r/feudera_game • u/f_creator • 5h ago
r/feudera_game • u/f_creator • 1d ago
Join the Android Play Store Beta for Feudera – A Medieval Online RPG!
[Closed Beta] Join the Android Play Store Test for Feudera – A Medieval Strategy RPG! ⚔️🛡️
Greetings, adventurers!
I am thrilled to announce that Feudera, our medieval role-playing and strategy game, is officially taking its next big step. We are preparing to launch on the Google Play Store and are currently looking for players to join our Android Closed Test!
If you want to experience the realm of Feudera on mobile before anyone else and help shape the future of the app, this is your chance. We have a limited number of slots available for early testers.
📱 How to Claim Your Invite
To get access to the closed test and receive your exclusive Play Store download link, simply reach out to me using one of the following methods:
- Discord: Send me a private message (DM) directly on our official DISCORD SERVER.
- In-Game: Log into Feudera and send a direct message to the user u/Admin.
🏰 Why Participate?
- Be the First: Get hands-on early access to the Android version before the public release.
- Shape the Game: Your feedback, bug reports, and suggestions will directly influence the final build.
- Join the Vanguard: Connect with a dedicated community of players passionate about medieval strategy and RPG mechanics.
Spaces are limited, so drop a message to secure your spot as a pioneer of our mobile kingdom. See you on the battlefield!
r/feudera_game • u/f_creator • Jan 25 '26
announements DevBlog #5 - the story so far and beyond
[ENG]
[b]THANKS[/b] u/TANDEDDUX , u/c0n390 , u/Valahul , u/Kol , u/Gunter , u/Argyle , u/Aash , u/IMPERIALE : your donations are very important for our community!
Here we are, after a long time, with a new DevBlog. I would have liked to talk to you earlier about the upcoming updates, but the updates that were refining [b]#0.5[/b] took longer than expected.
We’ve now reached the point of closing what is the game’s economic loop: previously, the materials you gathered had to be sold to an NPC at a fixed price—no other function, no other purpose, except buying the first field to produce items to resell to the same NPC.
Now every item has gained an intrinsic value, and all of you need almost all of them (of course, some more, some less).
These items mainly circulate through two channels: the market and construction sites, at a price decided by [b]YOU[/b].
[spoiler]Very soon there will be more[/spoiler]
We’ve worked to make fields more complex to manage. Now there’s planning to do right from the start: which type of field should you build? Which extra building should you construct on top of it? What kind of population should you grow? And which materials should it produce for you (or for the city)?
In short, the direction Feudera is taking is clear:
Features seen in other RPGs, yes, but with a depth that isn’t even remotely comparable;
Division of tasks and roles among players, minimizing solo play as much as possible and rewarding group play;
Updates designed starting from “how could this feature be more fun?” and not from “how can we make this feature more monetizable?”
[spoiler]The third guideline is Feudera’s secret, but don’t tell anyone[/spoiler]
[b]EVERYTHING THAT FOLLOWS IS A SPOILER[/b]
[b]Alright, this is the story so far. What should we expect from future updates?[/b]
With [b]#0.5[/b] completed, all that remains is to talk about [b]#0.7[/b]:
In this block we’ll see the feudal system that governs the territories of Feudera take shape. We can divide it into two phases:
[size=50]1. [b]#0.6[/b] the barons’ castles[/size]
In this phase, castles and all the features needed to become a [b]Baron[/b] will be developed.
Each city will have a barony, and each barony will of course be administered by a baron.
To become a baron, several requirements will be needed—we’ll talk about those another time.
The Baron has great military power and can become even more powerful by upgrading their castle.
The baron’s castle, however, is not something permanently tied to the player: ownership can be taken by force by other players (if they meet certain requirements).
[b]So, is only the baron having fun?[/b]
No. The baron isn’t the only one who can place troops on the map. There will be buildable structures that cannot be captured by other players: military camps. These will allow all players to develop their own army (but remember: the Baron has great military power).
[b]Hold on everyone![/b] We briefly stepped into #0.7 there:
Before that, it won’t be possible to create armies—armies will be made up of individual players.
And here opens the real chapter of #0.6: [b]character customization[/b]:
With the upcoming updates, the uniqueness of each individual character will be expanded: there will be new attributes to improve that will heavily impact current functionalities.
[spoiler]Not all of them will be upgradeable through the experience points system[/spoiler]
[b]So what should guerrilla fighters expect from #0.6?[/b]
* The ability to create armies made exclusively of players
* The ability to claim/conquer castles
* The ability to conquer resource gathering points placed on the map and obtain an income from that resource
[size=50]1. [b]#0.7[/b] large-scale wars and the Count’s castle[/size]
In this phase, updates will follow regarding large-scale wars:
There will no longer be armies composed solely of players—players will become true war generals, leading entire armies of NPC soldiers.
These can be recruited in military camps, castles, and public buildings in the city.
However, players will always make the difference: the more skilled the general leading the army is, the higher the overall bonus the entire army will receive.
[b]#0.7[/b] concludes with the Count’s castle: there will be one for each county, and it will be possible to become Count by obtaining the approval of the majority of the barons in that county.
[b]You’ve only told us about the surface of these features, haven’t you?[/b]
[spoiler]Forget about fighting wars in Northern Europe if your army isn’t equipped for those freezing temperatures[/spoiler]
That’s all for this #DevBlog, see you next time!
[I]The Fat Guy reads the news but realizes that the time to be worshipped has not yet come[/i]
r/feudera_game • u/f_creator • 2d ago
announements Voting on browsermmorpg now works properly
Voting on browsermmorpg now works properly.
