How to play Feudalism II
Feudalism II is Vitaly Zaborov’s 2008 action and strategy RPG. The host leads travel, purchases and shared army decisions; both players control their own hero in battle and can develop separate builds.
Use a desktop browser. No file import is needed. Both players need arcade access. The host keeps the campaign tab open; a reliable streaming fallback supports networks where direct video cannot connect.
Controls
| Input | Action |
|---|---|
| Player 1: WASD / arrows | Move |
| Space / Shift | Attack / switch weapon |
| 1–3 / 4–6 | Combat skills / auras |
| Z / X / R | Healing potions / revive a nearby hero |
| Same keyboard: IJKL / O / P | Move, attack and switch weapons for Player 2 |
| Room guest: same keys as Player 1 | Control Player 2; upgrade your hero in town |
What’s included
- Original towns, world map, recruitment, shops, quests, sieges and champion battles.
- Two persistent heroes with independent equipment, stats, skills and mounted combat.
- Shared gold, inventory, army and world progress; both heroes earn campaign XP.
- Drop-in browser rooms, guest reconnect, host save/resume and downloadable save backups.
- Nearby revival, party defeat recovery, combat skills and healing potions.
Saves and progress
The host owns one shared campaign. Town visits save both heroes and world progress; use Save campaign for upgrades and Download save for a portable JSON backup. Defeat returns the party to its last saved town. A live battle is not an exact mid-fight checkpoint.
Browser storage is specific to this device and browser. Clearing site data can remove your local progress.
About this browser edition
This edition patches the released Flash game through reconstructed ActionScript and runs its original campaign engine in Ruffle. Co-op adds persistent heroes, shared rewards, revival and browser rooms. Automated transition and save checks are not a normal-input playthrough of every town.
Testing evidence and sources
Chromium checks cover separate stats and equipment, shared XP, town and world transitions, siege and champion spawning, revival, defeat checkpoints, zero-gold saves, host refresh, guest reconnect, clean-browser save import and nonblank relay video. Deterministic fixtures drive transitions and deaths in the original engine.
A complete normal-input world conquest, physical computers on different networks, mobile controls and all quest variants remain unverified. The host owns the campaign and keeps the tab open. Battle checkpoints return to the last saved town.
Recorded test scope and limitations ↗

Sources and what they support
- Original developer submission on Newgrounds
Original author and game background; does not grant rights for this modified edition.
- Ruffle Flash emulator
Browser runtime used by this player. Campaign co-op behavior comes from our patch.
This page was reviewed against retained validation records. Review dates do not mean every game test was rerun that day. Screenshots show individual recorded scenes; they do not establish full campaign, device or native-game parity.
