Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
FeudumsNewsOpen Alpha (Demo) Updated!
In-game event

Open Alpha (Demo) Updated!

Feudums · published 16 Apr 2026, 23:32 UTC

All newsPlayers around this dateRead on Steam

If you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version, consider joining our Discord, where I’m more active. Alternatively, we have a newsletter for milestone community polls and major game updates.

Dear Ladies and Lords,

The update is now live and games will be running again in a few minutes.

Steam should also auto-update the game any moment now.

This update introduces one important new feature, alongside a collection of quality-of-life improvements and bug fixes. I know many of you were expecting the siege update — unfortunately, for several reasons, it wasn’t ready to be finalized yet. From here on, though, the next update (aside from patches if needed) should be that one.

Thanks to everyone who contributed feedback and suggestions!

The changelog can be found at the end of this post.

Happy skirmishes!

- Mat

Changelog

Gameplay & Vibe

  • Dominion Limit for Professional Squads
    Based on player feedback, a dynamic limit has been introduced for the number of squads that can be maintained simultaneously. This limit is influenced by the player’s noble rank and constructed improvements (each improvement card now shows how it modifies squad capacity). If a player exceeds the limit:

    • no additional squads can be recruited

    • an economic penalty is applied for each unit above the limit (visible in Dominion Reports)

    Intent: While lances always depended on drafting local families, squads weren't sanctioned (other than with higher costs and slower recruitment) which turned to be a loophole for players chasing certain victory conditions. Now squads are properly tied to the "prestige" of your dominion. Combined with the recent increases in upkeep costs of squad units, maintaining large mercenary armies is now significantly more challenging - and capped.

  • New games now start with a 9-feudum limit, feature longer report and chart histories, faster Administrative Reserve accumulation, and extended game duration.

Quality of Life

  • Construction, Demolish and Downgrade commands now gets suspended when a battle or enemy company is present on the tile. (A garrison leaving for battle still only blocks start and completion of a command).

  • Garrisons engaged in battle no longer block occupation.

  • Expanded Badge tooltips, now including unit-related rulebook settings (e.g. recruitment settings for lances & squads), so this information is no longer just available via Rally Troops.

  • Improved tooltip clarity across multiple areas, including Rally Troops.

  • Chat: private messages now also use server timestamps for self messages, ensuring correct ordering even with out-of-sync client clocks.

  • Improved clarity of alliance displays (with multiple members) on the victory screen.

  • Confirm buttons for eligible commands now automatically show potential Administrative Reserves usage (but will not automatically use it, the player needs to enable it by toggling the option). Tooltips updated accordingly as some were outdated and thus misleading.

Fixes

  • Fixed an issue where an enemy company could disappear after construction ended on their tile.

  • Fixed an issue where garrison downgrade could exceed unit slot limits if a company transferred units after the downgrade was started.

  • Fixed an issue where “Create Feudum” could transfer oversized companies into new garrisons if they were standing on the tile that became the manor.

  • Fixed an issue where player names could contain leading/trailing spaces.

  • Fixed an issue where diplomatic proposals showed incorrect values (deltas instead of outcomes).

  • Fixed an issue where claim bid's upper limit was ignored.

  • Fixed an issue allowing claims into non-adjacent feudums in edge cases.

  • Fixed an exploit allowing unit transfers between unconnected, garrisoned wasteground tiles (transfers from such positions are now limited to adjacent tiles only).

  • Fixed placement issues where starting regions were not contiguous.

  • Fixed client-side checks not following Unity guidelines.

  • Fixed edge cases where Session relay was not disposed properly.

  • Fixed edge cases in Season Indicator reset counter handling.

  • Labour Assignments now correctly remember custom (player-saved private) names.

Recap and Schedule

Most Recent Releases

Join the Noble Houses! ➻ ✉️ Newsletter | 💬 Community Discord | 💗Patreon

More from Feudums

Other announcements

All news
Community12 Sep 2026Next Pretender Wars Begin Sunday (Sept 13)!Dear Ladies and Lords, The next Pretender Wars round kicks off on this Sunday (Sept 13) Pretender Wars is a recurring community event that runs on the latest demo update with a few rulebook tweaks -- full details will be shared on our Discord alongside the usual game session announcement. In Pretender Wars, the throne is never secure. The reigning Pretender must gather allies and tempt Houses t…In-game event5 May 2026Open Alpha (Demo) Updated!If you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version , consider joining our Discord , where I’m more active. Alternatively, we have a newsletter for milestone community polls and major game updates. And if you’d like to support the project and help me spend more time working on Feudums , you can also consider supporting it on Patreon .…Community15 Apr 2026Scheduled Downtime (Apr 16) & Game UpdateIf you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version , consider joining our Discord , where I’m more active. Alternatively, I have a newsletter for milestone community polls and major game updates. Dear Ladies and Lords , Once the currently running public game ends, most likely in the next 6-12 hours (but it depends on the contenders),…