tags: mmo yo

Early hotfix (

tags: mmo mmopatch
Today’s hotfix is dedicated to resolving a few nasty bugs that managed to get their early access to LiF:MMO.

Patch notes (ver.

Bug fixes and optimizations:
  • Prepare food on the campfire ability is fixed, let’s fry some game meat and fishes! ;)
  • A few broken crafting abilities that use mini-games and autocraft are fixed (added the option to choose the type of crafting procedure) - We have also changed the look of the autocraft button; it now resembles the infinity symbol. It is time to cut those stubborn trees!
  • Fixed patching issue, which prevented some players from changing the world from Illa-newydd (newbie island) to Abella;
  • A minor tweak of stack dividing interface. Exact quantities of the resulting stacks are shown now;
— The team

Development News #78 — OBT is upon us!

tags: devblog mmo

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

Message to players about wipe and release schedule postpone

tags: mmo
Dear, Feudalists!

   We are very sorry, but we had to bring running servers down and wipe them. The reason for that is that a random bug that occurred during the transfer of some characters from newbie island on the Abella has caused them to have a GM powers during the game session. Some players have used it to their advantage and damage was beyond the repair once we’ve detected it.
   Right now we’ve brought servers down and we’re wiping them. Even though that newbie islands were not affected by this bug, due to the player’s request we’re going to wipe them as well.
   Estimated postpone of all release schedule - 12 hours. That means that we’re going to postpone all the following founder packs access waves and OBT itself for 12 hours. All founder’s packs owners will get their promised 24-12-6 hours of the head start.
   Guilds with their guild names and guild tags, unfortunately, will be wiped and will have to be recreated once we bring servers up again. But the good news is that your characters’ nicknames will be saved. Characters from the mainland will be transferred back to the newbie islands with all their skills, stats and customization settings returned to the default values leaving only first names intact. We HIGHLY recommend you to recreate those characters with the customization and starting skills that you want.
   Naturally, we’re going to compensate all spent tickets to Abella and tool packs that were consumed during those 4 hours of gameplay. Premium skins and other non-consumable items should remain intact in your account premium inventory. We also want to provide all Zealous pack owners and alpha test users with an extra 1 month of a Premium subscription and additional 18000 God’s Favor as a compensation for the lost time and frustration that we have caused.
   We know that many of you took a day off or even a vacation to get the maximum of Life is Feudal: MMO experience. We are, and I am personally, very sorry for the inconvenience we’ve caused by letting this bug to slip our radars and the wipe that we had to do because of it.
Thank you, for understanding!

P.S. Underground resources will not be shuffled.

— Vladimir “Bobik” Piskunov

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

tags: devblog mmo

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.

tags: devblog mmo

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!

tags: devblog mmo

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!

tags: devblog mmo

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!

tags: devblog mmo
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!

tags: devblog mmo

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 #70 - On the Topic of Sieges

tags: devblog mmo

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™’

tags: devblog mmo

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.

tags: devblog mmo
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

Determination and Appreciation

tags: mmo
Hey feudalists.

During the latest Instanced Battle testing that took place yesterday, where over two hundred players enlisted, the servers did not perform as expected. Issues such as lag and crashes were quite severe and that rendered participants incapable of seeing this battle through. Naturally, we are already investigating what went wrong and are hard at work on the issues discovered. Rest assured, CBT5 will continue until we resolve these issues and Instanced Battles, among other things, perform as intended.

We want to thank everyone for their participation and patience during these critical tests. No matter what, it was a pleasure to see hundreds of players clashing on the battlefields. We have gathered the data from yesterday’s test and are working hard to take the game to the next level of performance and stability. Stay tuned for updates!

— The Team

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

tags: devblog mmo
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!

tags: devblog mmo

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!

tags: devblog mmo

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.

CBT #5 is here and will last until... ( MMO)

tags: mmo mmopatch
Hey everyone,

We’re glad to announce that we’ve just opened the gates for CBT#5!
Among the most important content updates, we’d like to highlight the following:
  • Battle System - Currently launched in testing mode. This means that you will have a one hour timer before the battle commences, starting from the initial challenge (rather than the 24 hours as originally planned). There will also be no consequences to a guild monument of the losing side.
  • Formations - We have greatly boosted formations in general and made them simpler to use. Coupled with the Battle System, we expect that well-organized guilds will wreak havoc with their wedged charges on enemy lines. You can check out our old Devblog to refresh your memory on the Formations system.

