Development News #78 — OBT is upon us!


Hey, Feudalists!

The OBT of Life is feudal: MMO is right around the corner!

The lucky ones, who got themselves Zealous believer packs - as well as our beloved Alpha testers - are already able to enter the MMO worlds. (Don't be afraid, though, they are not allowed to claim land before anyone else).

However, due to an unforeseen bug that made it possible for some players to get GM powers (shame on those who abused the bug!), we had to wipe the worlds after only a few hours of early access. More detail here.

Because of this, we had to make the decision to postpone all of the scheduled early access waves for all the pack owners for 12 hours each. So the updated schedule of OBT access is as follows:

17th of November 2017 at 09:00 (UTC) (4:00 am (EST) / 1:00 am (PST) / 12:00 (MSK)) - Zealous Believer pack owners get an early access to the world.

17th of November 2017 at 21:00 (UTC) (4:00 pm (EST) / 1:00 pm (PST) / 00:00 18th of November (MSK))
Devoted Believer pack owners will get an early access to the world.

18th of November 2017 at 03:00 (UTC) (10:00 pm (EST) / 07:00 pm (PST) / 06:00 18th of November (MSK))
True Believer pack owners get an early access to the world.

18th of November 2017 at 9:00 (UTC) (4:00 am (EST) / 1:00 am (PST) / 12:00 (MSK))
The official start of OBT and Owners of LiF:YO on Steam, beta testers, and purchasers of the starter packs will be able to enter the world.

For the owners of LiF:YO, we would like to draw special attention to the fact that, due to Steam's policy, we are not able to launch LiF:MMO in early access directly on Steam this upcoming weekend.

However, you are able to register your account at [b][/b] and download the LiF:MMO launcher directly from our website using a special button on the [i]‘your account details’[/i] page (check out this guide on downloading the MMO launcher)

You then need to LOG IN to the launcher USING YOUR STEAM ACCOUNT that has Life is feudal: Your Own in its library.

After that, you will be able to enter the world at the abovementioned date and time and will have a ticket to Abella in your in-game shop inventory (you can access it by pressing Esc -> Shop -> Inventory).

We put together a little guide to help you redeem the ticket. Life is Feudal: MMO will be automatically added to your Steam library at a later date, as soon as it is possible!

Thank you for being awesome and patient while we were figuring this out!

— The team

Development News #77 — A Big hearty ‘Thank You’ and ‘See ya next week’!


Hey, Feudalists!

Usually, we write our texts together with our team and sign them as “The Team”, but today I’d like to personally thank all of our Closed Beta Tests participants for providing us with such a huge help with testing our game! Without your help, we would surely still be somewhere at the early stages of testing, struggling to find all the bugs by ourselves.

I want to thank you - our players - for being meticulous and honest, finding and reporting even the most serious dupes and exploits, without keeping them up for yourselves in order to get an unfair advantage.

You have proven many times that you’re one big, organized and mature community, that can quickly self-organize itself in order to help with different events, like instanced battles system tests or simply organizing a Q&A live stream session. Your joint actions saved a lot of our efforts, which allowed us to spend all of our efforts on the development itself and bringing you an OBT this year, rather than next one.

Thank you, friends, that is much appreciated!

— Vladimir “Bobik” Piskunov

Development News #76 — What Was Yesterday and What to Expect Next Week.


Hey, Feudalists!

Yesterday we patched both our MMO worlds up to the same gameplay state as LiF:YO is at now. This means you can use Trade Carts, test once more recent combat updates and tweaks, and more. MMO specific is the fix of interserver character moves. If you continue to experience any problems while moving from one server to another, please do not hesitate to let us know by contacting our support team.

Feel free to take a look at our recent LiF:YO patch notes to get a better understanding of what exactly has changed.

We also would like to inform you that next week (probably the weekend), we’re going to shut down the MMO servers in order to get them prepared for the upcoming OBT start!

Oh, you can also expect another run of the battles system tests. Those lucky few who participated in the previous tests know what to do! ;)

Wipe is going to be soon - it is time to do crazy and bold things!

— The team

Development News #75 — Schedule and Details!


Hey, Feudalists!

Today we would like to update you with a detailed schedule of our OBT launch.

1. 14th of November 2017 at 21:00 (UTC) (4:00 pm (EST) / 1:00 pm (PST) / 0:00 15th of November (MSK))
Zealous Believer pack owners can reserve nicknames for their characters.
2. 15th of November 2017 at 21:00 (UTC) (4:00 pm (EST) / 1:00 pm (PST) / 0:00 16th of November (MSK))
Devoted Believer pack owners can reserve nicknames for their characters.
3. 16th of November 2017 at 21:00 (UTC) (4:00 pm (EST) / 1:00 pm (PST) / 0:00 17th of November(MSK))
True Believer pack owners can reserve nicknames for their characters, Zealous Believer pack owners get an early access to the world.
4. 17th of November 2017 at 9:00 (UTC) (4:00 am (EST) / 1:00 am (PST) / 12:00 (MSK))
Devoted Believer pack owners get an early access to the world.
5. 17th of November 2017 at 15:00 (UTC) (10:00 am (EST) / 07:00 am (PST) / 18:00 (MSK))
True Believer pack owners get an early access to the world.
6. 17th of November 2017 at 21:00 (UTC) (4:00 pm (EST) / 1:00 pm (PST) / 0:00 18th of November (MSK))
Official start of OBT and Steam Early Access of LiF:MMO. Owners of LiF:YO on Steam, beta testers, and purchasers of the starter packs can enter the world.
We would also like to present a short FAQ about this schedule and what you should expect during the given time frames.

