Development News #48 - ‘CBT News + Torture Room Flashbacks’

*Drum Roll*

The third test run of CBT Wave #1 will be starting next week

Hey feudalists!

Firstly, we hope you all had a great Easter weekend; and that the eggs your rabbits and chickens produced were plentiful (and adorable, obviously).

We are starting the Third Test Run of the MMO CBT Wave #1 next week - remember you and your friends can dive into the vast medieval world, explore the lands and perhaps even check out potential real estate early with the Believer Packages.

We also want to take this time to thank everyone for the support; we wouldn’t be able to do this without you so, genuinely, thank you.

In the meantime, take a look at our Torture Meeting Room Interview sequel

If you managed to miss the original video, make sure to check this out first!

- The team

Development News #47 - ‘Cute li’l bunnies and colorful eggs? It’s either Easter or a new species of mushroom has been discovered!’


Happy Easter weekend, feudalists!

Spring is in the air and some of the animals in the Life is Feudal world seem to have ingested something bright and rather, well, psychedelic since they are laying unusually colorful eggs…

And don’t get us started on the reports from a number of villages that fluffy little bunnies are also producing equally patterned and rainbow-esque Easter eggs! Can we get a collective, ‘aww’?!

Send in your Easter screenshots or tag us using #FeudalEaster

We hope you all have a great weekend!

- The team

Development News #46 - Emotions gatherer contest


Hi, feudalists!

Today we would like to announce a surprise contest: ‘Emotions Gatherer!’

Share your emotions and reactions of playing Life is feudal with us!

Record the most vivid moments of you or your guild playing LiF. This may be someone's bright reaction to a gameplay moment, a part of an awesome RP event your guild has conducted, or perhaps someone's epic quarrel, an adorable newbie, in-game wedding, angry fight, commander's pre-battle briefing - anything showing an in-game event and players’ reactions.

We aren’t just gathering emotions that are only wild admiration, hysterics or loud shouts - calm situations are also cool if they are interesting.

Also, the emotions may not necessarily be positive; what we are looking for is genuine, real and not staged footage to truly capture the essence of the immersive and unforgiving world of Life is Feudal.

Winners will get a chance to see themselves in the upcoming LiF:MMO trailer and get LiF:MMO packs.

We will pick our five favourite recordings and give the authors a LiF:MMO Zealous Believer ( pack each. Additionally, we will give away five True Believer's packs for runners up.

Send the recording in any common audio format (from TeamSpeak, Ventrilo and so on) or the combination of video and sound (streams, recordings) to before May 16 2017. The complete contest rules are available here:

We will determine the winners and give away the prizes later in May.
If you have any questions - just leave a comment.

Good luck!

— The team

P.S. Due to your timely reports, we were able to fix the database update problems and related object construction in today's ( patch. Thanks for the prompt feedback!
GMs and server administrators, if you still have any problems after the last patch please contact the tech support.

Development News #45 - ‘Sleeper’s Ale: New Potion to Help You Deal with Foes! (Definitely NOT Snake Oil)’

Development News #45 - ‘Sleeper’s Ale: New Potion to Help You Deal with Foes! (Definitely NOT Snake Oil)’

Hey feudalists!

Today, after many late nights brainstorming, we have decided to share with you what will be one of the upcoming items in our in-game shop: [b]Sleeper’s Ale![/b] Buy it; drink it and wreak havoc in your enemies' castles, giant steed in hand - nobody will be able to stop you!

You’re welcome.

- The team

Development News #44 - ‘Optimizations’ and soon the ‘Shrouds of History’ will begin to lift!’

Greetings Feudalists!

This week we continued getting the new LiF:YO patch ready and worked on crushing some nasty bugs.
In particular:
  • network optimizations;
  • fixing combat-related crashes;
  • tuning forest growth algorithm to fix the 'forest dying out' issue;
  • repairing terrain flattening mechanics.

Our artists have been busy with new castle walls, shield damage states, as well as characters and decorations for LiF:MMO starting islands.

Yesterday the art guys finished sculpting a gavran type vessel. Sketches of this vessel, which you might have seen in one of the earlier blog entries. This is a Slavard’s Rook - a type of ship that local NPCs on the starting islands will be building while the players assist them with various tasks. As previously stated, they are for decoration; you will not be able to sail it freely (boat-lovers, hold on).

We are also getting ready to unveil the new and completely overhauled game world history and mythology: the so-called lore. The first part of the lore’s main focus will be on the traits of the Gottlungs, Slavards, Khoors. This new information will showcase their religions, how they live, what they do and in whom they worship. Step-by-step our world broadens, adds depth and acquires new details as this lore grows.

We are sure you have noticed the intense visuals and symbolism within the world; huge swords thrust into the ground, the Eye of the Sleeper upon the shredded moon, peculiar tattoos on the backs and faces of people, interface background pictures - all of it serves a greater purpose.

More revelations are to come. Stay tuned.

-The team

Development News #43 - Beta News and the ‘Art’ of Fortifications

Hey Feudalists!

This week, and during the last closed beta test run, we’ve fixed a number of bugs:
  • client crash when opening tutorial window
  • high server ping issues
  • incorrect client patching sequence
  • game lag in certain locations
  • visual inventory duplication after crossing server borders
  • traps and snares working incorrectly near the server borders
  • incorrect damage calculation inflicted on players and animals.
We’ve also fixed some of the bugs that lead to the infamous ‘black screen’ issue while entering the game. We are also still working on any bugs that are present, of course!

We also optimized the network code of the game, while working diligently on submitted crash reports; including solving multiple issues while crossing server borders mounted on a horse. Phew!

We are also preparing a Life is Feudal: Your Own patch to apply most of the changes from the Life is Feudal:MMO version into Your Own.

In the meantime, check out our castle wall development progress.

