FeudalSim — Medieval Strategy MMO Platform
A historically inspired medieval strategy MMO where political intrigue, economic warfare and social hierarchy drive play — spanning Constantinople to the British Isles, with a living world map, dynasty building, military campaigns and character progression. TypeScript monorepo, live at feudalsim.net.
The Challenge
Building a strategy MMO means simulating an entire world, not rendering a page. The systems have to interlock: a political hierarchy where reputation changes how NPCs and other players treat you, an economy where regional weather moves trade route prices, a military layer where supply lines, terrain and troop morale decide battles, and a dynasty system that outlives any single character. Each of those is a simulation in its own right, and the failure mode of a game like this is systems that look deep individually but do not actually talk to each other.
The Solution
A single TypeScript codebase keeps the game rules shared between server and client, so the simulation cannot drift between what the server enforces and what the player sees. The world map is built as region data — culture, resources, political landscape, weather — rather than a rendered image, which lets trade routes, prices and troop movement all read from the same source of truth. Historical events are modelled as timeline entries anchored to real dates (1204 Sack of Constantinople, 1261 Reconquest, 1348 Black Death, 1453 Fall of Constantinople, 1492 Age of Exploration) so the world state can be replayed or branched from any point rather than hardcoded turn by turn. Character progression, dynasty succession and reputation all feed into one relationship model that NPCs and players both query.
Results
Live medieval strategy MMO at feudalsim.net
Nine interlocking gameplay systems: political intrigue, economic simulation, dynamic map, military campaigns, character progression, dynasty building, medieval society, historical events, defensive strategy
Living world map spanning Constantinople to the British Isles with regional culture, resources and weather
Historical timeline anchored to five real medieval events as a replayable world state
Shared TypeScript game rules between server and client — no simulation drift
Community surface with forum, leaderboards, roadmap and news built alongside the game
FeudalSim is a medieval strategy MMO built around a simple premise: a world is only as interesting as the number of ways it can betray you. Set in the Renaissance era and spanning from Constantinople to the British Isles, the game puts players inside a historically inspired simulation of politics, trade and power rather than handing them a battle screen.
A world that behaves like a world The map is not decoration. Regions carry their own culture, resources, political landscape and weather, and current world state is tracked live: five major powers, twelve key trading cities, twenty-four known routes. Weather is regional, which means it moves trade prices. Player actions change the map, so the world a returning player logs into is not the one they left.
Nine systems that have to interlock Political intrigue, economic simulation, dynamic map, military campaigns, character progression, dynasty building, medieval society, historical events and defensive strategy. The engineering work is not building each one — it is making the political hierarchy, the economy and the military layer query the same state, so that a reputation earned in court actually changes how a border garrison treats your caravan.
History as a timeline, not a backdrop The world is anchored to real events — the 1204 Sack of Constantinople, the 1261 Reconquest, the 1348 arrival of the Black Death, the 1453 Fall of Constantinople, the 1492 Age of Exploration. Modelling these as timeline entries rather than fixed scenarios means the world state can be replayed or branched from any point, and players can build a legacy across generations rather than restarting into the same script.
Built in TypeScript, shared end to end The game rules live in one TypeScript codebase used by both the server and the client, which removes the classic MMO failure where the client believes one thing and the server enforces another. Alongside the game itself sit the community surfaces players expect — forum, leaderboards, roadmap, news — so the project functions as a platform rather than a demo.