Q: How to reserve my nickname?
A: According with the schedule above you should be able to login to our game and create a character with a desired nickname. That is how you actually reserve your nickname.
Keep in mind, that reserving a nickname on EU server means that someone can still reserve the same exact nickname on the NA server.

Q: What can premium pack owners do during early access period?
A: They can do everything, but claiming lands. Thus, players during early access period will not be able to place private claims and erect guild monuments. Yet they can level up their skills, construct buildings (which will decay over time without claims protection), explore the world and gather resources.

P.S. All our alpha testers will receive the benefits of a Zealous pack ownership, including nickname reservations and early access benefits along with a special unique robe!

P.P.S Feel free to take a look on an extended version of our FAQ here:

— The team

Development News #74 — 17th of November - start of an OBT!


Hey, Feudalists!

First things first: we are glad to announce the official date for the Open Beta Tests start of Life is Feudal:MMO — 17th of November 2017! We also want to mention, that during this time period, we’re going to make our game available on Steam as an Early Access title and provide one free character ticket to all owners of LiF:YO. Share the news with your LiF:YO friends and communities, who were waiting for this date!

We will provide the detailed schedule of access to our game for different Believer packs tiers in upcoming dev news. As promised, we will do a complete wipe of all worlds in EU and NA regions and will shuffle the underground resources.

Secondly, we would like to announce our cooperation with BrightLocker to sell our physical merch. There’s currently 15% off so make sure to check it out:

Stay tuned for further updates!

— The team

Development News #73 — Brave New World!

Hey, Feudalists!

Today is Friday the 13th, so we thought we’d bring some luck to the day by launching the whole new LiF:MMO world, with servers based in North America!

It is a test empty world with the same map and resources locations as the good old European one. All who have access to our current CBT will be able to join this world, just switch the region from Europe to North America in the launcher. 

The NA world is a good place to have a rehearsal for the upcoming OBT start as it is completely fresh and will have no wipes until the OBT. You can try out different strategies for your settlement development and make plans and arrangements, ready for the wipe and clear start of the OBT. Just keep in mind that we are going to have all the resources reshuffled on the OBT start to give newcomers the equal opportunities at the new beginning of the feudal life.

We have also recently released a small patch for LiF:YO. Among implemented features, we’ve added the ability to get inside damaged buildings. You will no longer need to tear them down completely to get to the loot, just break in and get the spoils! The patch also brings in some fixes and balance tweaks, you can check the detailed patch notes at our Steam store page!

— The team

Development News #72 — NA Servers Incoming and Update of Plans!


Hey, Feudalists!

We are happy to announce that Friday, the 13th (muahaha) of October, is the date of the North American world start!

Seize the opportunity to start from scratch and use this as a ‘final rehearsal’ before the server wipes and the start of the actual OBT later this year. We will announce the date of the OBT as ‘soon™’ as we are able to.

Oh, and after discussing with our launching partners across the globe, we have decided to launch the Steam Early Access of the MMO at the same time that OBT starts. So it will basically be the one major start event, where our game will become available to our backers and all owners of LiF:YO on Steam!

Stay tuned for more news!

— The team

Development News #71 — Horse-drawn Carts Rolling out From New Castles!


Hey, Feudalists!

Today we’re introducing the horse-drawn carts feature to Life is Feudal: Your Own on Steam! We are excited to see this long-awaited and highly anticipated feature to be released and available to our players!

It’s time to hit the road! Feel free to check our video showing off how you can interact and work with these awesome new carts:

We’re also glad to inform you that new castle walls models and new keeps were added to LiF:YO too. It is time for you to design some new and interesting castle patterns, protect your guild monuments with large keeps, which now contain patios to display your monuments.

We also recommend you check out today’s LiF:YO patch due to the massive amount of tweaks, mini-features, and fixes that are being presented in our continuing, strong support of the game.

— The team

Development News #70 - On the Topic of Sieges


In today’s devblog, we would like to share our vision of the Siege system that we’re currently working on.

After some extensive brainstorming, we’ve developed a method of how we can use, and even enhance, the Instanced Battle system in a way that can also be used as an underlying technology for sieges. This should make the implementation of the Siege system relatively quick and painless!

Once a Siege Totem is placed in the vicinity of a Tier 1 Monument, it will claim a small (12 tile radius) patch of land. Both parties will have approximately 24 real-life hours to gather their troops for the siege event. The attackers will have to spend this time fortifying their Siege Camp, fetching equipment and ammo to stock it, build siege tents, organize storage stockpiles and deploy trebuchets and other weapons of war. The defenders will do well to prioritize disrupting the attackers as much as possible during this time.