We’ve presented you some fortification sketches before. We’ve updated the size and shape of wall loopholes and have reviewed some constructive elements of walls. Most of the 3D models are ready now. It is only texturing and functional QA tests left to do.

- The Team

Development News #42 - ‘The End of the SECOND Test Run of Wave#1. Now What?’

The second test run of the Closed Beta Tests is over now.

Thank you!

We’ve gathered a lot of data and will continue our development.

Stay tuned!

Development News #41 - ‘Red Reaperess and other cares’

‘You, the mortal wearer of the Spark, remember! Remember and fear!
If, while messing around a cowshed or being of any other use for your master, you felt the sudden cold of Terskellen and a slight whisper of a wind seems like someone's calling to you...
If you hunt down a wild animal in the deep of the woods, squeezing your bow in hand, while constantly sensing the smell of death and moist clay...
Or, sit you in your castle among the mighty squad of your unbeatable warriors and sudden thoughts of 
Jodhe and her scarlet sickle strikes you - let her always be well-fed.
You should know that she is calling for you.
She has found you.
And she is hungry.’

Hi, feudalists!

While the main part of our team is busy fixing errors and critical bugs, our art department is working on certain long-term goals.

For example, we’ve recently finished another model for the native tribes, whom live in forests and swamps. They are known as the Red Reaperess.

We still have a long way to go until natives are perfected and ready to be implemented in the game. Now, almost all creature models and weapons are ready and we continue working on animations and behavior scenarios. Next: AI, settlement design and thorough testing.

We know how the wild animals behave, and it is not anywhere near the intellect level natives will possess. A lot of work is still ahead.

We continue working on the MMO newbie island functionality. These are the learning grounds where newcomers will be spending their first gameplay hours getting used to gameplay mechanics and survival basics, before entering the large, aggressive and unforgiving MMO world.

We are building the starting settlement, modelling unique decorations and working on NPCs which will issue simple quests and help newcomers to immerse themselves into the world and learn its history.

We will keep you updated, stay tuned for more!

- The Team

Development News #40 - ‘Ring the Bell!’


And then came the Khoors, venturing to those lands, marked by the Sword of Godmassacre, thrusted into the earth just like the great grandfathers bequeathed as a token of peace and readiness for the nemesis at the same time. And stepped they upon the seeded fields, and entered the homes, and picked up their arms against those who lived there. And engraved was on the Sword: ‘This land is ours’, and the truth it was.

Then someone named Lut rang a bell set upon high pillars of stone, as it was accustomed there. Those pillars was carved with rich imprints of the god, Terskel the One-Handed, whose horn still trumpets among the stars. By his side were the Ice Konungs Snowstorm, Kald and Icehorn. They were the guards for our Sleeping God; let the darkness harbor him for eternity.

And the great ringing rolled over the land; and many Khoors covered their ears in efforts to muffle it; and the aim of theirs was poor; and their targets were saved.
Others stood stunned together, and were easily beaten...

Abstract  from "The life of Gottlungs, Slavards and Khoors"
by Hon. akur Taid Utrik,
translated to common tongue by maester Rainar.



Hi feudalists!

As some of you may have guessed, bell towers will allow you to better protect your settlements and territories from hostile raids. When a bell is rung, intruders will get temporary debuffs while on the hostile claim. The towers will be operational any time but Judgement Hours will only affect related claim territory.

Of course, to ring a bell, it takes a player action, and if a bell tower is built outside a claimed territory, its effects will be purely cosmetic (ring sound) with no gameplay-related features.

It’s likely that the bell towers will be divided into 3 types:
— For small underdeveloped settlements — fully wooden ones;
— For medium level towns — wooden and metal constructions;
— For top end huge cities and fortresses — stone and metal ones.

What do you think? Let us know in the comments!

- The team

Development News #39 - ‘Custom Maps and Awesome Apps’

Hi, feudalists!

Breaking news! Second test run of LiF:ММО CBT(wave #1) will start on February 20th and we’re planning on it being held for two weeks - save the date and get excited!

The second bit of cool news is that LiF:YO custom maps are incoming thanks to a super smart users known as Teleon and Nyuton.

Teleon and Nyuton have opened two public testing servers. You can get involved and share your thoughts on the official forum thread.

For more information, check out the article.

We also want to touch upon the Life is Feudal:MMO app and the progress we’ve made with it.

The app is available on both Android and iOS and is compatible with the MMO only.

Keep connected to the Life is Feudal:MMO world while you’re on-the-go - featuring fun mini-games where you can store your results for later use in the Life is Feudal:MMO desktop app!

The mini-games in the app are: carpentry, forging, bowcraft, gathering, mining, logging, and materials preparation. The higher the score you achieve will give you a larger crafting bonus in the MMO. Check out the mini-game tutorial here for more information!

Thanks for reading this week’s development news! 

- The team

Development News #38 - A Peek Inside Our Art Team’s Minds

Hey everyone!

In today’s development news we’re sharing a peek at our awesome art team’s work!

Our artists have started creating the initial settlement for the ‘Newbie Island’ - a place where players start their MMO journey, before venturing forth to the main continent.

There are more plans on the horizon and lots of work to be done; we’ll be adding new content over time, prioritizing what we believe to be the most important.

On top of this, other tasks continue to receive the artists’ attention, of course! Check out these new fear-inducing additions to the natives’ arsenal, for example.

All three states of kite shield damage are also finished. The shield will be craftable using regional-based resources.

The team is also continuing to work on improving and adding to the Gottlung wardrobe - including working on the Gottlung-style padded armor.

Let us know what you think!

Thanks for reading this week’s development news - next week we’ll be sharing our ideas surrounding the appearance of Bell Towers, as well as some other interesting updates.

- The team

Development News #37 - ‘Paradox of parallax makes even dirt look tasty!

