
Clash swords, cast spells, rain down arrows & more in FIEFDOM: a medieval melee slasher set in a dynamic world. Raise your realm to glory in battles of up to 100 players both by land & by sea. Dive into a world where your victories define the victor of entire wars. Who will you be fighting for?


EASY TO PICK UP, HARD TO MASTER
FIEFDOM’s combat has been designed to bring magic and melee together like never before, allowing for novel, unique playstyles to emerge and for you to delve into. Enjoy hundreds of hours crafting and perfecting your own deadly martial arts.

NAVAL WARFARE
Take your battles to the sea and to the shores, where siege engines, galleons and more take to the fray. Pilot & steer large ships with your crew or AI allies and take full control of the battlefield.

ENVIRONMENTAL DESTRUCTION
Lay ruin to the battlefield & tear down the map with artillery, gunnery and even spells! Use the siege engines at your disposal to alter the battle in your favour: shatter your enemies' defenses, destroy their lines and breach new entry points for yourself and your team!

A PLAYERBASE-DRIVEN WORLD
The collective victories and defeats of the playerbase define how the world of FIEFDOM evolves. The past is defined, the present is for you to play and the future is for us to reflect in content updates. Which characters or realms thrive or perish is for you to define.

CUSTOMIZATION
Expand your characters to play exactly as you want them to. Spend your talent points; pick, match and modify pieces of armour and weapons and create your own coat of arms.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45546677/0923ce53f809359a9d4c0648a870eae49d61826e.jpg\"][/img]\nFIEFDOM Pre-Alpha: One Week Post-Launch Update
Seven days ago, the FIEFDOM Pre-Alpha launched. Unfortunately, the build was in a rougher state than we had anticipated or planned for. Regardless, we were committed to the promise we made back in August to release FIEFDOMs Pre-Alpha on November 28thno further delays.\n\nThe testing, feedback and bug-reports provided by the Pre-Alpha playerbase has been immaculate and wed like to express our gratitude to everyone that has participated; as it has given us the opportunity to begin improving FIEFDOM at a rapid pace!
As a result, FIEFDOM will receive its first official patch in minutes! This build features a significant number of bug-fixes, balancing adjustments and general improvements to our maps, UI & gameplay. A detailed list of changes is available at the bottom of this post.
Furthermore, we would like to apologize to our NA and OCE Pre-Alpha players. The server issue experienced in these regions has been multifaceted, with several causes. Some regions and datacenters have behaved correctly, while seemingly others with same or even superior specs are malfunctioning. A couple community owners have tested their hosts with a FIEFDOM server and also found additional latency from players connected to them versus to their other gameservers. It seems like an issue that stems from both our codebase and from the hosts themselves, which we are looking into as a major aspect to fix.
Lastly. we are aware that turncap is extremely permissive and are working on creating a more final system to tune it. This includes the feeling of a turncap when in idle, causing a very mild delay.\n\n5th of December, 2025: FIEFDOM Pre-Alpha Patch #1 \n
Framework:
[list]Fixed bots not spawning in Localplay.
[/*]Minor server optimizations.
[/*]Partial fix to server load spikes causing desyncs.
[/*]Solved most instances that lead to a networked desync.
[/*]Fixed LTS (Last-Team-Standing) gamemode counting total rounds rather than rounds won per team for its victory conditions.
[/*]Serverlist no longer shows servers that dont match your games version. This prevents joining out of date servers that would automatically kick you out.
[/*]Fixed gamemode overrides in localplay (known issue: bots will not spawn using this method, they must be spawned with the admin menu numpad6 by default when in localplay or as server admin).
[/*]Removed server browser showing duplicate servers.
[/*]Fixed chat allowing for invalid characters.
[/*]Expanded list of exclusions from the profanity filter to avoid false positives (i.e. hello being flagged due to hell )
[/*]Increased interactable distance (i.e. dropped weapons, elevator) from 200 to 250.
[/*]Fixed cine camera having higher priority than character inputs, causing some binds to seemingly not trigger.
[/*]Headbob intensity is now functional: affects ControlRigs that it previously did not.
[/*]Fixed weapons having incorrect LODs (deformed) on spawn.
[/*]Fixed lingering targetdetails on characters death.
[/*]Improved animation blending into and out of emotes. You can now attack during the outro phase of an emote.