Once a Siege becomes active, all enlisted members on both sides will move to the separate Siege server instance. This instance will be a mirror image of the main gameworld in this area. One particular difference is that, upon a player’s death, it will not force that player out of the Siege instance, instead, players will be respawned at their bind point: defenders, if they are bound in the area, and attackers will respawn at the Siege Totem.

The Siege system uses a ticket system and every respawn will cost the team one ticket each. The initial amount of spawn tickets for the attackers depends on the number of siege tents that they have built inside their Siege camp. Defenders’ spawn tickets are calculated as the minimum of two sums: the sum of all rally points (all types of keeps) and the sum of all bind slots (houses) inside the area. The defending team need to make sure they have a balanced layout in the area, or else may have some trouble during the siege!

The Siege will last for either three hours or until one side wins. Attackers will be assaulting the castle until they destroy the Guild's Monument. Defenders are tasked with defending their Monument for three hours or destroying the attackers’ Siege Totem.

When the siege ends, both parties will be moved back to the main gameworld. Those who have died or lost the battle will appear naked at their bind spots; the winning team will return to the spot they are bound to, victorious - and very much clothed and alive, of course!
The winners will have one hour of exclusive access rights on both of the claims (Siege Camp claim and the Guild City claim) for looting and pillaging. After one hour, both claims will disappear, letting those who won to decide the fate of these lands and the property on it.

Our vision of a siege is way more than the pure action of wall-bashing and ‘into-the-breaching’ - we want it to also be a matter of logistics, preparation, economics and careful planning.

Well, because Life is Feudal!

You are welcome to discuss the siege mechanics with the devs and players on our official Discord server:

Stay tuned!

— The team

Development News #69 - Horse Carts: So Close, So ‘Soon™’


Hey, Feudalists!

One of your most frequently requested features, which has been in development for a looong time, is at the finish line right now. You can expect horsedrawn carts to be patched into the game ‘Soon™’.

It is actually quite a complex feature, where four types of entities (horse, cart, player, movable objects) within the game have to interact with each other in a straight and logical way. This is the main reason why this feature has taken so long to implement.

We’re excited to share a peek at the current state of this feature as it looks now:

We have also implemented even more optimizations for the instanced battle servers in order to minimize the amount of lag during these huge battles. We want to thank all of our players, who have regularly organized stress test battles every weekend, and even some on workdays, to help us stabilize and improve this feature!

Stay tuned!

— The team

Development News #68 - Optimization and Improvements - are never enough.

Hey, Feudalists!

You can expect an MMO patch later today. We’re glad to announce that we have reached a significant breakthrough in the client and server side physics calculations optimization (especially inside forests). This should greatly improve performance of both the server and client. Other content contained in the patch is listed below:
  • Client side collision detection optimized. There are some visual side effects possible. Please let us know if you experience this!
  • New Web Map implemented! In the game and on our site you will see the same map now. We plan to add a lot of new functionality to it later on.
  • Reverted back to the “Hollywood night” where you can see things much clearer. We had a lot of discussions about it internally and externally and our decision is final.
  • All minigames are working on HTML5 now. That should add more stability to the client side and better overall performance of both minigames and the game client.
  • You should no longer see camera trembling while turning your horse
  • Added a “Simple Cloth” resource that is available in the early stages of the game
  • Instanced battles list management should not produce much lag now
  • You can use Global Search for all goods across all Trade Posts on the continent now (at last!). The synergy with the new map updates will allow you to see exactly where trade posts are located when travelling to buy or sell your goods.

Stay tuned!

— The team

Development News #67 - Pay to w... show off!

Hey, Feudalists!

We have started internal tests of the new castle walls, which will soon be in game. These are 32 modules, among which are straight and sloped walls, walls with hoardings, inline and angular towers with stairs inside. We later plan to add arches and semi-arches as well.

We also decided to slightly modify the keeps: they can now be built on top of the guild monument so that the monument will be inside the keep. All loopholes, battlements, and passages are completely reworked for a more convenient use in defense.

You will be able to try out all of these in the Steam Early Access stage.

We also want to show you a few weapon skins, which you will be able to buy in our upcoming in-game shop. To begin with, we plan to introduce three sets of skins for the most popular weapons, and then gradually add skins to everything else. The difference between common weapons will be cosmetic only - all the characteristics and location of the hit-nodes will be the same.

In addition to weapon skins, in the shop you can also find unique clothing (no in-game bonuses but does not drop in a loot bag upon death.) as well as a variety of skins for all armor types and crafter's outfits.

Stay tuned!

— The team.

Development News #66 - MMO Patch: Hold Your Horses!


Hey, Feudalists!

We want to update you with the changes in an upcoming patch that we’ll be releasing today - if everything goes as planned (fingers crossed!).

Most importantly, we want to WARN you that you should no longer keep your unpacked horses unattended in the gameworld. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. We’ve implemented this mechanism in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings and other unsuitable - and non-horse-friendly - areas!

This mechanism will be constantly enabled in the MMO. LiF:YO server admins will be able to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference.

By the way, LiF:YO owners can expect a LiF:YO patch sometime next week! :)

We have also fixed two terraforming and inventory-related dupes and that concludes all the dupes that we currently know about. Please do not hesitate to report serious exploits and dupes to us! You can expect very good compensation for those reports!