We plan for CBT #5 to be up and running for a few weeks, until we are ready for the next important phase of our tests. Please keep in mind that there will be a wipe and a shuffle of resources after the end of the current CBT#5!
Make sure to check out our Devblog tomorrow to learn more details about our testing schedule and further development plans!

Patch notes (ver. MMO):

New features and tweaks:

  • Implemented the Battle System, which is currently in testing mode (shorter timeouts, no consequences)
  • Massive Formation System overhaul - increased formation shapes, sizes and boosted bonuses
  • Added and tweaked a lot of tooltips across the game
  • Special attacks' damage multiplier boosted
  • Grossmesser sword: reduced attack speed
  • Some minor weapon tweaking. Expect a bigger overhaul in the following weeks
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • A bunch of crafting recipe tweaks
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour and if you’re in a state of war. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances


  • Fixed a bug with mortar creation in a kiln that required a user to constantly reopen it
  • Ranger skill abuse with pavis fixed
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Multiple server and client stability improvements
— The team

Development News #64 - Almost there!

tags: devblog mmo

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!

tags: devblog mmo
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’

tags: devblog mmo

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!’

tags: devblog mmo

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’

tags: devblog mmo

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

Bug Hunt and some Tweaks ( MMO

tags: mmo mmopatch
Hey everyone,

Just a few fixes here and there along with some other improvements.

Thank you!

Patch notes (ver. MMO):

New features and tweaks:

  • Tuned and improved Personal Claims UI and handling
  • Changed minimum support points from -1 to 0
  • Armor effects now properly scale with the armor quality


  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed console spam about hunger changes
— The team

Denomination! ( MMO

tags: mmo mmopatch
Hey everyone,

In today’s patch we’ve implemented a proper currency management system, which allows you to fetch the gold from sold items without using up all your inventory space. :)

Bug fixes (ver. MMO:

  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • Blacksmith's shop can be constructed now
  • A few server crash issues have been addressed

Bug fixes (ver. MMO:

  • Fixed wrong food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • Date & time in map window are back
  • A few game and dispatcher server issues have been addressed
— The team

Development News #59 - ‘Battles Inc.’

tags: devblog mmo

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

CBT #4 is at your gates! ( MMO

tags: mmo mmopatch
Hey everyone,

We’re glad to announce that we have just started our 4th testing run of our Closed Beta tests! Along with some bug fixes and improvements, we’re glad to also present to you one of the major features of our MMO - the Trading Post Economy!

Everyone can now build a Trade Post that acts as a private, secure storage for all characters on your account and as a point of trade with other players and The Crown.

You must keep in mind that, even though you can browse offers of all Trade Posts in the world, you will have to physically fetch coins and goods between Trade Posts. In order to remove the secure way to fetch goods/coins between Trade Posts, we’ve enabled the setting on the MMO servers, which will force you to drop all your inventory items on the ground before you get moved by a Homecoming Prayer.

Your Own servers admins will be able to enable or disable this setting in the server config, once we release a LiF:YO patch with this feature in the future.

You can buy and sell goods when you’re not in game too! Just visit your Dashboard ( on our site, select a character and browse the market!

We plan to switch all types of monument support to the Crown currency later on. So make sure that you accumulate a good amount of coins for your private or guild claim.

P.S. Battles are about 90% ready and are on the way! Expect these later in this wave.

P.P.S As part of the preparation for the multiple servers in different regions of the world, we’ve delegated character selection to the launcher, so it can patch the game world that is really needed for the character chosen. Make sure that you select the proper character in the launcher before playing the game.

Patch notes (ver. MMO):

New features and tweaks:

  • Trade Post complex feature implemented
  • Implemented a server-side setting that allows to enable or disable all inventory items being dropped on the ground, when player uses Homecoming Prayer. This setting is ENABLED in MMO.
  • Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
  • Ability "Gloomelindhe" - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
  • Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
  • Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
  • You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
  • You can now place all tamed animals into carts and warehouses. Tweaked stables’ container sizes and animals food consumption ratio. Stable tick increased to 3 hours
  • "Sow Flax" ability now requires 30 skill level
  • You can erect a monument on paved tiles now
  • You can now eat preparations while mounted
  • “Slow” effect can now be removed by an “Arghh!” ability
  • Optimized server to database communication
  • Slightly optimized netcode
  • You can no longer add fuel to the damaged devices
  • Claims radius shown in tiles now (1 tile side = 2 meters)
  • Added a new Bitbox logo intro
  • Armor textures slightly tweaked and renewed
  • Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
  • Grossmesser damage reduced
  • Siege tent decay speed has been reduced
  • New, improved Inspect ability
  • Ability to prospect silver ore is now available from 0 skill lvl. Prospect for gold available from 60 skill lvl.
  • Guild claims rendering distance is lowered
  • Guild and private land maintenance price decreased
  • Tweaked trees growing algorithm. Trees that are planted by players will grow faster now.
  • Added new visuals for Newbie island weather
  • Added a lot of models, textures and other visuals for the newbie island
  • Few building recipes levels and ingredients reworked