Hey feudalists,

Our render developers have implemented parallax mapping technology - now terrain textures look really volumetric. This will not affect performance very much, but will make the visuals significantly more realistic. This effect can be switched on and off in the game options (included in ‘medium’ and ‘high’ texture quality settings).

We are going to continue to add additional textures which utilize this technology as development progresses.

Check out how it looks [here

Thanks for reading!

- The team

Development News #36 - Combat System Feedback + our Reaction!

Hey feudalists!

This week’s Dev Blog is fully dedicated to your feedback on the current state of our combat system. We’ve got lots to talk about, so if you’re interested in what to expect of the (near) future of combat, you may want to sit back (possibly pop the kettle on) and prepare for a mountain of info!

General combat-related feedback + changes

Firstly, we would like to introduce the bonus from wearing certain types of armor to suit a certain type of class/play-style. Roughly, we see the following meta groups:
  • Padded - bonus to pikes and anti-cavalry polearm weapons, less damage from impact with horses
  • Leather - bonus to bows and crossbows and increased armor penetration
  • Chainmail - increased mounted combat damage and horse maneuverability
  • Scale mail - one-handed weapon damage bonus, plus bonus to shields
  • Plate - bonus to two-handed weapon damage and chance to avoid poisoning from one-handed weapons
We want to underline that bonuses will be relatively small and in no way should prevent other combinations of weapons/armor.

Another issue that you guys have brought up a few times is the difference between combat and peaceful stances, and the fact that you can switch those instantly and without any cooldown. While speed, stamina drain, received damage and other such factors of war and peaceful stances are necessary for our gameplay, we do agree that some kind of cooldown would be beneficial in order to prevent multiple stance changes during combat for certain advantages.

The affectionately named, ‘face hugging’ is another issue that some of our players have reported. This tactic involves being at point-blank range while bending forward, allowing the player to hit an opponent's legs and avoid most damage from their opponent’s attack. We believe it is acceptable for one handed weapons, but we want to provide a countermeasure for it - thus, we plan to implement a ‘push’ ability, which will be available to all melee weapons. Depending on a weapon’s weight, it will push your opponent backward and apply a short stagger; it should be enough to increase the distance and give a chance to distance yourself from the ‘face hugger’ tactic.

Another important tweak that we plan to implement is to add weapon durability into the damage formula. A good warrior should always be prepared for combat, thus we want to boost the importance of the Equipment Maintain skill also.

Finally, we plan to make it possible for melee weapons to be able to reduce certain amounts of damage to movable objects (furniture, crafting devices, containers etc). Additionally, in the meantime we’re planning on implementing a new type of damage: chopping. A variety of axes will deal chopping damage; it will be advantageous for breaking shields and slightly better at breaking movable objects. In terms of armor resistance, chopping-type damage will be in between the slashing and piercing types of damage; not that good vs unarmored enemies and not as good at armor penetration as the piercing damage.

Cavalry Meta

We’ve heard a lot of concerns from our two-legged players about the prevalence of four-legged fighters in the battles during the MMO Closed Beta Tests. First of all, we must state that we do believe it is completely logical and correct that, at this current stage of the Closed Beta Tests, most of the participants prefer mounts and lances for increased mobility.

The thing is, it is completely normal that, once two sides meet each other on the vast open plains of the MMO map, they prefer to keep mobile for advantage - and infantry feels itself like a disadvantage. It is actually completely normal and realistic; skirmishes in open plains are typically more suited for light cavalry due to their mobility. The main reason it’s so beneficial is because there are no objectives that either side have to control in some way, so we’ve come up with a plan to let infantry shine!

In instanced battles, we plan on implementing a King of the Hill system; where a certain zone in the middle of the map should contain the majority of your forces. During sieges, attackers must fight through your forces and reach the monument to destroy it. In this kind of situation, cavalry will not be able to provide a strong foothold on an objective, and that is where infantry can come to play!

We also have heavy cavalry to consider. We believe that heavy warhorses fill a niche where you need to provide a strong charge against enemy infantry frontlines and have the capacity to soak up much more damage than light cavalry types can typically sustain. For increased advantage for cavalry against infantry, we plan to let mounted players wield and use hand-and-a-half swords for increased reach.

Another topic you guys have discussed is the ol’ ‘pocket ponies’ issue; players can ride a horse and still technically hold another horse in their inventory. One of our aims within the Life is Feudal world is to keep the level of realism to a pretty sufficient level, but not to the extent that means crazy, excessive actions that are a total bore just in the name of ‘realism’! So with this in mind, we are going to leave ‘pocket ponies’ in place. In the meantime, we will significantly increase the time it takes (15-20 seconds) to ‘pack’ and ‘unpack’ your pocket pony, making it a lot harder to use them in the heat of a battle. Packing and unpacking via stables will be just as fast as it is now though.

We also want to increase the value of horses, especially of the trained warhorses - therefore using your horse as a living shield will come at a price. Later on, we plan on adding basic AI to horses; they’ll want to run away if they don’t have a rider and are receiving damage, so you may just want to reconsider using your trusty stead as a movable shield!

Formations and cavalry is another issue we want to address for you. Firstly, we plan to tweak the skill tree in a way that formation skills will be available to everyone without any prerequisite skills. Secondly, we plan to tweak and slightly boost mounted formation bonuses, making it possible and beneficial to make a classic wedge heavy cavalry charge.

All the same, we also want to provide a combat order that will affect all infantry inside the formation, increasing their resistance to knockdowns caused by horses. Ideally, we’re picturing a warrior in padded armor, equipped with a pike or anti-cavalry polearm, standing inside a formation that just received the ‘hold your ground’ order,  being able to resist a cavalry charge with an almost 100% chance to do so successfully. The horse knockdown damage will be classified as ‘blunt’ damage.