There are a couple of long awaited combat fixes being presented in today’s patch:
  1. High skill level thrusting spear attacks will no longer be unparryable
  2. Lancers will have their couched lance reset if the speed of their horse drops below a certain level
  3. Spears can no longer be used on horseback. Only lances are allowed.

We are constantly working on balancing, tweaking and improvement of our combat system. You can expect a massive weapons rework and additional combat fixes next week.

Stay tuned!

Development News #65 - CBT5 is Live! LIF:MMO is Moving Full Steam Ahead!


Hey, Feudalists!

As promised in our recent CBT#5 announcement, we would like to share more details about the upcoming events that we have planned. Currently, we’re in the beginning of the CBT#5 testing phase, which will last for a few weeks until we reach a level of acceptable stability, balance and overall quality of the game. After that, we plan to shut the servers down for a couple of days in order to wipe them, shuffle resources and make some map corrections and tweaks.

Once these changes are complete, we plan to start a new phase of testing - Steam Early Access Tests! We will let those, who have purchased LiF:YO on Steam or have purchased Believer Packs to get into the game so they can redeem their tickets to transfer one of their characters on the main continent - Abella. We want also to highlight, that we have NO WIPES planned during or after the Steam Early Access testing phase.

During Steam EA tests we will provide our supporters, who have bought Believer Packages, with all the benefits that were promised and are listed here. Ingame shop monetization will also be implemented and enabled, so you’ll be able to check out some cool new skins for your armor, weapons and apparel.

After 2-3 months of Steam EA tests, we plan to reach an OBT and open the game for everyone to experience! Anyone with a Steam account will be able to download and experience Life is Feudal:MMO for free in our new starter island areas.  

If you’re interested to learn more about our project, monetization, game vision and some inside stuff, you can check out the recording of a live chat session that happened a few days ago here:

P.S. We almost forgot, our NA players can expect their regional server to appear and become available 2 weeks from now. We will need your help to test these servers to make sure that everything is running properly on the new hardware in this region. This will help us to ensure a smooth launch of the NA region server along with the EU region during Steam EA tests.

P.P.S. Don’t forget to check out Brightlocker where you can earn exclusive Life is Feudal perks and rewards.

Development News #64 - Almost there!


Hey, Feudalists!

Firstly, we would like to announce that CBT#5 testing is planned to start on the 17th of August 2017. Keep in mind that it will last as long as needed until we are ready for the next stage of tests.

Secondly, we plan to wipe and shuffle all map resources after the end of the CBT#5. Keep this information in mind before making decisions between grinding vs having fun in PvP, RP or exploration!

Lastly, we’re working on in-game physics optimization, especially in battle instances. We believe that we’re moving in the right direction with these optimizations, though it does take some time.

Here are also some art updates for you to check out.

Stay with us!

P.S. Don’t forget to check out Brightlocker where you can earn exclusive Life is Feudal perks and rewards. 

— The team

Development News #63 - Moving forward, We shall prevail!

Hey, Feudalists!

With a heavy heart, we have to admit that we didn’t make the launch of the Battle system last weekend. All guilty ones have been hanged already on Alaric oak, while the remaining continue to work with double the zeal.

We want to thank everyone for their patience and understanding from all who came to help us with testing. Thanks to all of you, a number of critical bugs and problems were identified.

Your trust, support and enthusiasm inspire us to continue working with added strength and fills us with determination to push forward on the project.

We want to give a special shout out to the guilds who took their time and showed up for the Battle system test in a really organized manner: Askanier, Vanirs Krigsmen, Brothers In Arms, Prosperity, Blood Vikings, La Orden, Heidabyr, Axt and Kreuz, The Kingdom of Masons, Great Tartaria, House Dagfinn, Kingdom of Aberon, Finravens, Ruffnarök, Kingdom of Baldoian. Thank you!

We also want to take this time to talk about our priorities. The main strength of the team is now focused on bringing the Battle system to life. The rest of the developers are finalizing the horse-pulled carts and Trading posts, alongside the reshuffled resources on the map. That is not mentioning the ongoing process of polishing and bug-fixing of course.

The artists are finishing texturing the new walls and Donjons to prepare them for tests, as well as making models of destructible shields, reworking some game assets and adding new ones.

Some pictures:

Stay with us!

— The team

Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’


Hey, Feudalists!

We have promised many times on different occasions that we were going to tweak and boost one of our original game features - the Formation System. We’ve decided that now is a good a time as any, especially since we plan to test the Battle System this weekend!

In today’s devblog, we would like to talk about our new vision for the Formation System and explain some details for you guys.

First of all, we’ve decided to increase (x1.5) the area that members of the unit must step into in order to be ‘considered’ entered into the formation. We did this in order to ease the usage of formations for less organized/drilled players. Some of the ideas for future development we have considered implementing are ‘Spread Out!’ and the ‘Stay Close!’ commands, which will increase or decrease the size of formation with a more tight formation providing a bigger boost to the members of the unit, but those are distant plans.

Secondly, we’re shaping formation type and formation command bonuses in such a manner as to get them closer to the golden game design balancing standard -  rock, paper, scissors.