Bug fixes:

  • Multiple MMO infrastructure and services fixes. We expect an increased overall stability of things.
  • Fixed improper inventory weight calculation after crossing the border between nodes
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit bug making some players invulnerable
— The team

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

tags: devblog mmo

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’

tags: devblog mmo
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’

tags: devblog mmo

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!’

tags: devblog yo mmo

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

CBT3 Closing Tomorrow!

tags: mmo
Hey Feudalists!

Just a heads up that we’ll be closing this CBT run tomorrow at 18:00 UTC (14:00 EDT, 11:00 PDT, 20:00 CEST, 21:00 MSK)

It’s time to feed your animals and tend to your chores in preparation for the closure.

We’ll be taking all feedback onboard and preparing for the next run!

Thank you.

- The team

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

tags: devblog mmo
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

A few fixes have arrived ( (MMO))

tags: mmo mmopatch
Hey everyone,

We have located and executed a few nasty bugs. These bugs were mainly server side and guild/claim related.

Patch notes (ver. (MMO)):

New features and tweaks:

  • Even the smallest personal claims (25 tiles or less) require sacrifices now - without proper gifts, the Gods will remove your claim on the second sunrise

Bug fixes:

  • Guild leader and minor leader’s rights has been fixed. Both can invite, kick, change roles and rights of any player in the guild. Only the guild leader can delete the guild, change heraldry and the relations with other guilds; minor leader can not revoke the rights of a guild leader or kick him/her
  • A couple of server related crashes have been fixed
  • Reworked neighboring claim interactions

- The team

In before Judgment Hour Weekend ( (MMO))

tags: mmo mmopatch
Hey everyone,

We’re providing some small tweaks before the weekend that are mostly dedicated to the JH mechanics in the MMO. We want to remind you that JH in the MMO is simply a placeholder mechanic, until we implement proper battles and siege systems!

Prepare yourselves! JH will be active this weekend according to the following schedule:
  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)

Patch notes (ver. (MMO)):

New features and tweaks:

  • Implemented a dark Revoking ritual. It works only during JH and allows for attackers to remove a personal claimed area protection from the claims that are placed on top of a defending guild’s claim. The ritual takes some time to cast, is noisy and can be noticed by smoke coming out of the caster
  • All siege equipment, including trebuchets will be vulnerable to damage regardless of where they’re deployed and they will receive damage whether JH is active or not
  • Rope price reduced

Bug fixes:

  • Provided some more cross server border stabilization fixes
  • Fixed unlimited stun bug, when you get stunned while riding a horse
  • Please keep in mind that minor leaders can invite, kick, and promote others, but they currently cannot alter guild claim rules. We’re working on it so sit tight!
- The team

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

tags: devblog mmo

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

Major server lag defeated! ( (MMO))

tags: mmo mmopatch
Hey everyone,

The main reason we are releasing this current patch is that we’ve managed to defeat the persistent bug that has caused random server lag on many servers. We’ve managed to patch some servers on the fly, but a proper full patch and server restart is needed. During the process of locating this bug and the effort to minimize the impact, we’ve implemented numerous server side optimizations that we are also including today.

