Feudal Craft Steam Demo Review
Verdict: Maybe
a medieval colony sim that almost lost me in the first hour and then took my second. the peasants are the problem.
Feudal Craft is a medieval colony sim from Anratio where you start with a noble, one peasant, and a town centre, and slowly grind your way up the feudal ladder. It hooked me for two full hours after a rough first one. It also hands you a pop-up instead of a final boss fight, and the peasants you spend the whole game managing have the survival instincts of a chocolate fireguard.
my verdict is maybe. feudal craft is a colony sim with a strong medieval setting and a base builder core that earns its time once you push past the first hour. the bones of a Simulation are here, and i would happily come back to it if anratio fixes the peasant AI and gives the Baron an actual fight. but the peasants being idiots is a massive problem for a game built on managing peasants, and steam has plenty of other colony sims tighter than this one right now.
Pros
- The loop won me back for two full hours after a rough first one
- Hand-drawn no-AI art with personality, even when the medieval faces look dopey
- Solid genre fit if you've sunk hours into Rimworld or Timberborn
Cons
- Villagers don't react to attacks, and the town centre that looks like a stronghold isn't a building they can enter
- The climactic Baron fight is a pop-up that just tells you you've given up
- Crafting failure RNG can wipe a fresh run when starting resources go on a single failed sword
A slow start
The first half of my session was rough. I couldn't read the controls, didn't know what I was meant to be aiming for, and kept building things that did nothing useful. Feudal Craft has Rimworld and Timberborn on the Steam relevance panel for me, with 181 hours and 36 hours on record, and both of those land as comparisons. The genre is right. The shape of it is right. It just took longer for the loop to click than I'd like to admit. Once it did, the next hour vanished without me checking the clock.
Building a settlement
You start as a noble with a sword, one peasant, and a town centre. Houses bring in more peasants. Warrior huts train them. A forge makes weapons. An armoury makes armour. A farm and a mill cover food. The rest get sent out to chop trees, fish the river, mine stone, or work the cliff mines.
The cliff mines almost beat me. You can't place a mine just anywhere. The cliff has to have a tiny crack drawn into it, and the cracks aren't obvious. I only worked it out because the M-key map showed a mine icon on a cliff I'd already walked past. A mini-map running all the time would help here. So would not gating Strategy on a UI detail this small.
My noble is called Smelters Deltas because the face creator gave him a face like he'd smelled a fart. The art is hand-drawn with a "no AI used" badge stamped on the front. Some of it lands. The bits that look dopey have an excuse, since real medieval portraits are full of weirdly-standing people pulling faces. It is a colony sim with personality, even when the systems behind that personality wobble.
Peasant problems
The headline problem is the peasants. Send four of them to chop down a tree, and when the tree falls they don't move to the next one. They stand there. Send them to fish a river full of fish, same thing.
What got me was the town centre. It's a tower with walls and looks like a small castle, so my instinct was that the peasants would retreat into it when the village was under attack. They never did. It turns out it isn't a building you can enter at all. They stand around in the open getting hit until they fall over. The visual is promising shelter the building can't deliver. That's a design problem, not the AI being dumb.
Crafting RNG is the other issue. I gathered my starting iron and leather, tried to forge a sword for my first warrior, and watched the craft fail four times in a row. Every starting resource gone. I restarted the run. Failure chance is fine. A failure chance that wipes a fresh start before the loop even opens up isn't.
The Baron pop-up
The local Baron turns up every now and then asking for gold. Skip too many payments and he arrives with an army to end your game. Bandits work the same way, except they keep coming back even after you pay them.
I had a plan. I knighted my noble for 100 gold at the church, then started building an army to fight the Baron on my terms. Ten guys, swords and shields, ready to settle this. I stopped paying. I waited. A pop-up appeared, told me the Baron had arrived with a huge army, that I'd given up, and that I was now in prison. No fight, no animation, no actual climax. Just a notification telling me I'd already lost.
For a Strategy game that spends two hours building up to the moment you can stand against the lord, watching it resolve in a text box is the biggest design miss in the demo.
Developer: anratio
View on Steam
Watch the video review: YouTube
Tags: Strategy, colony sim, Simulation, base builder, Indie
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