Formation types: 
  • Wall Formation(counters Circle Formation). Effects: Defense, Slowed.
  • Wedge Formation (counters Wall Formation). Effects: Momentum (multiplies damage that players inflict by their movement speed), Penetration (lowers Defense effect magnitude of a struck victim).
  • Circle Formation (counters Wedge Formation). Effects: Accelerated, Balanced Breath.
Formation commands:
  • Hold your ground! (counters “Move, move, move!”). 20 second duration, does not affect mounted players. Effects: Defense, Slowed.
  • Chaaarge! (counters “Hold your ground!”). 10 second duration, effect disappears after the first successful hit. Effects: Momentum, Penetration, Accelerated, Hurried Breath (faster stamina drain while running).
  • Move, move, move! (counters “Chaaarge!”). 20 second duration. Speed of all unit members becomes equal to the leader’s speed. Effects: Accelerated, Balanced Breath, Shaky Hands (chance to be staggered if hitting a person with the Defense effect active)
Lastly, but more importantly than the previous aspects - we’ve increased the bonus from the amount of unit members that enter the formation. The more organized your unit is - the more unit members that are inside the formation - the bigger the bonuses each of them receive!

We are looking forward to the closed beta testers being able to test both Battles and the updated Formation system during this weekend test. We encourage everyone to take a part in these tests since there will be NO consequences and no results will be saved.
P.S. In order to get as many battles fought as possible there will only be 1 hour between the Battle Challenge and the battle start itself. During normal gameplay you will have to wait approx. 24 hours.

— The team

Development News #61 - ‘Time to Assemble on the Battlefield draws closer!’


Hey Feudalists!

We have decided to prolong this Closed Beta Test Run #4 until Monday, July 24th, 2017. We have planned a separate test session of the Battle System for next weekend (July 28-30).

Keep in mind that it will be a separate test and after the Battle System test we will revert the gameworld to the state it will be in at the end of CBT#4. So feel free to test the Battle System without the fear for your life, skills, alignment or precious belongings!

We would like you to get acquainted with the Battle System mechanics in its test state, to prepare yourselves for the next weekend!

The Battle System is designed as a designated place to settle issues between guilds, as the most convenient way for both the players and the game server infrastructure.

In order to challenge another guild for battle, you will first of all need a Battle Totem. During this closed beta test, you will be able to create a Battle Totem in the Siege Engineer's Shop from a single Building Log. In the future, valuable resources like gold, flax and steel will be required to create a Battle Totem.

The leader of the attacking guild must come on to the defending guild's claim and set the Battle Totem there. It is necessary for both guilds to have at least a tier 2 monument (Fine Monument) and to be at war.

If the battle is successfully declared, the parties begin to form lists of participants. This time (for this CBT wave), we have set a 1 hour timeframe to gather your troops. After this preparation time, the battle will begin. In the future, the battle will start in the evening (19:00—22:00 UTC) on the next real-time day after the battle was declared.

To take part in the upcoming battle, you need to be properly enrolled in the list of your guild monument. The leader of the guild must confirm the participants from that list for them to take part in the battle.

Before the battle begins, the sides will be balanced numerically, so that the number of soldiers from one side will not exceed 3 times the number of the other side.

At the start of the battle, you will receive a message to confirm participation in the battle. After accepting the invitation, you will be moved to the Battleground along with the equipment and items in your inventory. Refusal of the invitation will be considered desertion!

After moving to the Battleground, you will be given 5 minutes to load and form up. At this time, you can not move further than 50 meters away from the spawn point. After that, you will have 10 minutes to exercise your tactics and clash with the enemy before the central point on the map is activated. You have to capture this point to win.

To capture the point, you need to be in the capture zone for 5 minutes. Alternative ways to achieve the victory are complete elimination or desertion of the enemy team. If the fight lasts longer than 1 hour, then it will end and the defenders will win.

Equipment and all items from the inventory of defeated warriors will be moved to the Battle Totem, located at the capture point on the battlefield. Winners will be able to collect all the contents of the Totem and after that will leave the battlefield.

The radius of the guild's claim of the losing side will be reduced by 3 to 5 tiles, depending on the level of the monument (7 - Monument level). The losing side will not be able to issue new battle challenges for the next 3 real days (this will be turned off for the CBT wave).

— The team

Development News #60 - ‘Aid the Trade, Battles and Security’


The first thing we want to mention is that the new trade posts system requires thorough testing. If you want to get involved and aid the development of the project, we’d greatly appreciate if you could test trade posts in every way possible! We want to ensure the mechanics are solid, so feel free to play about and send any bug/imperfections reports our way. We’re confident that, with the help of our awesome players, we can make the trade system practically perfect!

We would like to once again thank those players who, on top of exploring and having fun during the test runs, are also sending reports and giving us vital feedback. Thanks, dudes! Our game gets better thanks to all of your efforts.

Currently, we are working on the Battle system, which you will be able to try out later during this test run. (We do advise you not to plan large scale combat before that.)

In other news, when the open beta starts, we are going to remove the ability to alter client program files by the players — this will solve the majority of issues surrounding fair play. All settings will be stored server-side and will be protected from client-side changes.

