Modding update is in beta
To switch version to Beta - press RMB on the First Feudal in the games library -> Properties -> Betas -> and select version "beta".
Modding tool can be selected on launching the game in Steam (if you've switched to the beta branch). And mods can be enabled in the game as previous ones.
Not all features are currently available for modding. The game contains quite a few specific entities that require separate modding support, and as developers, we're still not entirely sure what people would like to be able to add or modify. So for now, we plan to gather feedback during the beta phase before the full release.
If you have any suggestions on what else should be added or improved, please share them in the comments in this thread, on Steam Discussions, or on our Discord server.
There wasn't much interest in writing code for mods, so for now we've only implemented an event system for code-based modding. There's also a separate issue: external code has a significant performance impact, so modifying frequently called logic will likely cause slowdowns.
However, we've added AI-friendly documentation for modding both events and other parts of the game. This means you can, for example, launch Claude from the game folder and ask it to create the mod you need.
Saves from previous game versions are not supported in Update 1.6.
This announcement was originally published by Harpoon Games on Steam on Oct 30, 2026.
Open the original on Steam