[/*]Emotes now use a combat-appropriate blend out when appropriate (i.e. using feint recovery timer when feinting) rather than outro time.
[/*]Solved desync issues that could come from emotes. Feinting & parrying an emote now work as intended.
[/*]Music now has adjustable gain.
[/*]
Combat & Movement:
Separated blocking and parry binds. Blocking can be bound separately, unbound, or kept at the same key as the parry. If bound to the same key as the parry, it will automatically enter blocking once the parry window has fully elapsed. Removed an offset that caused players to accidentally trigger block by holding parry for too long.
[/*]Changed recovery timings to improve the responsiveness of attacking after a miss. This prevents fully waiting for idle.
[/*]Solved most instances that lead to hit-trades.
[/*]Partial movement refactor to prevent sliding when moving diagonally and overly strict character movement speed loss on turning, not final. Currently set and configured for the walking and crouching states, sprinting improved but is far from final.
[/*]First person changes: Fixed clunkiness due to stationary move being triggered immediately. Fixed kicks not displaying in first person unless fully static. Fixed snapping issue that occurred most prominently while starting to block. Fixed issues with shoves removing two hand IK.
[/*]Fixed kicks being unparriable and unblockable. Fixed attack turncap being reset after an attack in multiplayer. Unfortunately fixed the Renhir Slide as it tied to the previous bugfix. Fixed kicking not overriding movement state, leading to sprinting while kicking. Fixed kicking blend time being too slow. Fixed kicks sometimes being invisible in third person. Fixed kicking while crouching creating an alternate version of the Renhir Slide.
[/*]Fixed snappiness and jitter on initiating movement from stationary.
[/*]Shortened kick timings.
[/*]Turncap while blocking is now less restrictive. Increased from 70 to 200 (a parry has 250 turncap).
[/*]General timing and balancing changes for the Rapier, Saber, One-handed sword and heavy one-handed weapon sets. Among others, fixes hitting within an enemy players recovery.
[/*]Reaimed and tweaked the heavy one-handed set\'s animations to give them a bit more range.
[/*]Resource regeneration can now accelerate if it has been left uninterrupted. This acceleration is reset to the base regen rate whenever a subtraction occurs. This allows for quicker, out-of-fight regeneration while preventing in-combat regeneration, particularly on health. Health regen delay is now 6s, base regen 5, acceleration +5/s.
[/*]Added an additional delay to resource regen depending on player movement or combat state, currently 1s for stamina, 3s for health. Health no longer regenerates when outside of idle, even if not recently damaged.
[/*]Implemented new weapon damage value, that uses per-attack and per-weapon damage types. Damage values may feel very high now for a first pass.
[/*]Fixed issue where a queued parry could unexpectedly cancel out a follow-up attack. Affected FTP=>Riposte, queued parry=>shove.
[/*][/*]User Interface:
Fundamental rework for binds. All binds can now be interchanged, and binds that are within the same context (i.e. spectator, character) will be gracefully unbound when set to the same key, allowing the next bind to take place. Binds are now serialized and saved in the general savegame for settings, allowing future Steam Cloud saves (& for other platforms). Keys can now be unbound by using backspace or delete. Added default keybind resets.
[/*]Added binds for jumping, suicide, cine camera mode (unfinished), spectator up/down movement, emotes. Added up-to-date descriptions to all binds and settings.
[/*]Created a votekick system. Currently prevents re-joining until server restarts. To initialize a votekick, you must launch execute the [c]PrintPlayerStates[/c] command in the console (default key F2), and execute the [c]RequestVotekick
Implemented showing the servers name on the scoreboard.
[/*]Fixed chat being accessible during team select, causing issues with cursor.
[/*]Spectator can now move up and down, and use the ctrl and sprint keys to slow down and speed up its speed, respectively.
[/*][/*]Maps:
Mild changes to lighting on Magna Castellum
[/*]Fixed spawner heights on TrainingGrounds
[/*][/*]Minimum Setup
- OS: Debian (bookworm) based or RPM-based distro
- Processor: Ryzen 5 3600 | Intel Core i5-8600kMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 1070 | AMD VEGA 64Network: Broadband Internet connection
Recommended Setup
- OS: Debian (bookworm) based or RPM-based distro
- Processor: Ryzen 5 5600 | Intel Core i5-9600kMemory: 16 MB RAM
- Graphics: NVIDIA GTX 3070 | AMD RX 7700XTNetwork: Broadband Internet connection
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