Thanks for checking out this week’s blog, remember to tune in next time for more news and updates!

— The team

Development News #59 - ‘Battles Inc.’


Hey Feudalists!

During the current CBT #4 test run we plan to release another one of our main MMO features: the Battle System. In today’s devblog we’d like to provide a brief introduction to its key aspects.

First of all, we would like to stress the reason why we think that battles are so important for our MMO and PvP players. The Battle system will be the primary method for countries and kingdoms to brawl for domination of the game world in an instanced battle area.
The fact that it is instanced means that active PvP activities will not be affected by other players whom are not taking part, nor will other players be affected by participants of the battle. By ‘affected’ we not only mean direct game action involvement (looting, civilian casualties, backstabbing), but also performance-wise (to reduce render and network/server lag). Due to separate instancing, we can precisely track and share with players the following statistics: a list of guilds on both sides, initial amount of soldiers, casualties, soldiers that fled and were captured (we plan to implement these mechanics later).

In order to start a battle, the attacking guild should craft a special ‘Challenge’ monument and place it on the defending guild or kingdom’s land. After that, both guild/kingdoms have approximately 24 real-life hours to prepare and get as many players as they can to use this monument and enlist on their side.
Once the battle starts, we cap the amount of players on one of the sides to prevent very advantageous ‘zerging’ (x3 players amount advantage is the maximum). Participants are then moved into the instanced area, which is stripped of any buildings, objects and terraforming, leaving only natural foliage and water in the battle area.

The rules of the battle are quite simple - be the King/Queen of the hill (the area in the center of the map, placed slightly closer to the defending armies side) or you will also be able to eliminate all players of the opposing side. 
The winner of the battle gets all the equipment of the losing army that was dropped on the ground during the battle and the losing guild’s monument sustains damage. The damage can even degrade the monument and significantly shrink the radius of the claimed lands around it. Along with the damaged monument, the  losers also lose (ha, get it!) the ability to issue battle challenges for the next 3 real-life days.

With these mechanics (and with unit and formation tweaks that are soon to come), we expect players will have a lot of fun clashing face-to-face in the open field/forest environment without walls to use for cover.

Please keep in mind that this is a short explanation of the Battle System mechanics, with many details still being iterated on. If you guys can hold on while we perfect and implement this new feature, you will get answers to any questions you have upon its release!

— The team

Development News #58 - ‘CBT#4 Rescheduled ‘til July 5th’


Hey Feudalists!

CBT #4 run is rescheduled for next Wednesday - 5th of July

We were not satisfied with internal testing and polishing of some of the new mechanics, which is why we have to sadly announce the delay of CBT#4 for LiF MMO. We are going to solve all of the major problems over the weekend and the beginning of next week. We apologize and hope you understand. We want to give you, the testers, the best possible experience during CBT#4!

— The team

Development News #57 - ‘Trading Posts, Crowns and Taxes’

Hey Feudalists!

Today we would like to share with you a few details about one of the key features of our upcoming MMO. We are going to implement it at the start of the next CBT wave: Trading Posts.

A trading post can be built by any player at any place on the map, however, it is strongly advised to construct it on a personal or guild claim area to save it from decay. Any player who has access to the trading post will be able to store a few items in their personal stall at the post (the slot is shared between all the characters of any single account in any single world).

However, the main function of a trading post is the ability to put personal items from a player's stall for sale at this trading post as well as buying items from other players.

Important feature: to buy items you will have to bring the money to this particular trading post by yourself as well as take care of the delivery of your purchases from the post to your home (yes yes, we know, we are working hard to provide you with horse pulled carts as soon as possible).

Also, there is an option to sell your valuable items to the crown at trading posts to get Crown's golden coins for them. Later these golden coins will be the only way of supporting all types of monuments in the game.

There are also plans to implement the taxation system which will allow players and guilds to receive:
— taxes from private claims on the territory of a guild claim
— a fee for the storage of items in trading posts
— an additional commission for trading post listings

We would like to get to know you all a little better, so it would be awesome and greatly appreciated if you wouldn’t mind spending a few minutes of your time to complete our survey here:
It is completely anonymous and not associated with the storage of your personal data in any way, nor are we going to sell the date to any third party. It is needed only for us to get a better understanding of the community.

Our 'Emotions gatherer' contest is being prolonged!
Send the video and audio recording of you playing LiF to

You can find more details here.

We would like to specifically highlight that we do not expect any fancy Hollywood-style movies from you, a typical LiF experience and your emotions are all that matter for this contest!

— The team

Development News #56 - ‘Progress on the Newbie Island Experience’


Hey Feudalists!

While the team is super busy improving the game's stability and eliminating bugs, some members of our art team have been working on Newbie Island. Since you saw the first concepts, we have created a lot of new decorations and are currently developing the level design.

We have put together a short video to show you how it looks at the current stage: 

Players' characters will spawn on a vast shallow water bay, amid a graveyard of ships. Not far from there is a local village, where players can learn some basics about the game. A little further — the tower with the Ferryman inside. He is responsible for the transfer of characters from Newbie Island to Abella. The monumental tower can be seen from every corner of the island, so you can not get lost.

