Retro Hideout.

Action strategy RPG / Multiplayer

Feudalism II

Feudalism II runs its original campaign engine through Ruffle, with two persistent player heroes, shared world progress, private rooms and portable campaign saves.

Content reviewed · Retro Hideout project · How we test

MultiplayerKeyboard + touchOn-device progress
Play Multiplayer

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.

Two allied Feudalism II heroes facing an enemy army in a snowy town
Two heroes fighting in the original battle engine.

Original publisher

Visit the publisher’s website ↗

Link checked 2026-10-08. Check the publisher’s current edition and terms.

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

InputAction
Player 1: WASD / arrowsMove
Space / ShiftAttack / switch weapon
1–3 / 4–6Combat skills / auras
Z / X / RHealing potions / revive a nearby hero
Same keyboard: IJKL / O / PMove, attack and switch weapons for Player 2
Room guest: same keys as Player 1Control 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 ↗

Chromium capture of the shared campaign in Curia, with both hero levels and campaign save controls.
Chromium capture of the shared campaign in Curia, with both hero levels and campaign save controls.

Sources and what they support

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.

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