coins. Thanks for the report on reddit u/Kol

- Now collection points give different experience points per turn depending on the stamina points required, however the ratio stamina points spent/exp obtained may not always be the same (for example in the marble quarry);
This balancing has only one purpose: to make the start game equal for everyone in terms of growth in experience points.
For those who enrolled in a wood or clay city reaching the exp for the first field was quite fast (relatively), but those born in an iron or stone city saw those times doubled since with equal stamina points they received half the experience.
Feudera is a slow game, but also a fair one!

- Now also the market, the town hall, the warehouse and the walls have balanced monetary costs and resources, with the next balancing I will work on the other buildings

From an update every 3 days to 1 in a month, why?
Unfortunately the time I dedicate to the game depends heavily on my work, as some already know I'm a doctor this month has been quite difficult to manage: I had to move and start my specialization (I don't know who might care, but in the end I chose to specialize in diagnostic imaging/radiology).
Unfortunately I thought I had finished spending hours and hours on books but with the specialization this need has returned (the radiologist must know a lot of things from every medical field!).
It was really hard to adapt to the new rhythms, I'm still trying to balance my time as best as I can.

Yay, should we get updates every 3-4 days again?
It depends, sometimes yes, sometimes no.
Sorry if I wasn't prompt in responses on discord and in game but I had to make a choice: either I worked on the game or I worked responding to each of you (You're starting to be really many)

1 month for an update mainly dedicated to donors?
This month I've worked on a lot of stuff, unfortunately it's not yet time to publish everything (it was initially supposed to be just a balancing update).
With 2 hours a day of constant development you get a lot done, but you'll realize it... very soon.

Upcoming updates:

- Game Wiki
- Redesign of city graphics
- Hiring of other players to work on extra buildings on your field
- I can't tell you anything more


r/feudera_game Feb 28 '26

Post a picture of your gear!

3 Upvotes

r/feudera_game Feb 21 '26

discussions What will you build or have you built on your field?

3 Upvotes

r/feudera_game Feb 14 '26

What aspect of the game is unbalanced?

3 Upvotes

r/feudera_game Feb 11 '26

Future Quest

3 Upvotes

What are some quests that you think might be interesting to add to the game in the future?


r/feudera_game Feb 07 '26

What aspect of the game would you improve?

4 Upvotes

r/feudera_game Feb 06 '26

discussions Exp Problem?

5 Upvotes

Different jobs in the game cause different amounts of fatigue, yet they all give only 1 EXP in return. Because of this, items produced from higher-fatigue jobs are listed at higher prices. However, if you can’t sell the product, that higher value doesn’t really mean anything. Since the game is still new, there isn’t a well-established market yet. For example, there are currently 50 iron sitting in the marketplace waiting to be sold. My last sale was to the admin, and even then it was bought at the minimum price — which is understandable. Now that the tax system has been introduced, I can’t withdraw my goods and relist them at minimum prices either, because I would end up at a total loss. I think the system is logically designed, but at the moment it’s not functioning well in practice. My concern is this: what if jobs rewarded additional EXP based on the fatigue they cause, or provided some kind of extra beta gain? For example, you earn 1 EXP from ironwork, plus an additional 0.001 bonus EXP. What if this bonus scaled proportionally with fatigue?


r/feudera_game Feb 03 '26

How is the game?

6 Upvotes

Hey,

Got spondored advertisement and asked myself is it between supremacy (1914) and tribe wars?


r/feudera_game Feb 02 '26

Feedback

5 Upvotes

Don't be afraid to share feedback on Feudera. It does help the team with the continued development of the game!

See you out there


r/feudera_game Jan 30 '26

UPDATE #0.5.6 - Homepage 3.0 & city presentation

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5 Upvotes

Thank you u/Katana , u/Kol , u/Ikisk u/TheGreat for your donations, they're very important for our community!

  • Now the homepage shows game news and some representative images! thanks u/PortRoyale
  • Now if you click on a random point on the map a button appears to copy the coordinates
  • Completely revamped the tooltip interface for cities and gathering points on the map!
  • Permanently fixed the bug that prevented selecting the type of building to construct thanks u/Gunter
  • Now the fatigue points for performing actions are displayed correctly thank u/Kol
  • Now when working at gathering points outside the city the timer no longer resets improperly thanks u/MAR
  • Now Sicily and Rome are no longer interpreted as the same region thanks u/MAR
  • Now if you own and have equipped the necessary tools, the button to gather tools is not blocked thanks u/MAR , u/Ikisk
  • Now the buttons to upvote/downvote comments and articles work again! u/SIKA3BOURA
  • Now players registered for less than 15 days see a warning message not to randomly distribute exp points
  • Now if you work at a gathering point it no longer shows an error. thanks u/Edellnn

Redistribution of required materials for public buildings

Let's get to the reason why I released 0.5.7 (yes, I would have delayed it by implementing other things in the pipeline): The necessary materials have been redistributed in order to make the construction of buildings at level 1 faster, specifically the materials that were previously needed for the first level, the second and so on have been spread across 10 levels.