Bugfixes and Tweaks

Female models are widely used in combat. After some investigation we’ve realized that, due to a pesky bug, female models’ weapon reach is the same as the male models’ reach, while having a smaller hitbox. We plan to fix this issue ASAP to ensure it’s fair.

We fixed a relatively old bug, where a player could swing their pike while doing a thrusting attack, resulting in a huge amount of speed bonus and damage. You will see the fix in the closest patch.

There is also a slight formula bug with a spear’s thrusting damage, which leads to a good amount of damage being dealt even if the actual speed is not that high. We’re working on a fix for that bug soon, along with the Iron Grip ability bug.

We also feel that it is important to tweak the minimal energy/damage that bow users can inflict now, making it possible for them to kite their opponents. They will have to spend some time pulling the string before the bow will be able to deal any significant damage.

Combat preparation objects will become slightly cheaper, with a slightly easier way to build them, so we expect to see those objects in larger battles with some kind of objective for both sides that has to be quickly fortified.

Last, but by no means least on our tweaks agenda, we’re planning on removing the 100% stagger from the handles/shaft hits of weapons. Phew!

We want to thank you for taking the time to read and understand all of this week’s rather bulky dev blog - obviously we now know who are truly devoted fans! :p

Nothing is completely set in stone yet (except for bug fixes, of course) so right now, we’re really open to your additional feedback - so let us know what you think in the comments below!

- The Team

Development News #35 - 'WiP Screenshot Showcase | They are coming…'

Hey everyone,

We’d like to share some WiP screenshots and accompanying information about a few cool things we’ve been working on - we hope you like!

We have finished the modelling and texturing of the native NPCs, as well as some native decorations.

Creating the behavior scenarios for each of them awaits us in the near-future.

Guiding your way through the dark nights is imperative to your survival - alas, as well as lighting your way, torches may also be used as a weapon! Thus, we have created a new ‘Siege Torch’, which you’ll be able to try in action soon!

And to round it off for today: we finished concept art for padded armors, Gottlung's style (op, op, op, op, oppa Gottlung style!). At some point, we would like you to be able to choose the armor style to match the race of your character, unrelated to the type of armor itself.

Thanks for reading this week’s dev news!

- The team

Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Hey everyone,

We are excited to share our overhauled castle walls with you!

While working on the new wall system, our top priority was getting rid of the major problems with the old system.

Wall battlements now take character height into account; this will make them more convenient to use as a cover while using ranged weapons. We have also changed loopholes, passages and different sections coupling with one another.

This variety of new elements will allow the building of various fortification designs, so get creative! For each wall type, we are going to have some segments without battlements - this will be helpful while laying out the inner perimeter of the castle.

You can use wall arcs to create passages without gates, add sculptures in niches to show off your stature and generally mix and match the wall types to suit your needs! We’re also thinking about the possibility to customise your walls: adding flags, bas-reliefs etc - or even the ability to add your heraldry colours as wall paintings.

Last but certainly not least: as well as all of this, we’ll also be adding the long awaited drawbridge!

In other news, we mentioned that we’ve been working super hard on the 64-bit version for both LiF:YO and the MMO in our last Dev News. We were hoping to launch sometime this week, but we want to ensure it works smoothly, so we are going to spend some extra time polishing and smoothing out any kinks. We are pretty sure that we will be able to present it sometime next week in the open beta branch of LiF:YO for you guys to try it out and let us know how it is!

Thanks for reading this week’s dev news, 

- The Team

Development News #33 - '2017 - more feudal than ever!'

Hey everyone,

It’s the end of the festive season and the start of a new year! We hope you all had a great holiday and are ready for what the new year brings - perhaps, who knows... 64 bit feudalism to both LiF:YO and the MMO!?

We have to say that we have invested a lot of hot and passionate development time into these builds - we even affectionately named the internal code branch for those builds, ‘69 bit’...

We hope you'll be able to help out with testing this version - we’re optimistic it helps increase our client stability and performance significantly!

We’re working very hard, so keep checking back for more information regarding the 64 - *ahem* 69 bit versions.

In the meantime, let us know the fun you had over the holidays!

- The team

Development News #32 - A Feudal New Year!

Hey feudalists,

Firstly, we want to wish you all a very happy new year from all of us here! It’s been an amazing year and we’re so excited for 2017.

To conclude 2016, we’ve finished the first testing run of the MMO closed beta tests. We’ve took on board all of your feedback, reports and ideas and are eager to move forward with this information! We’ve also put together a list of statistics we thought would be cool to share:

Thanks for reading this week’s news update - and once again, have a happy new year!

- The team

Development News #31 - Christmas is Feudal

Hey feudalists,

The end of December is one of the most magical times during winter, and here, at Bitbox, it’s almost impossible for us to resist the holiday mood. We have decorated our houses and our office, bought gifts and signed postcards to friends. Now we are just waiting for Christmas Eve.

We have also tried to create a Christmas mood in the game. The main news is that we've added holiday hats, boots and mittens in this patch! Put them on and wear them with pleasure. Let Santa know, that Life Is Feudal should be the next place for him to come visit!
To create your hats and other items, you must have linen as well as wool or silk cloth. The required materials depend on the type of item you desire. Sew it with the Weaver's Toolkit. For boots and mittens you need just one linen cloth for each item.

We hope you enjoy today's patch!
Merry Christmas and happy holidays!

- The team

Development News #30 - First results of MMO Closed Beta Tests

Hey everyone!

Since the Early Access release of Life is Feudal:Your Own in September 2014, and since its full release in November 2015, we have definitely lacked that feeling of perpetual motion, excitement and 24/7 working schedule before and after the launch of Closed Beta tests! “Burning anthill” is the best description of what our small studio house has looked like in the last few days.

