I’ll be honest—there’s been a massive gap in the multiplayer market when it comes to skill-based melee combat. While games like Chivalry 2 and Mordhau scratched the surface, none have fully delivered on the promise of large-scale, meaningful medieval warfare with real-time impact on a living world. That’s why I’m incredibly hyped for FIEFDOM.
Slated for a 2026 release, FIEFDOM is shaping up to be more than just a medieval slasher. It’s a player-driven, community-centric fantasy epic being developed by White Tower Games, and everything I’ve read and seen makes me believe this could be the next big thing in both competitive melee and narrative multiplayer.
Here’s why FIEFDOM isn’t just on my radar—it’s at the top of my wishlist.
Let’s start with what grabbed me first: the combat.
FIEFDOM’s fighting system doesn’t rely on boring, repetitive animations or rock-paper-scissors style hard counters. Instead, it leans into a skill-based, reactive system where melee, ranged, and magic combat all intertwine seamlessly. You can parry, feint, combo, or even morph attacks in the middle of a swing, giving the game an incredibly fluid and personalized feel.
Want to go full berserker with twin axes? You can. Prefer a more elegant fencing style with light armor? That’s viable too. My favorite so far is imagining a paladin build—not only can you hold the frontline with heavy armor and a massive sword, but you can also resurrect fallen allies mid-fight. That’s the kind of fantasy I want to live out.
Even magic feels grounded here. It’s not an afterthought—it’s built into the same combat language. You can use spells to dash into melee, combo them with physical attacks, or even feint a cast to bait an enemy. It’s magic that feels tactical, not flashy fluff.
Where FIEFDOM truly sets itself apart for me is in its multiplayer design. There’s not just one or two modes—you’ve got a whole ecosystem of gameplay options, and they’re all deeply thought out.
Battleground Mode – Up to 100 players. Yes, 100. Picture massive medieval sieges with siege towers, catapults, AI soldiers, dynamic objectives. This is the heart of FIEFDOM.
Assault Mode – 48-player team-based matches with focused objectives. More tactical, less chaotic.
Competitive Mode – 5v5, built for ranked players who crave structure.
War Mode – This is my personal favorite. It’s not just a game mode—it’s the story engine. Every match feeds into a persistent world. Win a key battle? Your faction pushes the front. Lose? The enemy gains territory. It’s like Risk, but with swords and sorcery.
Skalagrad System – Their matchmaking and MMR system. As someone who plays solo and with friends, this feature means everything. Clans, scrims, tournaments—it’s a proper ecosystem for competitive play.
No matter how I feel on a given day—whether I want to grind ranked, charge with a warband, or just mess around with friends—there’s something here for me.
FIEFDOM isn’t content with just generic knights and mages. The three starting realms are dripping with lore and tactical depth:
Renhirites – Your classic chivalric kingdom. Versatile swordsmen, divine magic, heavy armor. Feels like the noble paladin dream.
Sulmites – A desert sultanate. Best ranged units in the game (so far) and access to multiple schools of magic. Perfect for tricksters and precision players.
Mazovians – Brutal northern warriors. Heavy infantry, massive polearms, and tank-like armor. These guys don’t fall easy.
I love that your faction choice isn’t just cosmetic—it impacts your units, abilities, weapons, and worldview. And the War Mode means these choices actually affect how your side performs in the global story. Your win might be what saves your kingdom from being wiped off the map.
Character customization in FIEFDOM is exactly what I want in a multiplayer RPG:
Armor Sets & Weapons – You get to mix and match gear to suit your build and role.
Coat of Arms – Want to fly your own banner? Design it. Lead a clan? Make it yours.
Progression System – Earn XP, unlock abilities, and specialize. There’s flexibility without overwhelming players with bloat.
It’s clear that White Tower Games isn’t just handing you a generic hero—they want you to feel like your fighter is yours in look, loadout, and legacy.
FIEFDOM is being developed in a customized Unreal Engine 5 build, and it shows. From everything I’ve seen, the game looks visually impressive, with lighting, physics, and animations that make the world feel gritty and alive—but not at the cost of performance.
The best part? They’re optimizing for mid-range hardware. That means players without top-tier rigs can still jump into epic 100-player battles. Controller support is also fully baked in, so console players or couch warriors like me don’t feel left behind.
One of the reasons I’m rooting so hard for FIEFDOM is how much the devs actually talk to us.
They’re active on Discord, constantly dropping updates, asking for input, and showcasing behind-the-scenes work. This isn’t a silent studio throwing trailers at us—they’re building FIEFDOM with real community feedback.
White Tower Games is indie, but they’re punching way above their weight class in transparency and polish.
I honestly think FIEFDOM has the potential to change the genre. A multiplayer slasher that isn’t just about kills per minute—but about teamwork, storytelling, and personal skill—is long overdue.
And with features like:
Expanding factions
New spell schools and weapon trees
Dynamic campaign maps
Live story arcs tied to player choices
…this game is being built for longevity. Not just a one-and-done seasonal grind. Something that grows with its community.
We’ve seen shooters dominate the competitive space for years—but it’s time for melee to rise. FIEFDOM has the vision, the gameplay depth, and the tech to make that happen.
It respects its players. It values strategy and mastery. And above all, it lets you play your way—whether that’s as a warband leader, a dueling god, a healing paladin, or a sneaky spellbow assassin.
If you’re tired of hollow combat and cookie-cutter classes, FIEFDOM is the answer. I’ll be following it all the way to 2026, and probably long after launch.
Here’s where to keep up with development:
Official Website (If released — placeholder)
Discord Server (For dev chats, updates, and community feedback)