Patch notes (ver. (MMO)):

New features and tweaks:

  • Guild leader can now see the position of all his fellow guildmates on the global map Available in the guild management screen under “Map” link (updates every 30 secs) [link]
  • Guild leader CAN now actually remove personal claims from his guild’s claim
  • You can no longer damage your own guild’s buildings, when JH is not active
  • Primitive rope is not considered an expensive item anymore for monument sacrifices

Bug fixes:

  • Fixed an unlimited number of personal claims. One character can have only one personal claim now.
  • Minor guild leaders can kick and promote/demote guild members properly now
  • Optimized physics calculations for idle standing horses
  • Optimized physics calculations in all cases
  • Fixed multiple issues with crossing server node borders
  • Fixed heraldry management button not being visible

P.S Be prepared! JH will be active this weekend according to the following schedule:
Saturday — 18:00 UTC (14:00 EDT, 11:00 PDT, 20:00 CEST, 21:00 MSK)
Sunday — 18:00 UTC (14:00 EDT, 11:00 PDT, 20:00 CEST, 21:00 MSK)

Judgment Hour events will be one hour in duration.

- The team

Some minor server lags patch

tags: mmo mmopatch
Hey everyone,

We’ve just applied a patch, which will hopefully significantly reduce the amount of server lag that randomly occurs with horses and players in places that are densely occupied by movable objects. You might see that in some cases physical (collision) precision of some objects have degraded, but we do not expect that it will affect your gameplay.

We are still working on finding the exact issues that are causing these problems and hope this offers a better level of playability until a more permanent solution can be found.

Thank you for your patience and understanding! 

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

tags: devblog mmo
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

The THIRD run of Closed Beta Tests (Wave#1) has started!

tags: mmo mmopatch
Hey everyone,

We are excited to announce another step that brings us closer to fully completing the game has just been taken - the third test run of the Closed Beta Test has just started!

Most of our efforts were aimed towards bug fixing and the overall game stabilization process, but you will also see one of our important pieces of functionality on the Newbie islands when you create a character in game. You will be able to talk to some of the NPCs on the island, who will let you travel to the mainland, Abella.

This is important technology for us to test, since these newbie islands are a whole new set of game servers united in a separate game world, with the ability for players to have their characters transferred between these worlds.

Similar to past phases, we are expecting this test run to last for around two weeks before we stop to take on feedback and apply any necessary changes! If server stability is good, we will plan to initiate Judgment Hour events during weekends. Start getting prepared for some action!

Regarding future plans - so far we plan to have the Fourth Beta Test run at the end of May to the beginning of June. After that, we will spend time polishing and smoothing out any bumps. You will see the Open Beta Tests (Wave#2) start afterwards!

We are unable to provide an ETA at this time, but we are hoping it will be this summer!

Check out the condensed patchnotes, featuring the most important changes and fixes below:

Patch notes (ver. (MMO)):

New features and tweaks:

  • Personal land claims have been reworked and improved. It should be more clear to the player how to resize it and what is needed for its proper support. Personal land claims protect all unmovable objects that are fully stationed on the claim (it does not have a SINGLE cell blocked outside of the personal claim area). There are only two ways that your personal claim can be removed/deactivated by someone else other than you:
  1. A guild leader of a guild claim, which your personal claim is located on, can remove your personal claim
  2. During JH, a guild that is officially in a state of war with a guild your claim is located on can perform a particularly noisy and lengthy dark ritual, which will deactivate your claim and make all assets vulnerable. Make sure to protect your personal claims during JH raid hours!
  • Guild management and general guild functionality has been optimized. These changes are mostly internal, but you may notice a minor improvement from a performance standpoint
  • Implemented the new world (Newbie islands archipelago) and cross worlds player’s character transition technology. Newbie islands are free from PvP and asset destruction, but are wiped to the original state on a weekly basis using a short JH duration, where you can go berzerk before the next reset! Talk with any of 3 particular NPCs who are standing near the village on the western shore to get to the mainland - Abella
  • You can no longer flatten terrain cells that are close to blocked terrain cells with a different altitude (excluding sloped flattening situations)
  • Minor leaders can change guild members’ roles
  • Removed player counter per server node
  • No more cookies when you start! Hardcore to the MAX! :)

Bug fixes:

  • Fixed the terrain cell blocking algorithm. It might result in some of your slope walls, which were incorrectly placed before, being correctly positioned - but not necessarily as you might want them to be. Unfortunately, there is no other way to fix that, and there is no way to autofix these incorrect placings. We are sorry for any inconvenience this may cause
  • Fixed bugs with guild-to-guild standings. Guild system should work more adequately now
  • Fixed rare occasions of a mutex deadlock
  • Fixed multiple bugs while crossing server node borders while mounted. Horses should not disappear while crossing a server now
  • Numerous other server and client side stability fixes

As a heads up, we’d like to let you all know that horse-drawn carts are not here yet, but are closer than ever.