We estimated that one server node will begin to die and eventually crash after 200 players are in it. Well, node 25 has been proven to hold 368 players simultaneously before it crashed. We do not know how this is even possible at the current stage of development and server side optimizations :)

We want to thank all participants for helping us to gather all the valuable performance and bug data. We remind you that it is the first time ever that we have such a massive test of Life is Feudal: MMO with a peak of concurrent users topping 800 users yesterday!

Right now, our top priority is to increase stability and performance of our servers along with fixes of critical issues that you guys report.

Thank you once more for being awesome and for understanding those issues you may stumble upon while playtesting our game!

- The team

Development News #29 - ‘Horsin’ Around’

Hey everyone!

We know how excited some of you are for horse-pulled carts; it’s still early stages while we ensure they work exactly how we want them to, but we thought you’d like to see a WiP video:

There is still some confusion surrounding exactly how we will be able to implement them. As you can see, we want to implement almost complete turning freedom for them and you will hopefully be able to use them to move one movable object on top of them.

Yes, we know that it has taken a hella lot of time before we were even able to start the development, but we really are super serious about getting it finished… ‘soon™’! :)

We hope you’ve enjoyed this small insight into what we’re up to!

- The team

Development News #28 - ‘Now I’m a Believer - More Info’

Hey feudalists!

You might have seen our news regarding our new ‘Believer’ packs for the MMO so we thought we’d elaborate a bit for you guys in this week’s news update.

Firstly, the packs are divided into three: True, Devoted, and Zealous (which you can find out more about here)

In order to elaborate a bit better, we’ve picked some useful questions from the FAQ - remember you can check out the FAQ on the forums too if you haven’t already, and submit your questions!


What can you actually buy with real money? Just how much "pay2win" is it?
Answer: It’s mostly cosmetic items and a ticket for character transfer. The original plans to avoid Pay2Win byall costs are still in place, while Bobik is alive and within the project!

Reserving character names for mmo (i guess it is ok) but is guild forming going to be available 2 ?
Answer: Nope, that will work only for character names.

What is God’s favor?
Answer: It's a premium currency that you later will be able to buy with real life currency.

What about those of us who donated in the very early days before the game was even on Steam?
Answer: You still have an access and we want to preserve your unique status by some special unique in-game title or maybe some item. There are no final plans yet.

Are "Tickets to the Mainland of the Realm" in the open-beta available to anyone with YO ownership or only for those who have "Devoted Believer”?
Answer: Tickets will be available at Beta Wave #2 to everyone. But LiF:YO users will have one such ticket for free.

"Ticket to the Mainland of a Realm" and its tooltip is pretty unclear… is that the "character ticket"? and then, if a YO owner buys the zealous pack, they'll have 3 character tickets and then be able to have 3 characters on their account?
Answer: Yes, you need one ticket to move one character on the mainland. 
If you want to buy a pack as YO owner, you will be promoted with $10 OFF and getting package with 1 + 3 tickets on Open Beta.
How long after purchasing a package will an account be credited with the benefits? As an example I've purchased a Zealous package and was informed by a prompt that the keys would be available in my personal account, but have not yet received a key for the extra copy of LiF: YO, nor has my account name changed in color.
Answer: If you activated your pack on your account, you should receive an email confirming the activation.
If you applied for additional $10 discount, you will not receive additional YO key.
In-game benefits will be available in Open Beta (Wave #2).


We hope these Q&As help clear up any initial confusion! We definitely recommend visiting the FAQ on the forums for any questions you may have in the future.

Thanks, as always, for being so great and understanding!

- The team

Development News #27 - ‘Fall in! Patch and New info’

Hey everyone!

We’ve just introduced some pretty major physics refactoring in the Steam Beta branch, which has allowed us to re-add fall damage - so you better tread carefully! We believe this adds to the realism and immersion that we aim for in LiF.

Speaking of realism, we recently slowed tree-growth down significantly to feel more realistic, but if you do find the growth a bit too realistic for your liking, we’ve added a new server setting, allowing you to tweak the growth speed.

Check out the rest of the patch notes and information on how to switch to Beta here

In other news, this week we’ve implemented a more simplistic method of signing up and logging in on our forums! You can use your Facebook, Google Account, Steam and/or VK to login, so be sure to check out the forums if you haven’t already!

We hope you enjoy today’s patch and dev news,

- The team

Development News #26 - 'Hunting the Gottlung‘

Hey everyone, we’re sharing a bit of lore with you in this week’s news!

“Earlier today we entered the forest.

I don’t like forests.They breathe danger and frightening ancientry here on this side of the continent. Commander of my “iron-bellied” called it Ulfskargsrann. Wolfish-fright-death-fly - something like this, when translated to the common tongue, does not sounds very encouraging at all. However, the commander is vigorous.

I don’t understand their hard, clunking speech well enough. It is more suited for warfare than for communication.

My brave”iron-bellied” Gottlungs sang their drinking songs under the forest canopy, scaring away all the birds and spirits, up until one of them got an arrow right through his throat.

Oh my, they are good at fighting, these Gottlungs, let Jodenande hug them with her legs.

It is good when there is someone to slash with the long Gottlung sword.
It is good when the enemy is seen.

But here, our enemy was the forest itself.”

A  travel log page
by Torson from Gavranskelle - master of trade
found in bear dung near Rivenspinne.

In other news, we know how excited you are about the MMO as are we, of course! So keep checking back for info next week.

- The team

Development News #25 - ‘Onwards! The testing continues’

Hey everyone!

We’re sorry for the delayed dev news; we’ve been preparing for more tests and were hoping to have some news regarding that yesterday!

So it's a bit of a short one this week, just to let you know that we’re working hard and you can expect some news hopefully this Friday coming up.

Thank you for being so patient and supportive - keep checking back for more news!

- The team

Development News #24 - Marching on: Continuing Improvements

Hey everyone!