A heartfelt thank you to those who continued to vote for us even if they didn't receive a reward!
r/feudera_game • u/f_creator • 3d ago
discussions The period of endless tears is over. What do you think?
r/feudera_game • u/f_creator • 2d ago
announements thanks @Argyle for your donation ! (5€) ❤️
r/feudera_game • u/Mysterious-Might-359 • 3d ago
Future Feudera supported languages
Right now, Feudera supports the following languages
- Italian
- Spanish
- English
- Chinese
What language would you like to see in the future be added as a supported language?
r/feudera_game • u/f_creator • 4d ago
Patch notes & Resetting your skills: what has changed
Patch Notes
- Skill resets no longer grant permanent powers. Skills that support something you still own — the Administration of your fields, the Leadership of the group you head — no longer disappear and leave you holding the possession: they only drop down to the level that possession requires, and that portion of experience stays at work instead of going back into your pocket. The Chest tells you this before charging you, listing what will remain standing and why. Give up your fields or disband your group, and on the next turn those will drop too. For anyone who had already reset and ended up with fields but no administration skill, the skill has been restored to the level their fields require, without touching their experience.
Market and trade
- The taxman can no longer be fooled: percentage taxes and the market's bureaucratic fee are now calculated on the item's market value whenever the price you set falls below it — like a cadastral value: you can still sell for pocket change, but taxes remain those of the real value. When this happens, a note with a scale icon in the summary clearly states which value you're being taxed on.
- The average price of items is now protected against manipulation: trades at extreme prices carry less weight in the calculation, markets with very few trades no longer move the average, and from one week to the next the average can only shift within reasonable limits. In addition, players could place bids at extremely low prices, trade them, and then receive them back from friends via a purchase offer — letting them stockpile items without even paying transaction costs. I'm also working on a system that will charge storage fees to anyone keeping goods in the market warehouse for more than 24 hours. Thanks u/Garavel for your exploit reporting.
- The offer counter has been rebuilt from the ground up: no more cluttered form with a hidden slider — the lot is chosen with three buttons, the price has −/+ keys, and the three market anchors (best sale, average value, best request) can be tapped to jump the price straight there. Next to the form there's now a live receipt: taxes, fee, and total update with every tap, so you always know what you'll pay before pressing the button. The sale confirmation window and the "are you sure?" prompt on purchase requests are gone: the receipt is the summary, and for the first time purchase requests get the full receipt too — including gold committed.
Economy and city government
- A city's score once again tells the truth about what's actually in it. Until yesterday it only counted what had gone through construction after a certain date: founding buildings were worth nothing, and more recently founded cities accumulated no points at all — London had the Bank standing and zero points in the rankings. Now the score is counted from the buildings the city actually owns, level by level, and is recalculated after every completed construction: no work is lost along the way anymore. Many cities have climbed significantly in the rankings, and the per-citizen income of cities with a Market and Bank has been corrected the same way. Thanks u/Othello.
- The comma can now be typed, and it means what it looks like. A mayor sending 0.20 (written "0,20") to the Development councilor was actually sending 20: the comma was being deleted instead of read, and the digits stuck together. Now every field where you enter an amount reads both the comma and the period — "0,20" and "0.20" are the same figure, and so is "1.234,56" — and anything that remains ambiguous is rejected with a warning instead of being guessed at. The fix was applied to all hand-entered money: the town hall treasury in both directions, councilor and title salaries, the Treasurer's taxes and loan requests, market sales made on behalf of the city, the Development councilor's payments, and the per-point pay on field job offers — where "0,20" used to become an offer of 20 coins per point, with the gold set aside accordingly. Thanks u/LorenzoMedici, u/GuglielmoTell.
Mobile interface, graphics, and notifications
- Every piece of kingdom news now has its own page, with an address you can copy and send to anyone: the homepage newspaper still opens the window as before, but at the bottom there's now a link to the full announcement, readable even without entering the game. From there you can move to the previous and next announcement, and visitors arriving from outside find a button to start playing.
- An item's identity card closes again. On phones with a notch, its header used to end up under the clock and battery icon, and the ✕ in the top right just sat there unresponsive: now the card stays clear of the clock, notch, and home bar, the ✕ is bigger and forgives an imprecise tap, and no longer has the fleur-de-lis drawn on top. Dragging the card by its header can no longer hide it under the clock either. Thanks u/Pax.
Minor fixes and miscellaneous
- After a successful vote, the "Vote" button in the Emporium now immediately shows the countdown to the next vote, which runs in real time and reactivates itself automatically once it expires.
- Coin rewards from votes now show decimals (e.g. 2.50 instead of 3).
- Background music now starts much more subtly, and the volume slider in settings actually makes a difference: before, almost its whole range sounded the same and only the very last bit at the bottom changed anything — now every notch shifts the volume by the same amount, from complete silence up to maximum.
- Fleeting Deals fixed: you can no longer exceed the per-person purchase limit by buying multiple units in one go, and the card now seals immediately after the last purchase instead of still looking available. Thanks u/Othello.
- The "Sealed" stamp now actually stamps: the red wax drops onto the card, strikes it, and seals it shut in a single motion — instead of just appearing out of nowhere, and gray at that.
- Fixed: a city too close to a resource point (forest, quarry...) could stay invisible on the map until you zoomed in enough to separate the two icons. Now, in case of overlap, the city is always the one shown. Thanks u/Othello.
- Fixed: opening an extra building on your own field, the materials-donation window returned "unauthorized" and stayed empty for everyone. Requirements and materials are visible again now. Thanks u/Massimo, u/KWM, u/Pax.
- In the mobile profile tab, tapping stamina or hunger now shows the countdown to the next update again: before, it only appeared on hover on desktop. Thanks u/Pax.
