White Tower Games

White Tower Games Will your realm stand the test of time?

White Tower Games is an indie Polish game development studio currently working on FIEFDOM : a multiplayer melee slasher with a playerbase-driven story, where your victories and losses change the future of the story.

FIEFDOM Patch-ReschedulingAfter much internal thought, additional playtesting and paired with your feedback, we’ve decid...
23/01/2026

FIEFDOM Patch-Rescheduling

After much internal thought, additional playtesting and paired with your feedback, we’ve decided to further alter how and when we publish FIEFDOM’s patches:

FIEFDOM’s patches will no longer be on a set schedule but published when ready and announced 1-2 weeks beforehand alongside its specific release hour.

Every team has its strengths and weaknesses. We would say our biggest strength is in our art team and overall design. Our biggest weakness is how few programmers we are in comparison to the rest of the team and the game’s overall scope. This has resulted in us having very little time to address post-playtest bugs or balancing issues.

In addition, preparing a patch is work by itself, from a production and programming standpoint. Fewer patches will lead to us doing more productive work and give us more time to experiment with code-heavy combat and framework elements.This factor played heavily in favour of the patch restructure.

Similarly, in order to address our programmer-to-artist team imbalance, we soon will be opening up public applications for a mid-level game programmer role. We will give more detail in a future update.

We would like to thank you for your involvement with FIEFDOM. While this change might be disappointing at first, it will lead to better patches overall.

Stay tuned for next our upcoming Frontline Report, where we will showcase some of next patch’s content!

FIEFDOM Patch  #2White Tower Games is excited to announce that we will be pushing FIEFDOM’s official second patch to liv...
09/01/2026

FIEFDOM Patch #2

White Tower Games is excited to announce that we will be pushing FIEFDOM’s official second patch to live servers in just a few moments!

We’ve focused heavily on bugfixing, while also building a few new features and improving our framework and netcode at the same time. Do note that not all bugs reported in the first and second patch are fixed, but the majority are – alongside some very needed improvements.

Behind the scenes, we’ve also been prototyping and experimenting with features to improve the responsiveness and weight of our combat. A couple of these experiments made it to this patch, while many more will be finalized and added to the game as time goes on.

The full patch-notes of Patch #2 and future patches can be found on our Discord, in the -notes channel --> https://discord.com/invite/fiefdom

FIEFDOM’s next patch will be its first content patch, out by January 23rd. Content patches focus on featuring the work of our artists: new armour pieces, weapons, animation sets / animation reworks, and map changes. Content patches will still address bugs and balancing concerns, as our schedule allows.

Official Discord for FIEFDOM: Change the world, one battle at a time in FIEFDOM: a multiplayer action slasher game set in a playerbase-driven world. Brutalize the battlefield with an arsenal of melee weapons & magical spells in up to 100-player battles by land & by sea. | 2774 members

Merry Christmas & Happy New Year!From all of us at White Tower Games we’d like to wish everyone a wonderful Christmas an...
24/12/2025

Merry Christmas & Happy New Year!
From all of us at White Tower Games we’d like to wish everyone a wonderful Christmas and a Happy New Year!

We’d like to express our gratitude for all the support, feedback and enthusiasm we had the pleasure of receiving this year, as it’s been an eventful year to say the least, and for FIEFDOM an even more eventful year is coming up!

As many of you have noticed already, we weren’t able to fulfil our commitment to our planned patch schedule the last few weeks, and we’d like to clarify our initial intent versus our current intent.While initially, we wanted to have up-to weekly technical patches, we also want you guys to have fun. Thanks to our Pre-Alpha launch we’ve have gathered useful insights, especially on performance on all sides (namely netcode), stable deployments, hotfixing – this overall has very much sped us up.

However, the nature of some of the bugs many of you faced has been difficult to fully wipe away, and such was our intent for the next patch: push a still-unpolished but rather bug-free base.
The majority of the reported bugs (and more) are now fixed, but not all of the ones we consider game breaking, and thus fun breaking, are. To sharpen our focus on these bugs was an option, but the development of a game is always in parallel, it would’ve meant bottlenecking the majority of the team.

To make our development simpler, more efficient and less prone to new undiscovered bugs, we are switching from an up-to weekly patch schedule to a bi-weekly patch schedule, with necessary hotfixes as needed.

The next patch will be on January 9th.

FIEFDOM News: Pre-Alpha release & Roadmap:Hey everyone, with November 28th just around the corner we're excited to give ...
24/11/2025

FIEFDOM News: Pre-Alpha release & Roadmap:
Hey everyone, with November 28th just around the corner we're excited to give all of you an exact timeframe on when the FIEFDOM Pre-Alpha will become public!
Everyone that has backed the Kickstarter with a Tier III or above will be able to play FIEFDOM on the 28th of November at 17:00 CET!

FIEFDOM Pre-Alpha Keys:
In order to gain access to FIEFDOM's Pre-Alpha you'll of course need a Steam or Epic Games Store Product Key.
We'll be locking the Kickstarter orders 15 minutes before FIEFDOM goes live, this action will ship out the FIEFDOM Product Keys!

So keep an eye out on your emails, just before the 28th of November at 17:00 CET!

If you've purchased the 4x FIEFDOM Keys add-on, you'll be charged for these and any other pending add-ons in your cart, as we'll be delivering the 4x FIEFDOM Keys on Friday as well!
If you have other add-ons, but not the 4x FIEFDOM Keys, you will not be charged for those as of right now, as they'll be delivered at a later date & time!