As you’re likely already aware, we ran more MMO Beta tests over the weekend and of course, had a blast working with you guys, and have taken onboard all feedback.

We are excited that we’re at this point in testing and we’re currently preparing for the next test run.

Firstly, of course, we’re taking some time to iron out bugs and any issues that were brought to our attention - check out this recent announcement for some more information.

In the meantime, here are a couple of MMO screenshots that some of our awesome testers have shared with us!

Thanks SonofKitt

Thanks Khan

Thanks for checking out this week’s development news, catch us next week for more!

- The team

Development News #23 - ‘Hallows Eve Approaches and the Sleeper is watching’

During the dark of the night, where the last leaf drifts away from the dying branch,
Where the lost souls of the departed are seeking the Great Tree,
And the glaring eyes of blood-thirsty animals pierce the dark -
This is the night gloom and cold crawl across the land.

The dead maiden departs her domain,
To douse the hot, bright sun
and let the three Ice Princes roam and rule the land.

Look, however, onto the scarlet sky,
Notice the Sleeping God has opened his eye.
You will see the clouds part way,
To allow for his gaze; for he is watching.

So gather all that is ripe on your fields,
Store your harvest away and seek shelter.
Legend states to light a lantern,
from the head of your enemy.

And wait. Wait as your ancestors waited, and their ancestors before that.
Now everyone will remove their masks and show their true face.

The hour is close. Do not sleep.

In last week’s post, we warned off unusual happenings in faraway lands, but it looks like they’ll be reaching us very soon - when the moon is full at the end of this month...

Development News #22 - ‘Something strange in the village hut - who’re you gonna call?’

We’ve heard of some rather unusual goings on in faraway lands, and think you all ought to be prepared in case it reaches our Feudal isles!

Talks of ghostly fog and animals with glaring eyes in distant places is probably nothing for us to worry about, and surely won’t reach our humble Island - alas, just in case, there’s no harm in being aware, lest these oddities surprise us unexpectedly!

You may also do well to heed these words:

If you are the type to enter dark, undisturbed waters as though you were walking through a sunshine-flooded valley…

The type who practically sniggers at the mere thought of evil spirits, and storms through bears and boar alike as though passing by rabbits and squirrels…

The type who’s sword, spear or axe is much a part of you as your hand, leg or heart; the rough wood and coarse leather 
is as familiar as seeing the sun in the morning and the stars at night...

...then perhaps the time has come to discover something new about this world - and perhaps, about yourself.

This something new awaits you, deep in the thick of the forest. It is angry, thirsty for blood and extremely cunning, and it is eager to greet you.

Behold, either its blood ...or the colour of your own fear.

May the Sleeping God protect your soul.

We hope these words stay fresh in your mind, but before we go we would like to end on a more uplifting note!

We are also working on objects and decorations for natives’ settlements, which you can check out:

We hope you’ve enjoyed this insight into some of what we’ve been up to!

- Thanks, the team!

Development News #21 - ‘Shoot it! Range combat revised’

Hey feudalists!

If you checked out the last dev blog, you’ll know we’re overhauling melee and ranged combat mechanics. In today’s development news, we’re looking at bows, crossbows and ranged combat!

Check out some of the changes we have in mind:
  • Crossbows. Reload speed, accuracy and range will be increased for all Crossbows. Unlike other ranged weapons, crossbows will require significantly less strength and agility. Crossbow bolts will be possible to equip in a hip slot.
  • Bows. Most changes are planned for simple and short bows, in some situations they may be preferable over the longbow. Agility will also noticeably affect accuracy.
  • Throwing weapons. Throwing trajectories of javelins, throwing axes and throwing knives will be changed, slightly affecting the effective range. All throwing weapon damage will be increased.
  • Projectiles. Stacks of arrows and bolts will be limited in number.

We hope you’ve enjoyed this insight into some of what we’ve been up to!

- Thanks, the team!

Development News #20 - ‘Combat Mechanics Overhaul'

Hey Feudalists!

Right now we are working on overhauling melee and ranged combat mechanics. Check out our short-term goals:
  • Enhanced shield importance. Shields will give a more significant defensive advantage. We are going to increase blocking speed and passive protection, as well as improving shield bash by making it easier to hit with.
  • Changes in pounce mechanics. We will improve the effectiveness of this ability against foes with shields, and at the same time, we will reduce its jump force.
  • Extra damage. We plan to set a certain weapon group with a special feature of increased stun chance.
  • Parrying system change. Parrying should be an immediate action to counter your opponent’s moves, rather than a permanent defense like blocking. We are going to overhaul the parrying to make it possible to deflect blows, as well as make it impossible to stay in the parrying state permanently. We are also going to make parrying chance dependent on the particular weapon you use.
  • Speed bonus. We plan to make speed bonus depend more on player’s movement speed rather than weapon speed for certain strike types.
This will be the melee combat changes that we plan to introduce in the near future!

Next week, we’ll be talking about our plans for bows, crossbows and ranged combat mechanics.

We hope you’ve enjoyed this insight into some of what we’ve been up to. We’d just like to let you know that we are fully aware of the problem with overpowered damage when the direction of a strike switches while you’re attacking.

- Thanks, the team!

Development News #19 - ‘The trees are alive!'

Hey everyone, welcome to this week's development news!

We’ve been working on a new maintenance algorithm for trees.

Forests: they aren’t just a supply of firewood and construction materials at your disposal - they’re living organisms; they need particular weather conditions, and thrive in certain locations.

Just like any living entity, the trees can bloom or wither, or even perish if you so wish.

We’ve made a number of adjustments, including with the models, and will also be adding a number of new options. We are looking forward to presenting you with a new, living forest!

We are also so pleased to let you all know that we've managed to defeat a number of issues that were bugging some of our users:

We found, and fixed, a particular bug that caused some tanning tubs, drying racks, campfires and other similar objects to work incorrectly.