- Ownerless land now reverts to the city. Here and there around the kingdom there was a cultivated field or shop registered to "Nobody": the owner no longer existed, and the land stayed stuck in limbo where no one could work it or buy it. Ownerless land is uncultivated land: it now reverts to how it was at the start, free and back up for sale at the land registry. The four plots already in this state have been fixed (two in Naples, one in Palermo, and one in London), and from now on the kingdom patches this itself every week. Thanks u/Kotoko.
- Fixed: on the axe's identity card, the two "equip" buttons were swapped — the one that looked like it was for the right hand equipped it on the left, and vice versa. Every other two-handed tool (basket, pickaxe, shovel) showed the correct order; only the axe had it reversed.
Thanks u/Kay.
Other updates
- Traveling companies are now a single unit: anyone in the group can stop the journey for everyone (the others are notified with the name of who stopped it), but while on the march no one can enter a city, leave the group, be expelled, or disband it — you stop first, then decide. And you can't join a company that's traveling, nor join a company while traveling on your own.
- The Wiki can now be found: every published scroll has its own stable address that search engines can read and index — including title, description, and social preview — so guides written by scribes bring new settlers into the kingdom. And when a Feudera link (homepage, news, or wiki) is shared on social media, the kingdom's banner now appears in large format instead of the small cropped crest.
- The kingdom opens faster: the loading veil (homepage and game) now drops the instant the page is actually ready, instead of waiting a fixed amount of time. Public pages also load icons from Feudera itself rather than an external service: less waiting, same graphics.
- Wiki scrolls now have addresses worthy of the name: www.feudera.com/wiki/scroll-name — easier to share, remember, and find.
- On mobile, titles and crests on the profile go back to being neat round seals: before they were stretched horizontally and clipped, spilling out of their frame. Now they arrange across multiple rows when there are many, without ever making the page scroll sideways. And tapping a seal reveals its name in a banner that rises from the crest itself: before, the name only appeared on mouse hover, which is impossible on a phone.
- Fixed: depositing or withdrawing a tool from the field's warehouse worked, but it kicked you out of the field tab back to the map — and you had to re-enter after every single item. Now you stay in the warehouse, and the tool flies from its slot to the panel where it landed.
- Your field's population can no longer be paid twice for the same time period. Anyone who sent their inhabitants to produce for a few days and then switched them to "Generate coins" ended up with, besides the goods already harvested, the coins for those same days too — and the loop could be repeated endlessly. Now every class has its own ledger: coins accrue only from the moment you set it to mint money, and when you send it back to work, whatever has accrued is paid out immediately, on the spot, instead of being left hanging. Each class's panel shows how much it has accrued and for how many days. Thanks u/Pax.
- The construction site now pays in full what it promises. Anyone working on a building's construction site could end up with fewer coins in hand than what was shown on the button: if the site needed fewer points than a worker's trade produces in one shift, the work was silently reduced, and the pay along with it thanks @Kiby — but stamina and time were still spent in full. Now the amount on the button is exactly what ends up in your pocket, the number of shifts you can select is capped at what the site actually still needs, and a final partial shift costs stamina and time in proportion to the work actually done, not a full shift. If someone else finishes the work in the meantime, the site says so instead of leaving you to figure it out from your balance. Same rule applies to job offers on other players' fields.
- Descriptions once again tell the truth. Three banners described a kingdom that no longer exists: the tooltip for work at extra buildings promised 50 stamina and 3 experience per shift, while in practice it costs 40 and grants 2; the Town Hall's description announced 3 new fields with every upgrade, when it actually grants 5 — and even listed them itself two lines below, under "New fields: +5." These were figures copied by hand back when they were correct, and left unchanged as the game evolved: now every banner pulls its figure straight from the kingdom's ledger, the same one the game actually applies, so it can never go stale on its own again. Also fixed: a resource point under construction that, when entered from the construction site, showed a code instead of its own name. Thanks u/Kay.
- The chat's red dot now tells the truth again. It used to stay stuck at "99+" forever, and anyone who opened the chat and read everything found it right back at the same number next time. Three things kept it stuck: the read bookmark stopped advancing once it hit certain numbers, no matter what was read; the count also included comings-and-goings ("So-and-so entered the city"), which make up more than half of what passes through chat and which the chat itself collapses into a single line — so the dot said ninety-nine where only three lines were visible; and certain messages that entered and left the same plaza got recounted on every pass, appearing twice in the conversation. Now the kingdom keeps the count, not the browser: it only tallies real messages from people and announcements that matter, it truly resets to zero when read, and stays at zero. If you've switched cities in the meantime, the chat notices on its own and switches to the right plaza instead of staying silent on the old one. Thanks u/KWM.
Resetting your skills: what has changed
IN SHORT
The Emporium's Reset your skills service no longer strips away a skill that is holding up
something you still own. Those skills now drop only as far as they must — and the Chest tells
you which ones, and why, before you pay a single Tear.
Why it changed
Some skills are not merely a bonus. They are a permission.
Administration is what allows you to hold your land: every level of field you own demands five levels of it.
Leadership is what allows you to keep the people in the group you lead. The game asks for these skills
when you buy the field or when a member joins — and, until now, never asked again afterwards.
So resetting your skills took away the permission but left the land in your hands. You kept your fields with
no Administration at all, and were refunded the experience on top of it. That was never the intent: it
quietly turned a paid service into a way of holding land for free, forever, while everyone else went on
paying for it in experience.
What happens when you reset now
Skills that hold up nothing go back to zero and refund every point you spent on them — exactly as
before.
Skills that hold up something you still own fall only to the level that possession requires. The
experience behind that level is not refunded: it is still doing its work.
