top of page

Review - Wartales - Contract: The Fief DLC

  • Writer: AD Twindad
    AD Twindad
  • Nov 18, 2025
  • 3 min read

Developer: Shiro

Publisher: Shiro

Available on: PC (Steam, GOG)

Review system: PC


So you want to run a castle?


I got hooked on Wartales back when I covered the Skelmar Invasion DLC, that gritty, turn-based, mercenary-management game that scratches both the strategy and survival itch. It’s one of those titles that quietly pulls you in with its freedom: no hand-holding, just you, your crew, and a world that doesn’t care whether you make it or not.


Now comes The Fief, and it sounds amazing on paper. You finally get to take over a fort, kick out the bandits, and rule the place. Setting laws, managing resources, and sending missions to fill your coffers. Basically, the medieval management fantasy that many of us have been asking for is to find a “home” within the game.


But as cool as the concept is, it doesn’t quite hit the mark yet.



Great idea… but still rough around the edges


When you first claim your fief, there’s this awesome sense of accomplishment. You’ve gone from a wandering sellsword to a full-blown lord with your own coat of arms and subjects. But once you start digging into the mechanics, the cracks show. Every time you rest, your fief production finishes, taxes roll in, and missions resolve. Sounds fine until you realize that some of those missions take multiple rest cycles. That means you’ll spend a lot of time just camping repeatedly to see progress. It’s not exactly the power-fantasy pacing most of us were hoping for.


Managing food, gold, knowledge, and happiness feels more like running an Excel sheet than ruling a castle. And the logic gaps are weird, I can’t rest in my own keep without paying money? My blacksmith, who works for me, charges full price like we just met in town? Come on, that’s immersion-breaking stuff when I am lord of the keep.


The player crowd seems to agree. The DLC’s sitting around “Mostly Negative” right now, with a lot of players saying it feels half-baked or not yet complete for what you get.



Still, there’s something here


To be fair, not everyone’s down on it. A few players have really embraced the system, saying once you understand the flow, it’s pretty satisfying to watch your fief evolve. It gives Wartales a more strategic long-game, like your band of mercs finally found a home after years of wandering. Honestly, I love that idea, that’s how I envisioned it would be. The core of it works, rather its choosing your government style, managing production chains, deciding if you’ll rule through knowledge, wealth, or sheer military strength. It just needs more depth and a bit more common sense to become a well-rounded edition to the Wartales world.



Should you buy it?


If you’re already deep into Wartales and want something fresh to tinker with, The Fief isn’t a bad way to extend your campaign. There are flashes of brilliance that make me hopeful for what Shiro can do with future updates. But if you’re new to the series or looking for a polished experience right out of the gate, you might want to hold off.


Shiro is usually good at patching and improving their DLCs, so it’s worth keeping on your radar. Right now, though? The bones are good, and the potential is there, but the meat is not quite cooked through yet. Give it some time for the feedback to settle in and see if some changes are in store for the game.


WAIT AND SEE ON WARTALES - CONTRACT: THE FIEF DLC


A code was provided by the publisher for the purpose of this review


bottom of page