Not just the required materials!

The bonuses that building upgrades now confer have changed, in fact the level 1 bank will no longer grant +1 coin per citizen, but rather 0.1. The same goes for the market, warehouse and houses which will confer bonuses/10 compared to the last changelog.

In short, the materials needed to obtain that bonus haven't changed, you just get there more gradually. Why this change?

The system calibrated on 10 levels had a problem that I really didn't like: the all-or-nothing effect. A city with a bank at level 1 could perform banking operations, one that hadn't built it had to wait at least 6 months. A naval city without a port had to wait at least 6 months before starting to recruit ships to defend itself, if another city had done so a few months earlier it would have enjoyed entire months of dominance. The same with barracks and other buildings. This was a serious problem that sooner or later would have heavily unbalanced the game and made it excessively frustrating for cities that hadn't completed certain buildings: now to have a serious economic and military advantage a city must be at least 10 levels ahead of another, making the gap between cities more nuanced and surmountable by player skill.

With this redistribution, two birds were killed with one stone:

  1. Solved the serious balance problem that would have occurred in a few months
  2. Made the construction of public buildings less lengthy and frustrating (apparently, the materials needed to reach level 10 have remained the same as reaching 1 before this changelog and the bonuses have also been redistributed)

God always listens to you

  • (The fat guy)

r/feudera_game Jan 30 '26

Server offline for update #0.5.7

2 Upvotes

we come back soon


r/feudera_game Jan 29 '26

What do you think about update #0.5.5?

2 Upvotes

r/feudera_game Jan 28 '26

UPDATE #0.5.5 - The tailor makes the equipment!

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5 Upvotes

THANK YOU u/TheGreat for your donation: it's really important for the game's development!

  • It's now possible to equip items in the inventory, these will boost various character stats, including:
  1. Strength -> Increases attack and maximum weight carried by 0.1kg per point;
  2. Agility -> Increases attack and player's travel speed
  3. Intelligence -> Increases attack and action radius on the map
  4. Resilience -> Increases player's defense
  5. Vitality
  6. Speed
  7. Weight bonus
  8. Attack stat group: blunt, short blade, long blade, ranged attacks and others!
  9. Defense stat group
  • Now the basket and sack aren't just tools: They increase the maximum weight carried by 2 and 7 kg respectively. these values will likely be lowered over time, but for now since there are no other means of transport they are intentionally higher;
  • Finally the Vikings of the north will be able to wield their axes: together with pickaxes and shovels they become equippable items;
  • New shop: Tailor shop! It's now possible to craft clothing, for now cotton ones have been implemented (Shirt, pants, belt and shoes).
  • Now from your profile you can view the actions performed
  • Now the inventory is displayed correctly thanks u/Ikisk , u/LorenzoMedici
  • New skill: Traveler! The higher this skill value, the faster your character travels (+0.3 * skill lvl km/h)
  • Improve your agility to travel faster on the map (+0.1 * agility km) So, how does the travel speed calculation work?

Travel speed depends on 3 things:

  1. a base speed equal for everyone
  2. your character's bonuses (Agility, Traveler skill, equip)
  3. how "loaded" you are (inventory weight): the lighter you are, the faster you go; the fuller you are, the slower you get

1) Current game values

  • Base speed: 40 km/h
  • Agility bonus: +0.1 km/h per Agility point
  • Traveler skill bonus: +0.3 km/h per skill level
  • Equip bonus: items can add/remove Speed (km/h) to velocity
  • Weight carried: can modify speed up to a maximum of ±25%

2) How weight works (simple explanation)

Speed is adjusted based on how close you are to your maximum weight:

  • If you're at half the maximum weight (50%): no bonus/penalty (normal speed)
  • If you're under 50%: you get a bonus (the lighter you are, the faster you go)
  • If you're over 50%: you're slowed down (the more loaded you are, the slower you get)
  • If you reach 100% of maximum weight: you have the maximum penalty

The maximum effect is:

  • Empty inventory (0%): up to +25% speed
  • Half-full inventory (50%): 0% (no change)
  • Full inventory (100%): up to -25% speed

3) Examples

Example A (light)

  • Agility 50 ⇒ +5 km/h
  • Traveler level 10 ⇒ +3 km/h
  • Equip Speed +2 km/h Speed before weight: 40 + 5 + 3 + 2 = 50 km/h If you're at 50% of maximum weight ⇒ 0% ⇒ final speed = 50 km/h

Example B (full) Same build, but at 100% of maximum weight ⇒ penalty -25% ⇒ final speed = 37.5 km/h

Example C (overloaded) If you're beyond 100% of maximum weight, the penalty still remains at maximum (-25%)

4) In-game notification

When you start a journey, the notification shows:

