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Watch trailer on Steam ↗Fief Lord
姚子豪 · Published by 姚子豪
8 user reviews — 88% positive (8 reviews)
Last updated 28 Sept 2026
A pixel-style 2D side-scrolling strategy game inspired by the Kingdom series, blending resource management and roguelite elements. Gather wood and stone to expand your domain, recruit soldiers for defense, ensure food supply, and ultimately defeat the enemy deep in the forest to secure lasting peace
£3.39
Lowest price we've ever recorded
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Price history
Indie, RPG, Simulation, Strategy, Casual · 2025 · More under £5 games
Manage your fiefdom's survival with strategic resource management in Fief Lord. Recruit soldiers to defend against enemies and ensure a steady food supply as you expand your territory in a pixel-style side-scrolling adventure.
About this game
(You may consider this an EA title as I plan to expand content, adjust balance, optimize effects, etc. until this notice is removed.)
Core Gameplay Loop: Build-Defend-Develop-Explore-Strike
As lord of a fief on mystical lands, develop your domain and bring lasting peace.
🏗️ Build: Construct walls to protect your territory, upgrade buildings to unlock new tech and units.

🛡️ Defend: Recruit units to repel nightly monster attacks that intensify over time.

📈 Develop: Continuously expand your domain and strengthen your forces.

🌲 Explore: Discover hidden surprises in the forests beyond your borders.

⚔️ Strike: Launch assaults on monster nests when your army is ready.
As my first game since learning game development in early 2025, Fief Lord blends casual play with light strategy. This early release aims to gather player feedback for ongoing improvements.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows XP
- Processor: intel i5
- Memory: 8 GB RAM
- Graphics: 1Gb Video Memory, capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Give player ranged firepower
·Add two new player-benefiting cards, Auto-Shot and Auto-Thunder, granting players automated ranged abilities. (I hope players can have more ways to achieve victory, so I am trying to expand player's ability.)·Introducing two new special cards, featuring frequent refresh and bonus refresh, allowing players to refresh more frequently and pick more benefits.·Now, after destroying a monster spawnstone, you can obtain an arrow tower card.·Added attack detection to the bishop, who will now use his pastoral staff to attack approaching enemies (just a regular staff attack, don't expect the bishop to help you fend off waves of monsters) The bishop's wandering range has been adjusted, limiting him to the vicinity of the church (this should prevent him from disturbing players)·Add text feedback for treatment effectiveness·Added some floating objects to the river·Removed the pause after the first appearance of agis·Fixed the healing judgment of the nun (After adding text feedback for healing effects, I found that even if the unit being healed left the healing range, the healing would not be interrupted.So even after charging out, the knight was previously still being continuously healed. Therefore, after the fix, the knight will be more likely to die after charging into a large number of enemy troops·Fixed a bug with knight: the bug had caused knight to teleport back to the center of the map during chaseing·Optimized some behaviors and actions of squirrels·Adjusted the display order of some layersRead full article on Community Announcements (姚子豪)Patch NotesOfficial
Update on December 10th: Squirrels and dragonflies
·Added dragonflies, which only appear in summer ·Added squirrels, small creatures that are active in the forest except during winterRead full article on Community Announcements (姚子豪)Patch NotesOfficial
Updated on December 9th: add butterfly
·Optimized some AI of the builder to make its actions smoother·Fixed a display bug regarding the spear orc that appeared after yesterday's update·Added a new creature: butterfly, which only appears in springRead full article on Community Announcements (姚子豪)Patch NotesOfficial
Updated on December 8th: new cardSystem and new enemy flying unit
Long time no see. It has been two months since the last update. After the update in late September, I took a month off because I lacked inspiration and didn’t know how to improve the game to make it more interesting. During this time, I gradually came up with some new ideas, so I started preparing this update in November. · Added a card system. After each sunrise, players can choose a card for a buff or some resources. Cards are generally divided into resource-type, unit-type, player-type, and special-type. With card buffs, unit power can be multiplied. · Allied unit adjustments: Villagers’ daily tax gold reduced from 2 to 1. Improved villager pickup logic so that villagers closer to tools prioritize picking them up. Farmers no longer provide 1 gold per day as tax. Hammer price adjusted from 4 gold to 2 gold. Bow price adjusted from 2 gold to 1 gold + 1 wood. Archer AI and arrow trajectory have been reworked to make the flight path more graceful and adaptable to enemies in different positions. (Some shooting offsets has also been added.) Auto-generated heavy swordsmen are now limited to a maximum of two per side. (I used to call them knights, but with the appearance of mounted knights, the term became awkward, so I decided to rename them heavy swordsmen.) Knights’ maximum charge distance has been reduced. · Removed enemy units’ targeting of the player character (forest creatures will still attack the player). · Overall enemy unit adjustments: stats have been increased and monsters have been given new traits to restore their threat to the player’s fief: Mushroom monster HP increased from 20 to 30. Wolves now lunge forward when attacking and can leap over walls, making them appear more aggressive and threatening, but low HP remains their weakness. Spear orc HP increased from 60 to 80, and attacks can now knock back its target. Wizard orc HP increased from 50 to 70, with a small chance to summon a mushroom monster when attacking. Elite orc HP increased from 300 to 500....Read full article on Community Announcements (姚子豪)Patch NotesOfficial
September Update
newly added: ·A green portal has appeared in the right cave ·Refactored the flight logic of arrows, now flying in a parabolic trajectory, and archers will shoot according to different situations ·The resources near monster spawnstones now cannot be collected ·Villagers now provide 2 tax coins income per day ·Farmers now provide one tax coin income per day, and they no longer consume food, and greatly reducing the probability of farmers producing coins through farming (because the expected daily gold coin output was originally one gold coin, but now it has been balanced through taxation) ·After being defeated, the unit will transform into a homeless beggar instead of disappearing directly. This greatly improves players' fault tolerance, no longer losing everything due to a single failed attack ·A tavern building has been added, but its specific functions have not been implemented yet. I plan to make it a buff building, where players can buy beer at the tavern to boost units morale ·Replaced the application icon, no longer the default icon of the Godot engine Change: ·During the castle phase, two villagers are given daily (previously one) ·Villagers will always runmove while outside fief (originally is walking during the day and running at night) ·Adjusted the wandering range of villagers so that they no longer wander outside your fief ·Reduced the food consumption of the mounted knights, now is 5 point per day ·Adjusted the counterattack strength of the monster spawnstone to increase its strength more smoothly This update did not add the originally planned boss battle content. Although I have completed the version, I am not satisfied with the design. After some hesitation, I decided to continue improving it, That's why this update came out so late.Read full article on Community Announcements (姚子豪)