We also fixed an exploit, which allowed the player to log out under a wall and log back in on top of it.

Finally, we’ve stopped grass from growing through your building's floor or above tunnel entrances.

We hope you’ve enjoyed this insight into some of what we’ve been up to!

- The team

Development News #18 - Gottlung Plate Masterwork & Armour Crafting Overhaul

Hey everyone, welcome to this week’s development news!

If you haven’t noticed the theme yet, we’ve been showcasing the upcoming armour improvements! Check out the previous news posts to see the scale armour and chainmail improvements.

Plate armor is known to be heavy armour, it guarantees unmatched protection against slashing damage - however, to keep mobile, a warrior must have great strength.

Heavy plate armour of a high quality is the dream of any medieval combatant, and pride and joy of the master who forged it. In our new armor crafting system we have overhauled the production process of all metal armors so they will be more fun to craft but a bit more of a pain to lose.

We’d also like to thank everyone who participated in our recent poll. We’ve decided to not completely remove the halo, but to reduce its radius and brightness. You’ll be able to see your character and the area surrounding, up to the length of an outstretched arm. We’ll be updating this in the next patch!

As always, we hope you’re enjoying the insight into some of what we're working on - look out for next week’s update!

- The Team

Development News #17 - ‘Sashes, Silk and Scales: a Khoor Design’

Hey everyone, welcome to this week’s development news!

As a follow-on from last week, we’ll be looking into more of our upcoming armour improvements that we’ve been working on.

Scale armour has the best defence against piercing attacks, and is also pretty good against slashing. Its design allows better mobility than plate armour, but not as much as padded or leather.

You can see the armour below, handcrafted by Khoor artisans, using rather specific elements, such as horse tails and sashes - plus silks and furs for the more elite. 


As always, we hope you’re enjoying the insight into some of what we're working on - look out for next week’s update!

- The team

Development News #16 - The night is dark and full of...reasons to enjoy our new lighting

Hey everyone, welcome to this week’s development news!

We’ve been improving existing rendering calls, such as reworking the lighting system, which you can check out in these side-by-side comparison images:

The improved lighting has made way for a more realistic nighttime, thus you better have a torch handy to guide your way through the pitchblack. You can check out how a torch in the dark looks in our new render in this video:

In other news...

Chainmail: a pretty average armor - it has good protection against slashing attacks, but is vulnerable to piercing damage from spears, lances, arrows and bolts. Below you can see some chainmail armor made using old-school Slavard traditions, with the use of hides and tanned leather for additional protection and warmth.

Of course, you do not wear chainmail over your bare body! Additional layering is required underneath. This can be some basic, common clothing or a padded tunic.

We’re implementing this requirement to our new armor crafting system.

We hope you enjoyed the insight into some of the features we're working on - look out for next week’s update!

- The team

Development News #15 - Forest Village Launch + New site + some News!

Hey everyone,

Firsty, we are super excited to let you all know that we are launching Life is Feudal:Forest Village in early access on Steam today! Check that out [here].

LiF:Forest Village is a city builder with engaging survival aspects set on an island in the unforgiven medieval era. Developed by Mindillusion, you can shape, build and expand your settlement, grow food to ward off starvation and scurvy, send expeditions to explore - even occupy villagers for additional micromanagement or simply to explore!

We’ve also been overhauling our website, which is why it’s been down this morning, but we really hope you like it. Let us know what you think when it’s all up and running!

We're aware that we’re quite late with our development (because since when does anything go to plan!?) and the guild politics and claims system took us longer to implement than what we originally planned. This along with some pesky bugs, which have been very hard to trace or sometimes lead to a major rewrite of some code parts to properly fix them, has definitely slowed us down.

Overall, our development has slowed down a bit while we're investing even more time into quality, rather than an instant result, which we have learned our lesson with after feeling forced to do so way back before, and after, the LiF:YO EA release and full release.

An important piece of info we’re excited to share is that we're currently in the middle of negotiations with a company, which will most likely be our partner from the Wave#1 release. This will really help us with a number of aspects as we move forward. Of course, we’re still negotiating so, at present, we don’t have any final plans, but we just wanted to keep you all in the know.

Thanks for taking the time to read our updates, look out for next week’s dev news!

-The Team

Development News #14 - ‘extra padding!’

Hey everyone, welcome to this week’s development news!

Following [Plate armor], we are happy to introduce you to the new Padded armor. It’s super lightweight but with reasonable protection - armor like this was widely used among early medieval warriors.

Padded armor allows you to move faster for longer and carry more weight, as well as giving some decent protection. We are going to introduce an overhauled armor creation system in LiF. Cloth armor will soon become more affordable than the other types and will take its proper place in your inventory.

You might have seen that we launched a [patch] yesterday, that quite a few of our players have been really excited for. We have received numerous requests in the past for Observe Mode to work while moving so you can plan your terraforming needs from every angle.

We are also super excited to let you all know that we have managed to find some code that was not optimal - fixing it resulted in a significant server performance boost!

Check out the patch announcement for the rest of the notes.

Thanks for reading, look out for next week’s post!

- The team

Development News #13 - With it or on it? Destroy it!

Hey guys!

We always love seeing the results of your hard work - including those of you who partake in the type of work that includes an axe and an enemy’s body.

Sparks, splinters and blood droplets: the recipe that inspires the heart of a warrior! And now we’re expanding that list with three new damage stages for shields, which allows you to better evaluate how fast your opponent will die by your hands!


You can see in this screenshot the difference between the new, moderately damaged and severely damaged shields.

To accompany this new improvement, we’ve also reworked some of our shields and even added some new ones!

We also know how much you all want to hear about the MMO - totally understandable! At present, we’re continuing to work very hard on the Guilds/Claims. The mechanics are very complex so we really want them to be of a very high quality for you guys. We’re also currently working on fixing some bugs that affect transition between servers. We’re so excited to progress to the next wave and are so grateful for your patience, support and feedback!