There is a lot of strangeness on the Newbie Archipelago. You can not spill blood anywhere on these islands (except for the ancient arena). Crops will ripen faster, but all buildings and mines collapse once a week. The weather is unique on the islands, and the inhabitants are equally as strange. You’ll also find the tide is far too strong for you to swim away from the islands.

Another task that we’re working on is the creation of beginners' quests with dialogue and a new tutorial. In total we plan to introduce around ten NPCs - we'll share more info about them next time!

Stay tuned!

- The team

Development News #55 - ‘New game features and mechanics are on the way!’


Today we have a brief report on previously announced features.

Many of you have asked the perfectly reasonable question: 'why is there so much time between the announcement of new features and their implementation in the game?'

One of the main reasons is that our top priority at the time is eliminating critical crashes and bugs to improve the game’s overall performance and stability. Our developers are busy with fixing key problems and polishing of both LiF: YO and MMO at the same time, alongside implementing new features. So, sadly, some of them get delayed as a result.

Now to more details:

New castle walls
We have finished optimizations and mapping of the models and texturing is being worked on now. The number of modules has increased, their detail level is much higher than the old ones. Also, donjons have been added to the list. The hardest part is complete, so the wait is almost over.

All models and decorations are ready. Animations, sounds and their special settlement level design are underway. However, the AI has been slightly delayed due to more urgent tasks at hand.

The Small Wooden Bell-Tower is ready. The Large Stone Bell-Tower is being worked on and game mechanics for these objects are waiting to be coded.

Destructible shields
Sculpting is finished on these awesome shields and texturing is next in development.

New models are ready and the game mechanics are being implemented.  They will be in place and ready for the OBT of LiF: MMO.

Forest growth
Many players were unhappy with tree growth being too slow. We came up with a solution, after the next patch the trees, planted by players, will have a higher growth rate — thus making the timber less 'expensive' so that the construction of wooden structures will make more sense.

We are also upgrading and improving the game interface. The changes will affect all the main windows and HUD elements. New tooltips are ready so take a peek here: 

(Click to enlarge)

Meanwhile, our Scriptorium has had another addition — two more stories: The Naming of Things, The Ambush

- The team

Development News #54 - Gloom’s Smile - the Way to Face an Honorable Death + More Lore


Hey Feudalists!

You may have noticed that we released a new patch yesterday, so we figured we’d fill you in a little bit on some of the cool new features:

Logout timer
Now when you exit the game, your character will not leave the world instantly. You will stay in the world for another 30 seconds. You have the option of waiting to ensure that it is safe, or you can close the game anytime.

Oxygen bar
Now, when diving, you will see an air supply bar. Keep an eye on it while underwater, otherwise your character will start losing HP and will eventually die.
United ‘Inspect’ ability
From now on the 'Inspect' ability is the same for all types of objects: characters, horses, buildings, furniture, trees, and terrain.

Gloomelindhe, ritual suicide
Now, many search for a tall tower or a deep lake to start a new life, but all you need is something sharp at hand - a common knife or a short sword will do.

Gloomelindhe or 'Gloom's smile'  — ritual suicide executed by cutting the throat from one ear to the other, done by a sword or a knife. Usually, such action does not have any meaning nor has it any cause. However, as myths tell, it really pleases Gloom, the god of mean jokes.
We have also prepared the second part of the lore texts.

Scriptorium has been filled with more writings about the Gottlungs, Slavard's and Khoors life as well as the manuscript called Holurstoufnun. As always, you are more than welcome to share your opinions, discuss and ask questions in the lore-specific section of our forum.

- The team

Development News #53 - Guilds are Feudal!

Hey Feudalists!

As many of you already noticed while testing the MMO, our Guild system is more complex than the current YO version. We would like to introduce this system to you all properly.

What is a guild?

A guild is an entity, which contains a list of guild members with their roles, a list of standings against other guilds and heraldry. In other words, a guild is a hierarchical community of players united to achieve game advantages with displays of politics, warfare, trade and symbology to identify themselves to other guilds and the rest of the gameworld.

Guild - land - claim

Lands are a separate entity, which is a part of the system. Lands connect territory and physical entities situated inside it to a landowner, which may be a guild or a person (guild land and personal land).

Lands connect a landowner to a set of customizable rights called “claim rights”. Ultimately, a claim is an entity that defines what every player in the game can do with land entities. Every ability in the game is marked by “claim usage type”, which defines a type of rights this ability belongs to, for example, the “open container” ability is marked by a “use” type of right. Some claim rights may be affected by other game mechanics - “destroy” can be granted to any person and allows that person to damage buildings inside of that land.

Guild lands and personal lands both have claim rights, but in a case of personal land, only the landowner can manage it, whereas guild land can be managed by a leader and a minor leader of a guild that owns land.


Political standings are a part of a guild’s life; guilds may ally or declare war on each other. War affects claim rights on guild lands; it overrides them during judgment hour (or in future battle sieges), it also allows guild members to kill and loot enemies with no effect on their karma.