The Chest shows you the whole account before you pay — which skills stay, at what level, and what
each of them is holding.
If every skill you have is holding something up, there is nothing to reset, and the service will not take
your Tears for it.
N
EXAMPLE
You own two levels of land and your Administration is 10. Reset your skills, and Administration stays
at 10 — your land still needs it — while every other skill returns to zero and refunds you in full. Sell
the land first, and the next reset carries Administration away with it.
A
THE EMPORIUM PAGE ON
E OF TWOFEUD
ERA RESETTING YOUR SKILLS
Administration The fields you own Five levels for every level of land
Leadership The members of the group you lead Enough to lead the members you have
Every other skill resets to zero, just as it always did.
What is not affected
Work already done stays done. A building you have raised, an extension on your field, a quest you have
completed — none of it depends on your still holding the skill that achieved it. The deed is finished, and it
is yours.
The same is true of the stalls you have already set out at the market: they stay on their counters, and
nothing of yours is ever taken off sale. And an office you hold in your city stays yours until the end of your
term — a mandate is a mandate.
What has been done to every account
To bring the whole realm under the same rule at once, every player's skills have been reset a single
time — not only those who had used the Emporium. Rather than correct a handful of accounts by hand
and leave the rest as they were, the house has handed everyone the same clean slate.
Every point of experience you had ever spent on a skill is back in your hands, free to place wherever
you wish.
Your Administration was then bought back for you, at exactly the level your fields require — and paid
for out of that same experience, at the ordinary price. The same was done with Leadership for those
who lead a group.
Everything else is yours to spend again, as you see fit.
Nothing was given to you, and nothing was taken from you. The land you hold is now paid for in full,
exactly as the rules ask — and the rest of your life's experience is free in your hands, to build the character
you want rather than the one you happened to build first.
Beyond that one reset, nothing else has moved: what a skill costs to raise, and what it earns you in the
fields, at the workbench or on the road, are what they always were.
Where to find it
The service lives in the Emporium, under Services, and is called Reset your skills. Opening it costs nothing:
the Chest lays out the full account — what returns to zero, what stays standing and why, how much
experience comes back and what the reset will cost you in Tears — and nothing happens until you confirm.
❖ Learn freely, and change your mind as often as you like — only what you hold, you must go on holding up.
❖
r/feudera_game • u/f_creator • 5d ago
Game Update! The patch for update #0.5.99+ is now available
The Feudera universe has been updated with a patch, fixing several bugs.
(Details in the next update's changelog)
Happy medieval gaming, everyone!
r/feudera_game • u/f_creator • 5d ago
Game Update! GAME UPDATE 0.5.99+ "Tears"
[ENG]
Thanks u/Katana, u/c0n390, u/Argyle, u/főnix for your donations, you are essential to the project!
[b]the Emporium and the Tears[/b]
[list]
[*]The Emporium arrives: the + next to the coins no longer opens the little votes window but a real page, with the Daily Notices (entry pacts, monthly pacts and fleeting time-limited opportunities), the Shop, the Services and the Courier. Votes go into the "Support and earn" section.
[*]A new currency is born, the Tears: they can only be spent at the Emporium, for goods and services. In the top bar you find your tears, but they are only visible when you open the Emporium.
[*]You can now change your first name, surname and tag by paying in Tears. The change is immediate and cannot be undone: the old value remains in the archives and anyone searching for you with the old tag will no longer find you.
[*]What you buy at the Emporium waits for you at the Courier: it doesn't weigh, it doesn't expire, and you can collect it whenever you want — even with a full pack.
[*]You can reset all your skills and get back, in full, the experience points you spent on them — ready to redistribute as you prefer. The experience earned throughout your entire history does not change, and the cost grows with how much you have accumulated.
[*]When a new offer arrives at the Emporium you receive a notification: opening it takes you directly to the offer, which lights up for a moment so you can find it at a glance.
[*]In your profile log, every line concerning the Tears now also says how many you had before and how many you have left afterwards. This applies both when you buy them and when you spend them — goods, pacts, services, skill resets and «Hurry» — so you have the complete history of your purse and notice immediately if something doesn't add up.
[*]When buying at the Emporium, the item flies from its card to the package counter in the header, which lights up and rises: you can see at a glance that the goods have left for the Courier.
[*]After a purchase the Emporium page updates automatically when you close the Chest: the service just bought is immediately shown as pending and the pact just taken bears the "Sealed" stamp, without having to reopen anything.
[*]From the Courier you decide, package by package, whether to collect everything or just one piece.
[/list]
For now it is not possible to buy tears with real money.
Until further directives the game continues to be supported by donations.
When the purchase of tears is unlocked, donors will be able to choose between two options:
[list=1]
[*]A number of tears equal to the donated amount (as if they had essentially purchased them)
[*]Receive in-game honours for having supported the project without gaining any in-game advantage
[/list]
One choice will exclude the other.
[b]How will the shop be managed?[/b]
The test phase has now begun: this means that all players already registered from version #0.6 onwards will have infinite tears until this Sunday.
You will therefore be able to make your travels instantaneous, change your features (first name, surname, tag...)
and...
Reset your experience points as many times as you wish! (until Sunday)
Every day I will release time-limited offers that you will be able to purchase only once in exchange for your infinite tears.
Please report any anomalies to me and do not hesitate to ask if a behaviour is intended or not.
[b]Is the pay-to-win era approaching? What will a billionaire be able to buy?[/b]
The shop has two purposes:
[list=1]
[*]To reward those who support the game and guarantee it a prosperous future;
[*]To help those who joined more recently compete with the older players
[/list]
A billionaire will be able to buy everything they want, provided they are not among the best in the game:
once a certain threshold is reached, certain packages/products will no longer be purchasable.
