About this project
Feudal Feud is a massively multiplayer diplomacy game. It is a wargame lite played in real-time over a period of approximately two weeks. You share a map with 100 other players with whom you'll need to negotiate, ally and schemes to dominate the region!
Players you conquer become your vassals. But, since they too have free will, you'll have to convince them not to revolt if you wish to truly establish your dominance. However, limited life expectancy also means that, as a young vassal, which you will also likely be at the beginning of your game, keeping your strengths and waiting for the death of your own liege may sometime be a better course of action than openly revolting.
Platforms: iOS, Android and, eventually, a web version (webGL).
Release date: In a year, August 2018
Confirmed languages supported: English, French
- Develop your strategy while you adapt to and find new opportunities in an ever-changing player-made feudal political landscape!
- Conquer other players and turn them into your vassals.
- Try to influence them into reaching your objectives instead of fighting each other.
- Revolt against your own liege to gain independence, or bid your time and prepare yourself for a glorious take-over when his inevitable death comes!
- Unlock new buildings in your capital by controlling as much territory as possible through your vassals.
- Experience a variety of perks that are carried over in every game you play.
- Gain access to different city types for your next games.
If you want to try the game in its current state, head to www.feudalfeud.com and fill the small newsletter form. You should receive an invite very soon (few days top).
*The beta is only available on iOS and Android. The Web beta will be available at an unspecified date.
"All warfare is based on deception." -Sun Tzu
Feudal Feud is a game of diplomacy. The border between friends and foes is as blurred as it can be while trust is rare and needs to be renewed daily. Scheming, lying and backstabbing are all legitimate ways to prevail!
In Feudal Feud, battles are tuned to make small armies do consequential damage to a big one. This reinforces the diplomacy aspect of the game. The powerful player slugging through small and medium-size cities will quickly find itself with no army and a bunch of enemies.
Each player will be able to personally hold only a limited number of territories. At some point, to keep growing and to unlock new buildings in your city, you'll need to acquire vassals. The process of doing so is quite straightforward: when you conquer the capital of another player, he becomes your vassal and begin paying taxes to you. You will then be unable to attack your new vassal anymore, as long as they don't revolt. This means vassals need to be continually convinced not to revolt, either by having a large and menacing army available nearby, or by helping them grow.
Ordering your vassals' armies in neat rows behind your banners will ask for all your wits and diplomacy skills. It is very easy to imagine a situation in which you are forced to watch helplessly as your vassals fight each other while your nemesis and his massive army is coming for you. And that is when they do not revolt and band together with the said nemesis.
In the world of Feudal Feud, you live in a house of cards, the higher you build it, the more powerful you become, but the weaker is the whole structure.
As you may have understood, if you play your cards correctly, being the vassal of someone can be more of an opportunity than a hindrance. Only your skills will tell.
Another feature of Feudal Feud is the fact that each instance of the game (the region) is persistent while the players have a limited life expectancy. This means a region is inhabited by players of various ages. In fact, when you appear in a game, you'll know that everyone you see will die before you do!
This ensures the impossibility of having the eternal hegemony of the first player who got in this region. While relations are usually asymmetric between old and young players, it is made somewhat fair by the fact that everyone will one day be among the oldest. In many respect, you are in fact truly in competition with the players of the same generation as yourself. Those who'll still be there in your last few days.
The daily death of the old and powerful also means there is an uninterrupted stream of opportunities. When your liege dies, you become instantly independent, without having to fight for freedom, and a big chunk of the map is now up for grabs. That also means old alliances may be rendered obsolete while new ones, potentially more useful, may be agreed upon. The idea is that a Feudal Feud region is never too stable and gives opportunities to all its inhabitants.
In Feudal Feud, death is not the end. Depending on how many territories you controlled at your peak of power, including those of your vassals, you'll receive XP and in-game currency.
XPs will give you the possibility to unlock perks which will be carried on in every game you'll play and your level will be used to match you with opponents. So on your second game, you should compete with players who are also at their second game.
Achieving objectives could also make you earn tokens at the end of your life. Those can be used at the start of your next game and will remain in effect until your death. They'll be giving you both advantages and special objectives. At launch, the imperial governorship will be unlockable this way.
If you managed to unify a large part of the region under your rule, you may catch the eye of the waning empire. Its agents are always looking for the offspring of strong leaders to help them maintain, at least nominally, their sovereignty in the region.
An imperial governorship will give you more ways to advance your dynasty's progress. It will also give you an edge against the other players. Feudal Feud being about diplomacy, the idea is to give the governors some leverage in this field.
The governor will have the ability to grant a buff to another player, making him a mercenary of the empire. This may come in handy if you want to convince someone to ally with you, instead of with your enemy.
I am 100% committed to keep this model fair. I'm not kidding when I say I wished I could have played this game long before I start making it. I'm also acutely aware that Feudal Feud would be very easy to unbalance with the wrong types of in-game purchases.
There will be non-game-breaking transactions. As an example: you'll be able to unlock multiple slots to play multiple games at the same time. Cosmetics are also looked at, together with some automation facilities that could give paying casual players a better chance against more hardcore players.
There will also be some limited way to affect your development by giving a possibility to pay for short-term advantages while preserving the long-term fairness of the game. As an example: paying to finish the training of troops is OK if resources are relatively scarce and there is no way to buy them. It may get someone out of an emergency but then he may not be able to build things for a while. If testing shows that to still be too unbalancing, spending caps per player life will be introduced.
I fully intend to be honest and straightforward on this subject, and I'll need your feedback to help me design a true free-to-win game!
Also keep in mind that in-game currencies will be given to all players at their death and can be budgeted for maximum effectiveness.
Feel free to send me your thoughts on the subject at email@example.com or on our social media!
Edwin Jang is the awesome artist that designed and produced all the art of Feudal Feud. Maxime Fortin and Samuel Desrosiers are the composers who did the great sound track, while Julien Denhez is the one to thank for the sound effects.
Apart from them, everything else has been done by me, Gabriel Sauvé. I'm a determined programmer with various programming experiences outside the game industry who happened to also have a BA and a MA in history. I do know a thing or two about long-drawn-out solo project.
Feudal Feud has, until now, been developed using my own resources. The core game being now playable, I'm coming to Kickstarter to fund the last stretch of the development. The money will go toward implementing player profiles, the imperial governorship, the perks carried on between the games and the level based matchmaking. Those are the essential features which are still missing in the current version of the game.
The other (and the main) reason for coming to Kickstarter is to create a community of people who are enthusiastic about the ideas behind Feudal Feud! This game being quite unique, your thoughts and your feedback are essential to unleash its full potential.
The budget is quite straightforward. All of the money raised is to be directed toward the completion of the core of the game.
Risks and challenges
Not having enough money to finish a project is always the problem facing indies. After having worked two years using my savings to this stage of development, I can assure you that this game will be finished no matter what the outcome of this campaign is. However, I'd like to finish it in a timely fashion by continuing to work on it full time and this is why I'm coming to Kickstarter.
It is also worth saying that game development is not an exact science. Delays and unforeseen problems may present themselves. But again, so much has been invested already in a project that is now so close to being completed, I can assure you this game will be born.
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