We may patch in the Global Trade System in during this test run. You will then be able to construct trading posts, which will be local trading hubs for your region to trade with other players and sell things to the Crown for gold.

Combat log out 30 second timer is almost ready too, and we also expect to patch this in during this test run.

IMPORTANT. Please, refrain from leaving unattended horses in the world for now. They are causing abnormal amounts of server lag - we plan to find a solution for that issue soon.

- The Team

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

tags: devblog mmo
*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 #46 - Emotions gatherer contest

tags: devblog yo mmo

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)’

tags: devblog mmo yo
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 #42 - ‘The End of the SECOND Test Run of Wave#1. Now What?’

tags: devblog mmo
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!

The SECOND Run of Closed Beta Tests (Wave#1) is Ending Tomorrow

tags: mmo
Hey feudalists!

The second test run of wave #1 is coming to an end. You guys have all been great and such a big help, thank you for participation!

We have received numerous reports and gathered a lot of data during the run and are now taking the time to process everything and fix any issues.

We were aware of the connectivity issues that haunted a number of you, and we are seriously sorry that some of you had a pretty hard time connecting to the servers, so thank you for being so patient and be aware that we’re taking this downtime to resolve these issues!

This test run will end tomorrow (10.03.2017) at 3:00pm UTC. We are expecting the downtime to be at least one month before the next - third - test run.

We know that it is a rather long time, and that of course you guys want the servers to remain open, but in order for us to smooth the bumps out and improve, fix and tweak, we do need to close them. 

Thank you again for being so patient and understanding - keep checking back for updates and information!

- The team

Private claims and fixes ( (MMO))

tags: mmo mmopatch
Hey everyone,

In this patch we’re presenting you with an almost fully working private claim functionality. Please, spend the couple of days that are left in the current closed beta to test this mechanic thoroughly.

About the beta test run duration itself, we plan to end it this week after few days of private claim tests. We will make an announcement 1 day before we will shutdown the servers.

Patch notes (ver. (MMO)):

New features and tweaks:

  • Implemented personal claim functionality. These claims can be established both inside and outside of a guild claims and should be able to protect your property from any damage in a similar manner as guilds claims do.
  • Implemented a new object selection algorithm, that should increase your game performance slightly, especially in an area with a lot of objects and trees

Bug fixes:

  • Fixed a server crash with the barter window
  • Fixed a deadlock that happened on some clients while connecting the server
  • Some other minor crash fixes and optimizations

- The Team

Quickfixes ( (MMO))

tags: mmo mmopatch
Hey everyone,

We’ve released a quick patch that has addressed some servers instability issues. Today we continue to improve server stability along with some more fixes of the most important bugs.

Patch notes (ver. (MMO)):

Bug fixes:

  • Fixed terrain cells blocking status bug. You can no longer build unmovable structures inside other unmovable structures. It also fixes an issue with some buildings that cannot be removed by a guild leader.
  • You can now use shield bash while wielding a tower shield
  • Fixed Spearman 90 lvl ability. Spear thrusting attacks cannot be parried now.
  • Fixed some server-side crashes

- The Team

The SECOND run of Closed Beta Tests (Wave#1) has started!

tags: mmo mmopatch
Hey everyone,

We are really excited to let you all know that today, on February 20th, the second Closed Beta Test of Life Is Feudal has started! Everyone who is eligible to participate in the beta tests must start their launchers and make sure to complete all the patching processes.

Check out the condensed patch notes containing the most important changes and fixes below:

Patch notes (ver. (MMO)):

New features and tweaks:

  • 64 bit is now supported by both the MMO client and MMO server. According to our LiF:YO players feedback, it significantly increased stability in LiF:YO - we expect the same to happen in Life is Feudal:MMO!
  • Completely redesigned combat skills tree. Make sure to open your skill book and spend some time familiarizing yourself with it
  • Weapons and armor parameters are tweaked according to the new combat skills tree
  • All types of damage can damage a movable object now
  • Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects and shields than slashing, blunt or piercing damage
  • Power Strike effect now ignores parrying
  • Players that are hostile towards your guild and logged out within your city claim radius will be dropped outside of the city claim radius once Judgement hour commences
  • Implemented parallax effect on terrain textures

Bug fixes:

  • Multiple guilds’ management, guilds’ monuments, standings management and guilds’ claims related fixes. We hope that the overall guild-related experience should become more stable and convenient
  • Multiple combat mechanics-related bugfixes

Also, private claims and newbie islands functionality will be enabled for testing later this week.