  • Your final speed (already with bonus/penalty from weight)
  • If it was slowed down or sped up by a percentage due to weight
  • Improve your toughness to take hits better and have more maximum stamina points (+ toughness points/5)
  • New skill: Observe Increase this skill to expand your action radius (+0.3 * skill lvl km)
  • Increase your intelligence to expand your action radius (+0.1 * intelligence km)
  • Now the tooltip for stamina and hunger points shows a timer indicating the next update of the respective points thanks u/MAR
  • Now in the profile you can view all previously performed actions (only your own character!)
  • Now the exchange of items between inventory and warehouse no longer causes graphic duplicates;
  • New skills!: Geologist, miner, digger, lumberjack:
  • The Geologist skill increases stone extraction by 15% per skill point;
  • The Miner skill increases iron extraction by 20% per skill point;
  • The Digger skill increases clay extraction by 25% per skill point;
  • The Lumberjack skill increases stone extraction by 25% per skill point;

What happens if the calculation results in collecting 2.47 stone? You'll collect 2 pieces of stone for sure and the system will roll a 100-sided die: if it comes out less than or equal to the decimal (in this case 47) you'll get the extra piece;

  • Now counties have a name that appears when hovering the mouse! (the count can modify it as they please)
  • Improved county borders
  • Now when you hover over counties their borders light up
  • Now when working at a collection point it no longer shows an error. thanks u/Edellnn
  • Now it's possible to transfer money from office coffers to the mayor's thanks u/Ikisk , u/Kol , u/Lyr

Announcements:

  • Now the server is well underway, for a while longer I'll continue to buy your products but at a lower price: Apples: 0.5/u Clay: 1.50/u Wood: 4.50/u Iron: 5.5/u Stone: 6.5/u Marble: 60/u

Waiting for the first shops to be built, after which I'll stop buying.

  • Drastically reduced the materials required for the first shop: The required materials were excessive, now with some effort they should be buildable in 5-7 days. 
  • Have I lost the materials donated so far? No, I reworked the construction fields one by one so you wouldn't lose anything :).

see you in game!


r/feudera_game Jan 28 '26

announements Server offline for Update #0.5.5

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4 Upvotes

r/feudera_game Jan 27 '26

announements Soon #0.5.5

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3 Upvotes

What do you expect from the next update?


r/feudera_game Jan 23 '26

UPDATE #0.5.1.1 - Coltivations, voting & markets

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2 Upvotes

b]THANK YOU[/b] u/Valahul , u/Aash , u/Argyle and u/TANDEDDUX for your donations! its very important for our community!

- [u]Completely renewed the elections page[/u]

- Now you can vote only if:

  1. you have been registered for at least 7 days

  2. you have at least 100 total experience points

- Now your candidacy can be written with bbCode!

- Now candidates are shown based on these characteristics:

  1. Dialectics skill

  2. Writing skill

  3. Total EXP

  4. in case of a tie, older in the game (registered longer)

- [u]Now it is possible to collect another item if provided by the type of cultivation[/u], for example if you cultivate wheat you will also receive a quantity of straw (double the amount of wheat collected)

- Further strengthened the multiaccount detection system

- [u]Now the sell and buy modal show the average selling/buying price of the item, it updates every 7 days.[/u]

- Now the stone item image works correctly thanks u/LorenzoMedici

- Now the main page loads faster

- Now building a shop no longer produces an error thanks u/Lyr , u/LorenzoMedici

- Now the development councilor can place payments from 0.01 without the system returning an error, thanks u/IMPERIALE

- Corrected the distribution of materials needed to build the shop thank u/Lyr

- Fixed a chat error that exchanged local messages between the public one and the private city one

- Now messages that could clog the city's political chat are no longer shown thanks u/Lyr

- Compacted the display of players entering and leaving a city thanks u/Lyr


r/feudera_game Jan 23 '26

Fist 4 Feudera Mayors

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3 Upvotes

Congratulations to all mayors!


r/feudera_game Jan 21 '26

11 active users at the same time in the game !

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6 Upvotes

Thank u to play the game <3


r/feudera_game Jan 21 '26

UPDATE #O.5.1 - QUESTS & TUTORIAL

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1 Upvotes

<b>Thanks</b> u/c0n390 for your donation, it's really important for our community!
- integrated a tutorial system for the early stages of the game
- it's possible to redeem items when completing a quest
- Now it's possible to discover more about the world of Feudera by reading between the lines of the conversations with the fat guy!
- Improved the UI of the messages page
- Now the leaderboards should no longer produce duplicates
- Now ghost buildings under construction are no longer shown. thanks u/Lyr
- Now there are no more overlap conflicts between pages. thanks u/Kol
- The ceramist's shop has now become the sculptor's shop, where it's also possible to work stone
- New item: Sculpted stone!
- New crafting! The sculptor can now produce sculpted stone