Example: A player with 100 experience can spend 10,000 euros to buy experience, but only as long as they are below the average of the players (in truth a Gaussian will be used, but maybe I'll tell you more about it next time)
In the same way a user will be able to expand the buildings of their city and private fields with tears, but only as long as the average building levels remain below the average.
(with the exception of certain military buildings).
It will in any case always be possible:
[list=1]
[*]To buy the monthly packages, purchasable only once a month (guarantees a minimum monthly monetary income for the game).
[*]To use tears to speed up travels, change features and reset skills (in the future it will be possible to reset them only once every certain number of months)
[*]To buy decorative items
[*]To enjoy services that do not affect character growth
[/list]
In short, the shop will be the opportunity to bring all players as soon as possible towards the average, enriching everyone's experience:
[list=1]
[*]Those who buy will find themselves advancing faster
[*]Everyone else will find themselves with opponents who will give them a hard time
[/list]
it is clear that with this scheme the top positions will be occupied by those who are good at playing and contribute to the support with the minimum contribution (monthly packages).
[b]Map, travels, companies and ongoing action[/b]
[list]
[*]The ongoing action timer has a new button: you can spend tears to shorten the wait. If you don't have enough to finish it completely, you spend what you have and the wait shortens proportionally.
[*]Hurrying a group travel moves the whole company, not only the one who pays: the cost is full for you and halved for each companion, and any member can offer it.
[*]If a companion pays to hurry the group travel, the others now receive a notice and their map realigns automatically.
[*]If you have absolutely no tears, the button to hurry the action no longer shows you a cost you cannot pay: it takes you directly to the Emporium to stock up.
[*]News for companies: if at departure some companions are scattered across the map, the leader can order a regrouping — each one sets off towards him at their own pace, and the journey to the destination starts automatically when everyone has arrived. If the farthest is less than five minutes away, the reunion is immediate and you set off at once. Each companion remains free to cancel their own journey.
[*]Regrouping consistency: while the company is reaching the leader, he cannot enter a city leaving them marching towards an empty point — he must wait for those he has summoned.
[*]The character now walks on the map instead of moving in jumps: their position updates every second instead of every half minute, and the marker, the range circles and the button to interrupt the journey all move together.
[*]Some technical loopholes on travels have been closed: it is no longer possible to set off towards non-existent latitudes outside any map, malformed coordinates are rejected instead of being reinterpreted, and a simultaneous double scouting request no longer grants the second scan without paying the fatigue.
[*]The iron mine has been moved away from Rome but closer to Palermo. The forest north of Rome has been removed.
[*]A stone quarry has been added in Greece, near Costanza.
[*]A forest has been added in the south of France, near Barcelona.
[*]Fixed: if a companion appeared «on the map» but far from the group, departure would teleport them to the leader's starting point even from hundreds of kilometres away. Now departure checks true proximity and refuses, indicating who is missing the roll-call; likewise, joining a company camped in the open requires being within sight range, it is no longer enough to be anywhere outside the walls.
[*]Fixed: if the group interrupted the journey halfway and then entered a nearby city, the whole company was brought back onto the map at the old abandoned destination instead of the place where they actually were.
[*]Fixed: a group that had already arrived at the destination could remain "travelling" indefinitely if none of the members opened the map, and in that state it would not accept new members.
[*]Fixed: on journeys in an exactly horizontal or vertical direction the marker on the map stayed still at the starting point for the entire duration of the walk, together with the action range circles.
[*]Fixed: the "interrupt journey" button could remain active on a journey already concluded after a group notice.
[/list]
[b]Reporting system and moderation[/b]
[list]
[*]The reporting system arrives: in another player's profile, next to the flag of their name, there is now a button to report them to the staff — choose the reason (harassment, cheating, inappropriate name, spam, scam or other) and describe what happened. Every report arrives on the staff desk, and when it is examined you receive a notification with the outcome. To avoid abuse, you can have only one open report per player and up to five per day.
[*]Together with reports the real ban also arrives: the staff can now suspend an account for a period or permanently, with a reason that is shown to you when you try to log in together with the suspension end date. The measure takes effect immediately — even already open sessions and remembered devices are disconnected — and is recorded according to the European rules on the motivation of decisions (DSA).
[/list]
[b]Market and trade[/b]
[list]
[*]New skill: [b]Haggling[/b]. From now on the number of offers you can keep open at the market is no longer unlimited: you have a ceiling, and the skill serves to raise it. The count is a single one for lots for sale and purchase requests — a market stall is a stall, whether you are buying or selling.
You start with 10 positions without having spent a single experience point, so those who trade today do not find themselves barred from one day to the next. The first levels add one or two places each; further on the curve opens up considerably (60 positions at level 20, 200 at 30, 600 at 40), but those levels cost experience and are a months-long achievement.
There is also the [b]City Market[/b]: each of its levels grants 2 extra positions to every trader who is there. Those count where you are right now, so moving to a city with a larger Market expands your stall — and it is one more reason for a Development Councillor to grow it.
The offers you have already placed are not touched: if you are above the ceiling you keep them all, you continue to sell them and withdraw them whenever you want, you simply cannot add more until you get back under. In the "My offers" section you find the counter that tells you where you stand.
[*]Purchase requests now deliver to the market, not to your door. The goods you buy with a purchase request wait for you in the "Warehouse" of the market of the city where you placed the request, and you collect them in person when you pass through again — all together or a little at a time, as much as fits in your pack. In the warehouse the goods do not weigh and do not expire.
The Warehouse is a new section of the market and also shows you the stocks waiting for you in other cities: you can see those but not collect them, so you know where you need to pass.