-The Team

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

tags: devblog mmo yo
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!

tags: devblog mmo yo
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 #32 - A Feudal New Year!

tags: devblog mmo yo
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

1st Test Run of Closed Beta Tests is Over!

tags: mmo
Hey everyone,

Today we have officially closed our first Testing run of the closed beta tests (Wave#1). We want to thank our numerous supporters who struggled through bugs and the occasional crashes in order to provide us with invaluable feedback, allowing us to collect crash data and fix our code!

It will take a good amount of time for us to process all that data, refactor some parts of our code that were not optimal enough, fix bugs and crashes and provide some new gameplay content.

As soon as we are ready for test run #2, we will let you know via email, as well as posting news on our site and social media - so keep an eye out! We are hoping this will happen in the beginning of February.

P.S. We are going to make a backup of the current state of the world, so Closed Beta Testers should not worry about their Monuments decay, farm animals dying of starvation or crops rotting. Next test run will be started from this backup.

Merry Feudalism! ( (MMO))

tags: mmo mmopatch
Hey everyone,

With the release of the current patch we have tried to create a Christmas mood in the game. 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.

The main news for our beta testers is, that we plan to enable Judgment Hour on Sunday at 6 p.m. UTC (10 a.m. PST). Judgment hour will only be enabled for 1 hour and devoted only to testing its mechanics. We do not expect you to inflict major damage upon each other in just 1 hour, but Life IS Feudal :) During Judgment Hour guilds that are in a state of official war will be able to damage and destroy assets on each other claims, loot containers, well, as you did it many times in LiF:YO.

Patch notes (ver. (MMO)):

New features and tweaks (previous patches included):

  • Added Christmas is feudal special set of craftable items - hats, boots and gloves
  • Judgment hour mechanics been adapted for the MMO
  • Updated stamina spending on Collect a bark, Search for Something Edible, Gather Plant Fiber, Fish, Saw out a …, Gather Wild Plants abilities
  • Following abilities have decreased skill raise speed now: Construct, Saw out a Billet, Saw out a Board, Bowcraft, Gather Wild Plants, Get a Sprout, Tame.
  • Grind ability has been buffed a little
  • You can now bind yourself to siege tents and keeps. Resurrecting there will significantly decrease your resurrection sickness. Recommended to do only for important warriors in an events involving sieges/raids.
  • Implemented a shiny new GM robe, old GM robe is called "Believer Robe" now.
  • Torch can now be easily made out of basic materials and does not require naphtha. It does not require Demolition skill and deals VERY low siege damage
  • Added new weapon item "Siege Torch". Made with Warfare Engineering from naphtha, required Demolition skill, has normal siege damage
  • Added a loosen snow substance to avoid steep hills being created with snow
  • Added sow, cow and hind wild animals to the game
  • Decreased wild animals chance to inflict wound/fracture/stun
  • Removed ability to block with a pike
  • Defensive fence: damage now dependent on actual durability instead of objects weight
  • Boar and moose attacks damaging sector/reach increased
  • Wild animals should be properly animated on steep terrain tiles
  • Entities: loot, dropped objects, tombstones, corpses are now excluded from "Inspect Object" ability
  • Shape ability is now back in Material preparation skill.
  • Mortar and pestle can now be crafted with a branch as other primitive tools
  • Players should have a proper invulnerability buff, after log in and recall to home. Effect disappears as soon as player starts movement.
  • Adding support of Czech and Korean languages.

Bug fixes:

  • Fixed network behavior of our Dispatcher server. That should drastically decrease all connection related problem our players has suffered from. A full and proper fix will be deployed later next week.
  • Fixed some issues with Guild Monuments not upgrading
  • Players that have fallen under the terrain should be returned back to the surface automatically
  • Fixed rare crashes on tooltips
  • Fixed formations related bug that could result in a huge defense bonus making player almost invulnerable
  • Fixed permanently sliding/hanging horses
  • Optimized wild animals navmesh. That should improve performance during maintenance, but might increase new world creation time
  • Fixed emotes sounds
We hope you enjoy today's patch!
Merry Christmas and happy holidays!

P.S. Due to many requests we’ve decided to make first JH at Sunday.