Thanks from all the team

Development News #12 - ‘It’s not just sword-wielding heroes facing their foes!’

    If your hands feel more familiar to the rough handle of a pickaxe than the leathery grip of a battleaxe or the iron coldness of a sword - and if underground passages and dark mines feel like a second home - keep in mind that armor-clad knights aren’t the only ones to face danger...

You will do well to remember that not every distant rustling and echoed rattling is the sound of earthfall and rubble; and that obscure rumbling deep in the mine isn’t always the Sleeper’s venomous breath.

There can be something vicious and utterly unnerving about complete silence - but you are not alone. Keep your torch close - allow the flames to dance ahead and illuminate the darkness; inspect the inky shadows a little closer.

Ah, but don’t look too close, unless, of course, you are willing to put down your faithful tools and take up arms and fight the fear that preys from beneath the shadows.

Stay safe - they could be watching…

Hey guys,

Yep, that’s right, more NPC teasing in the form of lore and screenshots just because we can!

This week’s blog is going to be a short one, since we’re still working on things we’ve mentioned recently in past dev blogs.  Including improving and fixing things in the MMO as we’ve been receiving feedback (thank you again to our brilliant testers).

Thanks for checking this week’s dev news, join us next Friday for more!

- The Team

Development News #11 - ‘If you go out in the woods today…’

A small group of lumberjacks working deep in the woods were the first victims...

Their mangled corpses were reminiscent of a bear attack; horrible lacerations moulded by claw-like marks, broken bones, shattered skulls - surely no man could inflict such mutilations?

If you happen upon an unusual mound in the forests, resembling an ancient tree stump with it’s great roots unearthed, ensure it’s not moving, because if it is… run. Now is the time to decide how precious your loot really is; you won’t want anything weighing you down. Now is the time to push yourself to your limits and run as fast and far as you can. Now is the time to be anywhere but here.

...Although, are you not one of those brave madmen who do not tremble at the sight of danger, but rather unsheath their axes and arrows?

Perhaps you should rally your allies - maybe it’s time to check if blood even flows in these forest demons. Before you do, remember to pray to the Sleeper to save your souls.

So if you go out in the woods today, be sure of a big surprise,
If you go out in the woods today, listen for blood-curdling crie

...Hey guys!

Welcome to this week’s dev blog - we hope this fun little bit of lore and new screenshots have peaked your interest. We’re sorry for being a tease, but we are all really excited about what we have planned on the horizon.

We know how you are also really eager to find out what’s happening with the MMO waves - and are especially eager to find out when you can join in - so we’ll be updating you guys on that.

Firstly, if you’re unsure, you can find out when you are eligible to join on [this page]

We’re pleased to say that nearing the end of Wave #0; it’s been really rewarding and has helped us move forward with fixing any bugs and taking back feedback. We’re expecting to be starting the next wave after we’ve perfected some of the guild mechanics. As you know, the guild system is a huge part of the MMO, so we would like it to work as intended, of course - with some of the more stubborn bugs ironed out -  before letting player enjoy Wave#1!

Keep checking back for more information as we’ll keep you posted along the way.

- The Team

Development News #10 - Animals and Algorithms

Hey guys,

Welcome to this week’s dev news! There’s lots of reworking some older mechanics on top of everything else so we thought we’d elaborate on some the new mechanics you can look forward to.

After we released LiF:YO, we decided we’d like to completely rework animal behavior mechanics. Our goal was to achieve better code clarity, extensibility, and an easier way to modify parameters in realtime.

The new pathfinding algorithm removes the old manual implementation, and instead takes advantage of the well-known recast/detour library. This allows us to provide walkable surfaces (Navigation Meshes), not only on the ground, but on the stairs, buildings - everything with proper collision geometry. It’s also fully tunable: maximum angle, impassable area size near walls, etc.

After we had taken care of the new pathfinding, new animals (and the native NPCs in the future) would still be lacking good behavior implementation and proper spawn logic. Therefore, after many discussions, we decided to move forward with the ‘behavior tree’ approach. This technique showed great adjustability and was really clear to understand.

This screenshot shows an approximate behaviour tree for predatory animals, such as bears, boars and wolves.

Spawn logic was the last feature to add for our overall animal AI improvements. We originally divided the whole territory into regions.

256 regions in one terrain
256 x 9 regions in one server

However, now civilization rates are taken into account, it reduces the chance for animals to spawn so we’ve made the animals appear more randomly in their respective biomes (wolves on forest soil for example) and the spawning algorithm is more adjustable.

At the moment, these new algorithms are present in Beta Wave #0 of the MMO, and are currently being thoroughly tested and continuously improved.

Thanks for reading this week’s dev news, join us next Friday for more!

Please note that we are aware of, and hard at work on, issues that may have affected some users since the latest update. The team are diligently working on fixes and apologise if anyone is affected by these changes

- The team

Development News #9 - New Dangers Lurking in the Wild!

Hey everyone,

Welcome to this week’s development update! We sincerely hope you’ve been enjoying the screenshots and insight into some of the things we’ve been getting up to.

Check out one of this week’s WiP screenshots - this halfplate armour concept art:

We know a lot of you are really looking forward to our native NPCs, so we’re really excited to share some more information and concept art to entice you that little bit more!

According to old chronicles, the fierce tribes are dotted about mountains and mines in both the north and in the south of the Island. They’re vicious, stealthy hunters and have even been known to indulge in cannibalism. Their form seems less than human, leaving many to speculate that they are demons.

These natives may not be too happy with your arrival to the island, it is their homeland, afterall.

Look out for them, they’re coming soon™!

Thanks for reading this week’s dev update - catch us next week for more

- The Team