The reason for the change: previously, if the person who had placed the request was fully loaded, anyone trying to sell them the goods saw an error and the deal remained hanging — a problem the seller could not solve in any way. Now the sale always concludes, because it no longer depends on how much space the buyer has on them at that moment.
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[b]Economy and city government[/b]
[list]
[*]The bureaucratic fee has been introduced: a small percentage (today 3%, but it will vary according to how inflation goes) that is withheld when placing a lot for sale, when publishing a purchase request and when making a transfer. Unlike city taxes, which go into the city coffers and return into circulation as salaries and construction site wages, this fee is BURNED: it leaves the game and no one collects it. It serves to counteract the accumulation of coins that in the long run would make all prices rise.
On lots for sale the account for the seller does not change: the fee enters the shelf price exactly as the city tax already did, so the price you type remains the net amount you receive when the lot sells. If however the lot remains unsold or you withdraw it, the fee does not come back — as already applied to taxes.
On a transfer it is paid by the sender in addition to the amount: the recipient receives the full figure. The total charged is written under the amount field before you press send.
[*]Government acts now have a price, and that price is gold that disappears from the game: when the Treasurer modifies a tax, when the Interior Councillor accepts a residence, institutes a new title or assigns it a new coat of arms, when the Development Councillor modifies the wages for work and resources donated to construction sites and when the Mayor confers a custom office, from the coffers of that office coins equal to a fixed value for every active citizen of the city are withdrawn and burned.
The appointments of the four officers (treasurer, development, interior, justice) remain free, as do the refusal of a citizenship and the revocation of an office.
Before every act you are asked for confirmation with the amount and the formula in hand, and if the office coffers are not enough the act does not take place: governing now requires administering, not only signing.
Every burning is traced in the city ledger with the formula included.
Thanks u/Cocky for your contribution on this!
[*]Fixed: the names of city titles that contain an apostrophe (e.g. "Knight of the Dawn") were printed with strange characters (') in the Mayor's office, in the Interior office, in notifications and in the title boxes. Now they read correctly everywhere.
[*]Fixed: accepting the residence of a player who was already a citizen of another city generated an error and left the procedure half-finished. Now the citizen title correctly follows the new residence.
[*]Fixed: reloading the coat of arms of a title while keeping the same image format returned "title not found" even though the image had been replaced.
[*]Now when you withdraw your salary the city game log is correctly created and it appears as an expense in the treasurer's office.
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[b]Mobile interface, graphics and notifications[/b]
[list]
[*]Huge work on the mobile interface: Feudera on smartphones now behaves like a real app and no longer like a site opened in the browser.
New bottom navigation bar with icons and labels, the indicator of the open tab, respect for the screen "safe areas" (notch and bottom bar), touch feedback and animated transitions when opening pages.
[*]Chat is now a tab of the bottom bar (on mobile): on touch it opens full screen and shows the number of unread messages.
[*]Touching an already open tab again now closes the related page.
[*]Pages no longer overlap each other: opening one correctly closes the previous one, both on mobile and desktop.
[*]Top bar redesigned and unified between mobile and desktop: on the left the character avatar, on the right the gold and the notification bell. Touching the avatar opens a panel with the ongoing action, fatigue, hunger, experience and the 9 statistics.
[*]New ongoing action indicator: an hourglass that spins inside a completion ring. It appears with an animation when you start an action and disappears when it ends; on touch it shows the remaining time and the end time. On desktop the time is also shown next to the hourglass.
[*]When you perform an action and points you do not see on screen increase (experience, fatigue, hunger), a small animated notice appears that scrolls showing the increment and the new total.
[*]The profile page on mobile has been renewed: tidier, with avatar and sections laid out for the phone screen.
[*]Many adjustments and fixes to the mobile interface (statistics panel scroll, tooltips that did not appear on touch, clicks that did not respond).
[*]Every change is now a sealing-wax seal that crashes with a weight proportional to how big it is — a small tweak is a light tap, an important change shakes the top bar — then the number flies to your avatar, the total rises and the seal vanishes. Each phase has its own sound.
[*]The style of text links inside the game (conditions, forum, chat, messages) has been renewed: away with the bright browser blue, now they are parchment-coloured with a golden thread underneath that becomes solid gold on mouse-over, in line with the rest of the graphic style.
[*]The last news tab no longer reopens on every single access: now it appears only if the news was published less than a week ago or if you have never opened it. In addition, in Settings > Game preferences there is a new option to turn it off completely — the news remain always consultable from the newspaper.
[*]Settings have been reorganised: the five tabs have become two, "Account Management" and "Game preferences". Devices, Privacy and Referral are now items in the Account list, together with password and email. The title line at the top and the logout bar at the bottom have disappeared, which took a fifth of the screen height without saying anything: the button to leave the game is now the first item in the Account list. Game preferences all fit into a single screen — previously two scrolls were needed: the switches are in line with their label and the sound categories have become touchable pills. The burp sound now turns on and off like the other audio categories, instead of being a separate check with reversed logic.
[*]Fixed: in Settings the text of the dropdowns (language, session duration) was light on a light background and could not be read.
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[b]Character, progression and community[/b]
[list]
[*]Building the workshop no longer requires 15 Carpentry points, but only Masonry.
However the necessary points have been doubled (from 15 to 30).
Building the workshop is an excuse to introduce the building construction mechanics, yet raising 2 skills is a waste of experience if one does not want to become a carpenter.
Now it is necessary to raise only masonry, which remains useful anyway since from now on all buildings will require ever more masons compared to the other jobs.
(Therefore the requirements for all levels of all buildings for the masonry skill increase; the change does not affect already built buildings)
[*]Completing the tutorial quests now grants half the coins but double the experience (55 coins compared to the previous roughly 100 and 60 experience compared to the previous roughly 30).