- The team

Development News #31 - Christmas is Feudal

tags: devblog mmo yo
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

Getting well and better

tags: mmo mmopatch
Hey everyone,

This weekend was one of the hottest weekends in the history of our team. Servers were going up and down with a steady pace; this current patch is designed to slow that steady pace down, along with some other issues that you guys have unfortunately suffered! We must warn you that some of the issues are still in place, because they have proven to be not exactly easy and fast to fix - but we’re hoping to defeat most of them within the next few days!

Patch notes (ver. (MMO)):

New features and tweaks:

  • Provided some Judgment Hour related fixes. (JH will not be active for now, until we completely fix it. Expect JH to start working closer to this Friday.)
  • Tweaked some combat skill multipliers to slow their progression a bit
  • Soft stamina (that represents your oxygen level while underwater) drains significantly slower now, while you’re underwater
  • Vassal States can not change their political states and can only remove ally to break away from  their suzerain
  • Buildings outside of claimed areas can now be damaged with siege weaponry
  • ‘Trespassers’ no longer works on your enemies (members of the guild you’re officially at war with)
  • Added proper mass players messaging to avoid the whole, ‘Now you are the leader of Beta Testers’ prefix :)

Bug fixes:

  • Fixed the 2nd main reason for server crashes. The main reason is still being worked on :(
  • Owner timer on movable objects (horses, furniture etc.) is fixed and has priority over the claim. While dismounting your horse on an enemy claim you will have a certain amount of time to remount your horse, while the timer ticks
  • Guilds in official ally and war standings will not suffer from alignment penalties while ‘interacting’ with each other
  • Implemented some server log-related optimization to improve server performance
  • Fixed the monument upgrade progress bar not being rendered in some situations
- The team

The first MMO f*ckup and the first fixes

tags: mmo mmopatch
Hey everyone,

We are really sorry, but we must confess, that during our rush to start the first run of Closed Beta Tests we forgot to change a shuffled underground resources map. That means, that since the start till now it was impossible to find any resources higher that a quality level of 10 or any underground ore at all. In this patch we will fix that issue and will bring resources back to their proper locations.

Good news is, that we have supposedly fixed a connection issue, when the client hangs on initialization and some server side crashes. If you have modified our client we strongly suggest you to revert those modifications now. (Launcher -> Repair).

We also fixed a guild standings bug with Kingdoms -> Vassals standings. Guild leaders will need to reset those alliances once more.

The Guild monument city claim radius is doubled now (as it originally should be).

We expect that server downtime should not take longer than 1 hour, hopefully less.

Thank you for your patience and understanding!

- The team

The first run of Closed Beta Tests (Wave#1) has started!

tags: mmo mmopatch
Hey everyone,

We are really excited to let you all know that today, on December 14th, the First Closed Beta Test of Life Is Feudal has started! Everyone who is eligible to participate in the beta tests can visit the closed forums section and use a link listed there to download the launcher. This is the same link you should have received in our newsletter.

Patch notes (ver. (MMO)):

New features and tweaks:

  • Skill Progression is set to x2. Your skills and stats will progress two times faster than is originally intended for testing purposes.
  • Implemented Guilds and Politics systems. You need at least 10 members to join your guild and build a monument in order to be able to participate in global politics. Once you have a monument set, you can change your guilds’ standings and adjust them versus other guilds. If you set to Ally standing for another guild and they accept it, it will make your guilds a Kingdom, and the guild that accepted the Ally request will become your Vassal State, losing the ability for that guild to set its own political standings. The Guild leader can setup access rules for different entites. We expect to implement individual per object access rules later this month.
  • Guild leaders can access the guild management web page via their Authority skill ability (check your skillbook) while in game or on our site
  • mplemented minigames feature. More info about how these are supposed to work is here: We will provide you with links on mobile apps for minigames later this week or next, but they should work while in game or on our site.
  • Alignment penalty for a kill is doubled (-20 alignment per murder) But we remind you, that during official wars between guilds their members do not lose alignment for killing each other.
  • Added Primitive torch both as starting item and as basic recipe. You don’t need the Demolition skill to use it, but it is not effective as a siege weapon as a result. You can still use it to scare off wild animals that are hit by it.
  • Added Korean and Czech languages localization
P.S. Pro Tip: You may experience some lag in the central city while we’re still in early days so spreading out a bit is advised!

- The Team

The Winner Takes it All!

tags: mmo
Hey everyone,

We are really excited to let you all know that today, on December 14th, the First Closed Beta Test of Life Is Feudal: MMO will officially open its doors for the players! We will make a separate announcement about when the beta will actually start, so look out for that.