FIEFDOM Roadmap:
While releasing the Pre-Alpha is an important milestone for us here at White Tower Games, we'll not be sitting back and relaxing.
There's plenty of features that need to be developed, implemented and also improved over the upcoming months.

Besides the features listed, we'll of course also be working on a lot of smaller things, i.e. bugfixes, UI improvements, etc...
We might also change the roadmap depending on shifting priorities, issues that pop-up or because of unforeseen circumstances, we'll of course keep all of you in the loop if that happens!

Lastly, I do have some sad news for everyone that was excited to show off their Kickstarter Rewards in-game this Friday...
Even though all the assets have been made and are technically ready, we're currently still missing a technical feature which allows us to give the correct rewards to the correct player.
This technical asset is our #1 priority for Milestone II.

We'd like to once again thank all of you for supporting FIEFDOM, and we'll see you in-game this Friday!

It's a bit of an unusual day for a showcase, and that is because this type of showcase will be our very last! With our N...
28/10/2025

It's a bit of an unusual day for a
showcase, and that is because this type of showcase will be our very last! With our November release date coming up it's all hands on deck over here at WTG, which means our priorities are all concentrated towards FIEFDOM's Alpha.

However, this doesn't mean we'll go radio-silent from now on, our showcases will be reworked into "Frontline reports". These monthly Frontline Reports will contain all sorts of information, including technical updates, map development, combat improvements, and any other aspect we've been working on!

The first Frontline Report has been available for a little while through other platforms already, and contains a few of the showcases we've posted on the Discord already, which means our first Frontline Report is limited in size for Discord users this month!

This week we’ll dive even further into Volaster! As we mentioned in last weeks  , several aspects of a map can be worked...
23/10/2025

This week we’ll dive even further into Volaster! As we mentioned in last weeks , several aspects of a map can be worked on in parallel. One aspect of Volaster which we wanted to improve upon from the ‘block-in’ stage was the overall fantasy-level of the map, as well as the map’s ability to draw player’s their focus towards the centre of the map – where the objectives are located. The goal for the environment team this month will be to combine these parallel improvements, resulting in a map with an interesting layout and story, made from our own beautiful and optimized assets. While we currently don’t expect Volaster to be in its final stage when the Alpha releases, the art team is looking forward to pushing out regular updates to the map during the alpha, improving visuals and performance as time goes by.

We announced Volaster a long time ago, and we've made a lot of progress. There are several aspects of a big level like t...
16/10/2025

We announced Volaster a long time ago, and we've made a lot of progress. There are several aspects of a big level like this to work on in parallel: Here we are showing you some of the assets we are both editing, and making from scratch, to more accurately bring to life the mountains of the land of Renhir and the ancient ruins which form the foundation of the map. We're currently sticking to more traditional workflows, not leaning on some of the newer features available in Unreal 5, with the goal of bringing you a map which both performs well and looks good. That being said, features like Unreal's procedural content generation (PCG) have proven very valuable in helping to speed up work on a map of this scale. After Magna Castellum this is our first effort as an environment team to properly make our own assets to exactly suit our needs, so this map will be for us a valuable opportunity to show a little of what we can do, but also to learn what we might be able to do as our development continues.

Given that FIEFDOM features asymmetrical balancing, in the sense that realms have a different assortment of weapons to p...
09/10/2025

Given that FIEFDOM features asymmetrical balancing, in the sense that realms have a different assortment of weapons to pick from and armours with different values, we’ve decided to extend this concept into asymmetrical customization – namely, that some options or categories are realm-specific. Starting off with face customization: we’ve decided that the Renhirites feature metal injections on their gnarliest scars, Sulmites feature arrays of tattoos, and Mazovians use thick face paint, a callback to their more ancient shamanic times.

The rework train continues along at a steady pace, but with a small change! Today we’ll not be showcasing a Renhirite re...
02/10/2025

The rework train continues along at a steady pace, but with a small change! Today we’ll not be showcasing a Renhirite rework, but a Sulmite rework! We’re happy to the reworked Sulmite Greatsword!

It looks like we’re continuing our streak of Renhirite reworks! After the Renhir player face and the corseque, we though...
25/09/2025

It looks like we’re continuing our streak of Renhirite reworks! After the Renhir player face and the corseque, we thought it would be a great idea to put an armour set and its variant up to this week, the Renhir Light Armour rework!

Today we’re showcasing a rework of a Renhirite polearm, the corseque, and sharing more about the corseque’s use. As with...
11/09/2025

Today we’re showcasing a rework of a Renhirite polearm, the corseque, and sharing more about the corseque’s use. As with our other reworks, we’ve standardized its default materials, wood and steel, improved the silhouette and, in this case, significantly reduced the polygon count.

"Often enough, the Renhirites' zeal for draconic heraldry has hindered their craft. Not so with their famed corseque. Despite its advantageous profile and versatility, pairing some of the traits of a spear and a billhook, the corseque has waned in favour over the past thirteen years. While constables and royal bodyguards fought valiantly at the Battle of Hanvec of 1378 A.C., with the Renhirite relief force winning the city a pyrric reprieve, it would not be without a grievous cost: the mortal wounding and subsequent death of Renhir's former king and Moll's father, Oxis Flahm."

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Ulica Szańcowa 44
Warsaw
01-458

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