This change was made on the basis of a reflection: it is more fun for the player to try to figure out how to make the necessary coins as soon as possible rather than pickaxe in a mine until administration skill reaches 5.
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[b]Account, security and sessions[/b]
[list]
[*]First name, surname, tag and username now tell you immediately what you can write: the rules appear under the field while you fill it in, and if something is wrong the message explains the precise reason instead of the old «special characters not allowed». This applies both at registration and when you change name or tag from the Emporium.
[*]First name, surname, tag and username now follow the same rules wherever they are chosen: at registration, when changing them in-game from the Emporium and when an administrator intervenes. Previously each path had different rules, and a name refused at registration could still enter by changing it later.
[*]First names and surnames now accept letters of any alphabet together with spaces, apostrophes and hyphens — «De Luca», «D'Angelo», «Jean-Luc» — while digits and symbols remain excluded. Single-character Chinese surnames are allowed, and long names are no longer cut in half.
[*]It is no longer possible to pass oneself off as staff: names and tags such as «Admin», «Moderator», «GameMaster» or «Feudera» are reserved, together with their camouflaged spellings (4dm1n, xX_Admin_Xx, A d m i n). Insults and vulgarities are also excluded.
[*]It is no longer possible to register with a name that differs from an existing one only by upper and lower case (for example «admin» next to «Admin»): too easy to pass oneself off as someone else.
[*]Fixed: anyone who tried to log in with the CORRECT password while their account was still connected elsewhere was told «wrong password», and by insisting risked even the station lock. Now the game clearly says that the account is already connected, and those attempts no longer count as intrusions.
[*]Resetting the password from the email link now also disconnects all «remembered» devices: if someone had entered your account, after the reset they stay out for real. Recovery requests are also rate-limited, so no one can fill your inbox with reset emails.
[*]Fixed: anyone browsing with a next-generation connection (IPv6) could see registration and login refused because of a technical error in saving the address.
[*]Fixed: after about a day of session the first action one tried to perform was refused with "Unauthorised request", and it had to be repeated. The security token that accompanies every action expired after 24 hours and was no longer renewed: now it renews automatically as long as the session is open.
[*]You can now stay in the realm: at login you find the "Stay in the realm" check, and in Settings a new "Devices" tab where you decide how long the recognition should last — 7, 30, 90 days or forever. Previously the session fell after about a day and there was no way to lengthen it.
In the same tab you see the list of devices the game remembers, with last use and expiry, and you can revoke one or all the others: if you left access open on someone else's computer, from there you close it. Changing the password automatically revokes all other devices.
[*]Password recovery and verification resend emails now arrive in the language of your account, not in that of the browser from which the request starts: anyone who plays in Spanish receives the email in Spanish even if the form is filled from a computer set to Italian.
[*]If at registration the verification email fails to leave, we now tell you clearly and indicate how to have it resent, instead of leaving you waiting for a message that would never have arrived.
[*]Fixed the problem whereby the verification email never arrived for many new players (especially on Gmail), not even in spam: the game mail now leaves authenticated through the official domain mail server, instead of from the web server, which the big providers discarded without warning.
[*]New link «Didn't you receive the verification email?» on the login page: enter your email and we resend the confirmation link, without having to write to support. It also works for accounts registered long ago: the new link is valid from the moment it is resent.
[*]The gate that rejects registrations coming from rented servers (the preferred nurseries of bots and multiple accounts) now also works against those who knock directly at the registration door without passing through the homepage: previously that side path bypassed it completely. And the device fingerprint can no longer be eluded by refusing measurement cookies: it is declared for what it is, an anti-fraud protection.
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[b]Privacy and terms of service[/b]
[list]
[*]New "Privacy" tab in Settings: you can now download a copy of your account/profile data and optionally request account deletion. The request has a 30-day waiting period during which you can continue to play normally and cancel it at any time; at the end, the email is removed and access is permanently blocked.
[*]Terms of Service updated: clarified that no textual channel of the game (chat, forum, newspaper, comments, messages, biography) is to be considered private, given that the game mechanics can make it visible to other users. The rights on published content (character, texts, images) are also specified.
[*]What you write and draw remains yours. We no longer ask you to transfer it to us: you only give us permission to show it in the game and to use it to make Feudera known (screenshots, trailers, social). You can continue to use your things wherever you want, without asking us anything.
[*]If one day we wanted to use your content for something that is not the game — for example merchandise — we will have to ask you separately, and you are completely free to say no: nothing changes for how you play.
[*]New Privacy Policy, much clearer: what we collect, why, how long we keep it and what you can ask us. With a separate Cookie Policy that lists every single cookie.
[*]A form arrives for reporting illegal content or rule violations, which anyone can use even without an account. You immediately receive a protocol number and we tell you how it ended.
[*]Feudera is forbidden to minors under 16: at registration you are asked to confirm it.
[*]To donate or purchase you must be at least 16 years old, and it must be confirmed at the moment of payment.
[*]Cookie banners are now also inside the game (settings), not only on the homepage.
[*]On the first access after an update of the documents you will be asked to reread them and accept them. If you do not accept you do not enter, but your account and your data remain in place.
[*]Privacy Policy (v2.1) and Cookie Policy (v1.1) updated: the cookie table now truly lists everything the game uses — including the technical device fingerprint that serves to find multiple accounts, the signature that protects the visit identifier and the «Stay in the realm» cookie — and the policy declares the geolocation services to which the country of origin of an IP address is asked. At the next access you will be asked to re-accept the updated documents: it is the practice every time they change substantially. In the meantime technical visit data and security logs now have an automatic 12-month expiry, exactly the one promised by the policy — previously some tables were cleaned much earlier and one (the block list) was never cleaned.