A powerful guild can persuade another guild to become a vassal, “vassalage” is a special type of guild relation. A master guild becomes a kingdom and if it is drawn into a war by other guilds all vassals to the master guild automatically receive war standings towards this guild. Also, if this enemy guild is a master guild, all vassal guilds will be included in the war as well.

Guild management

All guild management for the MMO version is moved to the game’s web interface, the main reason to do so is to offer broad access - you can manage your guild from any place, and even when your game server is down, all web interface functionality is duplicated with server commands and client slash commands.

MMO and YO guilds

During the MMO Beta wave testing, we will have two completely different guild systems emerging. The YO and the more complex MMO guild systems - supporting both versions will consume a lot of dev time. Therefore, the complex guild system eventually will come to the YO version, less the web interface, but with the same core functionality. The behavior of these adapted guilds will be similar to the current YO version, but with extended functionality like custom guild roles, claim rights, even political standings will be available through server and slash commands.

We also want to thank everyone who participated in our recent ‘Emotions Gatherer’ contest! We are reviewing all entries and will contact winner(s) soon.

- The team

Development News #52 - Beta Test information and introducing Lore!


Hey Feudalists!

The third closed beta test run has officially come to an end. We want to thank you all for your cooperation, feedback and patience - you’ve helped us to amass important data that we’ll use to better your future experience in significant ways. Thank you!

Having analyzed the data and issues we've encountered during this test run, we decided that we are going to have a fourth run with the start date somewhere near the end of June.

Meanwhile, we have finally prepared the first pack of lore material. The Scriptorium has been opened on our website. We are going to fill it up with stories, manuscripts and other work related to the Life is Feudal universe!

At first, we are going to tell you a little bit about the mythology of our world. You can read it on our designated page:

The lore section of our forum will be supported by our new loremaster, Mark Rhainer. Everyone - especially role players - are welcome to ask any lore-related questions in our lore section. Please remember that filling out the vast world's lore is a long, ongoing process and we are going to do it step-by-step, as it is impossible to work out all the aspects simultaneously (but we are working very diligently on this project).

Stay tuned for updates; there are a lot of interesting things ahead!

- The team

Development News #51 - CBT Status Update, Upcoming Lore and a New Game on the LiF Engine (not developed by us)!

Hey feudalists!

A third test run of the MMO Closed Beta is up and running (and will be available until May 18), we are getting tons of feedback and continue to improve game stability and address bugs.

Please note, there will be no Judgement Hour this week - we really are sorry for the inconvenience. We are tackling performance issues during large scale combat with many players and horses in close proximity, and  are working very hard on the solution to this issue. Your precious belongings are safe for now!

On top of this, we’ve been writing some exciting lore, which will give an insight into the beliefs, traditions and customs of in-game folk. We’re excited to share this with you soon so keep an eye out!

We also want to add a quick shout out for our friends at Big Way Games, who have developed and launched their steampunk hardcore RPG game, Steam Hammer on Steam Early Access.

Utilizing our game engine, Steam Hammer offers an immersive open class system, action-packed combat on the ground and in the air, and awesome sandbox aspects in a gritty Victorian open-world setting, filled with jetpacks, customizable airships and other wondrous machinery!

Just as a reminder, we want to be completely clear that we have only licensed the Life is Feudal engine - we have not helped develop the Steam Hammer game nor are we its publisher!

- The team

Development News #50 - ‘State of the CBT and Judgement Hour Approaches’


Hey feudalists!

For almost a week our CBT was plagued with heavy server lag that appeared randomly without any visible reason at first glance. We continuously attempted to find the issue creating this lag - or at least minimize it (and as a result, have consequently produced many server side optimizations as a result).

Luckily, this Wednesday we managed to locate the virtual machine processor emulation bug that interfered with our multi-thread calculations implementation. We’re glad to announce that this long-lasting issue is no longer!

Since it has taken almost a week for us to fix this issue, we have decided to extend the third CBT run for one week. The current plan is to allow the test to continue until the 18th of May.

You can also expect Judgment Hour for an hour each day this weekend at the times below:
  1. Saturday — 18:00 UTC (14:00 EDT, 11:00 PDT, 20:00 CEST, 21:00 MSK)
  2. Sunday — 18:00 UTC (14:00 EDT, 11:00 PDT, 20:00 CEST, 21:00 MSK)

Thanks for being patient while we tackled the issues encountered so far and we hope you have fun!

Don’t forget to participate in our ‘Emotions Gatherer’ Contest!

- The team

Development News #49 - Third CBT Run Launch + Emotions Gatherer Contest Reminder

Hey feudalists!

We’ve launched our third Closed Beta Test run yesterday! It didn’t go as well as we had hoped, unfortunately; there are some server lag and connectivity issues - but we are aware of them and working hard to fix them as soon as possible!

We want to ask you - our players - if you could refrain from massive PvP activities this weekend.

Instead, we can assure you that there will be two more weekends for you to enjoy, with Judgement Hour enabled for additional fun!

In the meantime, don’t forget to participate in our Emotions Gatherer Contest. Send your funny, serious and crazy reactions, showcasing the variety of emotions felt while playing Life is Feudal via email

Horse-drawn carts are also coming soon, check out this teaser concept art:

- The team

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