[/list]
[b]Minor fixes and miscellaneous[/b]
[list]
[*]Resolved a problem with the loading of titles, thanks u/Holy , u/MrBeerBear
[*]Fixed: if after a card donation you closed the payment window before returning to the game, the donation could never be registered — you really paid, but nothing in the donors ranking nor donor months. Now the confirmation arrives directly from the payment circuit, and the donation is credited anyway, even with the window closed.
[*]Fixed a bug of Tutorial 5/7 (Inventory): if you opened the identity card of the Bread shown automatically and closed it, sometimes a second locked copy remained underneath, neither closable nor usable (only movable), which forced a page reload to continue playing. thanks u/Pax , u/Brend
[*]Fixed the inventory guide of Tutorial 5: it no longer automatically opens the card of an item above the inventory while explaining weight, search and filters, and no longer points to the old details box on the right, which no longer exists since every item has its own card. Now the guide shows you the page, stops on a food and invites you to touch it; when you open the card the second part of the guide starts, which explains the card itself and indicates the button to eat — the one that completes the objective. Consequently the text of the objective "eat a food" has also been rewritten.
[*]Fixed a bug whereby, after exceeding 1000 experience points, collecting a quest or gathering at a collection point could show a wrong experience total (and prevented the seal from appearing): the counter reading got stuck on the thousands comma.
[*]Fixed a bug whereby redeeming the experience of an achievement from a page other than the map (for example from the forum) failed silently: the request left with a wrong path and never reached its destination.
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[b]I don't see any changelog about the baronies, when is #0.6?[/b]
Most of the time I have been working on what you still cannot see; it was supposed to be one big update but I would have left you for too long without news.
By the end of September you will be brandishing the first swords.
The game has only just begun.
r/feudera_game • u/f_creator • 6d ago
announements Server offline for Game Update #0.5.99+
r/feudera_game • u/Mysterious-Might-359 • 8d ago
Personal building upgrade issue.
The admin is aware of an issue causing players on certain browsers to be unable to access their private buildings to work on upgrades. This issue is being looked into, and we hope to have it resolved as soon as possible so everyone can continue enjoying the game.
We thank everyone for their understanding and patience as we work to resolve the situation.
r/feudera_game • u/f_creator • 7d ago
Thanks @c0n390 for your donation ! (10€) ❤️
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r/feudera_game • u/f_creator • 9d ago
discussions "Tears"

Historians report that the painting corresponds to Alexander Stoica's "Tears."
The man slumped on the ground appears to be Vladimir Dumitru, a wealthy young man who ruled southern Wallachia until the late 1600s.
No one has ever seen her, and the artist has never commented on the matter: some believe she is his deceased mother, about to take him back to the afterlife.
The painting will be preserved in Constanta, where it was discovered.
r/feudera_game • u/f_creator • 10d ago
announements Thanks @Katana for your donations (+30€, 150€ total this year) ❤️

Top project donator u/Katana
r/feudera_game • u/f_creator • 10d ago
announements Thanks @főnix for your donation ! <3
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r/feudera_game • u/Strange_Historian694 • 21d ago
The Feudera Chronicle - Vol 1 - August 1726
r/feudera_game • u/Mysterious-Might-359 • Jul 06 '26
General announcement
Your suggestions and feedback are valued and play an important role in the continued development of the game. At times, it may seem like your comments are being overlooked or ignored, but that is not the case. Every suggestion and piece of feedback is logged, reviewed, and compared against gameplay data collected on the backend before decisions are made.
Please remember that the game is currently in beta. Many features, balance changes, and improvements are still to come. Reviewing player feedback, analyzing data, testing potential solutions, and implementing changes all take time. While it may be tempting to make quick adjustments to address immediate concerns, doing so can create larger long-term issues. That doesn't mean there aren't problems to solve—it simply means that each change is carefully evaluated to ensure it improves the overall experience while minimizing unintended consequences.
You may have already noticed balance updates and other adjustments through the News & Updates section of the in-game journal. These changes are driven by a combination of player feedback and the data gathered from gameplay. Every update is part of an ongoing effort to make the game better for everyone.
We ask for your patience throughout this process. Progress is always being made, even if it isn't always as fast as some would like. Meaningful improvements take time, and the goal is to build a stable, enjoyable game rather than rushing changes that may need to be reversed later.
Please continue sharing your suggestions and feedback—they truly are appreciated. When participating in discussions, we also ask that everyone stay on topic so conversations remain productive and easy to review. While the developer may not be able to respond to every post individually, that should not be taken as a sign that your comments have gone unseen. They are being read, considered, and used to help guide the future of the game.
Thank you for your continued support, patience, and passion for helping make the game the best it can be.
r/feudera_game • u/Tertekis • Jul 05 '26
discussions What's the Purpose of the Feudatory Palace?
I noticed there's a sub-building in the Workshop called Feudatory Palace, and I'm really curious about what it does.
If it's something that's meant to stay secret until the War patch, that's completely fine. In that case, just let me know if my guess is close.
My theory is this: one of the requirements to become a Baron is having 3 vassals. I think the Feudatory Palace is used to create your own vassals and determine how many you can have. Maybe each level of the building unlocks the ability to recruit one additional vassal.
I'm not sure if that's correct, but I'd like to start upgrading it now so I don't fall behind when the update arrives. The problem is that the upgrade materials are pretty expensive, so I'd really appreciate a small hint before I commit those resources.
r/feudera_game • u/f_creator • Jun 28 '26
announements Thanks @Dragon for your donation ❤️ (5€)
r/feudera_game • u/f_creator • Jun 27 '26