Just a heads up that we’ve sent out emails to those lucky 1000 random players who won the LiF lottery so check your emails ASAP!

Thanks again to all of our amazing players for your continued support.

- The Team

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

tags: devblog mmo
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

Feeling enlightened now!

tags: mmo
We have received an overwhelming amount of a feedback and questions since our previous news announcement, and would like to clarify few things for you - our players!

On the 25th of May, we made an announcement about Life is Feudal: MMO beta testing stages. Those plans got stretched by reality (cruel world!) and we later reviewed them with our new publishing partners. But we want to clarify that, generally those stages/waves plan will be executed, just with a few corrections. The new rough plan should look as follows:

Beta Wave #0

This test was completed quite a while ago.

Beta Wave #1

Who is eligible: All our current Life is Feudal:MMO testers + those who had purchased any of supporter packs on our site or has won access
Start date (aprox.): We plan a couple of testing runs for this wave with the first one starting on the 14th of December 2016. Plans for the next testing runs of Wave#1 will be announced shortly after the end of the first one.
Duration (aprox.): A few months, hopefully we will finish late Q1 2017
Wipe at the end?: Yes
Map resources shuffle?: Yes

Beta Wave #2

Who is eligible: Everyone who has Life is Feudal: Your Own in their Steam library or who purchased supporter packs or who have acquired a ticket for their character in-game
Start date (aprox.): In a few weeks after the end of Beta Wave #1
Duration (aprox.): 0.5 - One year
Wipe at the end?: No
Map resources shuffle?: No


Who is eligible: Everyone who has Life is Feudal: Your Own in their Steam library or who purchased supporter packs or who have acquired a ticket for their character in-game
Start date (aprox.): A few weeks after the end of Beta Wave #2
Duration (aprox.): Infinite!
Wipe at the end?: No
Map resources shuffle?: No

- The team

Now I’m a Believer

tags: mmo
Hey everyone,

We’re super excited to share something that we’ve been perfecting for some time: our new ‘Believer’ Packs!

Divided into True, Devoted and Zealous, each pack allows access to the MMO Beta, the ability to create a character early and a unique name on the forums among so much more!

For more information, check out our interactive FAQ about supporter packs here.

We also want to take this time to let you know how grateful all of us are for your continued support, belief and patience - we hope you enjoy these packages; we’re really excited to hear your thoughts and feedback in the MMO.

True to our word, LiF:YO owners will still get a free character in the MMO when it is fully released - plus LiF:YO owners receive a discount on these packs as a thank you for your long-term support!

We are also proud to announce the global launch date of Life is Feudal: MMO’s closed beta, slated for Wednesday, December 14,

Closed Beta registration has begun so be sure to sign up here and 1,000 lucky fans, chosen at random, will receive full access to the game.

- The team 

‘Most Hardcore MMO‘ award. Go for it!

tags: yo mmo
Hey everyone!

(Thanks Khan for the great screenshot)

Today is the last day of this year’s Steam Awards. We think it’d be a bit of fun, and also really cool, to get together and cast an extra vote - so we’re calling upon our beloved players to get involved and vote ‘Most Hardcore MMO’ for Life is Feudal!

Cast your vote here, Comment below to let us know you’ve voted!

- The team

A moderate amount of fails

tags: mmo
Hey everyone!

We are happy that we have reached this stage in testing, but unfortunately, we have encountered some issues during the current test run. These issues were centered around being able to properly inform our players of their testing status via email notifications and code/functionality of the build.

During the next two  weeks, we are taking a bit of a timeout to properly address the issues that were discovered by our testers during this last test. On the 11th of November we will begin another short test run and will also invite some users to the testing session. We will issue an email newsletter to inform users that were picked and eligible to participate in our next test run once we start it!

Please continue applying to the beta and do not forget to verify your Life is Feudal:Your Own ownership via billing section of our site.

Thanks for your patience and understanding during this time,

-The team

Short Beta test run started!

tags: mmo
Hey everyone!

We are happy to announce that we’ve picked a couple hundred lucky applicants to participate in current short test run and all the following beta tests. We strongly suggest you to check your email inbox (and probably spam folder) to see if you’re one of those lucky folks!

We plan to end this short test run in a couple of days since its start, so we suggest you to hop in and test as soon as you can ;)

If you have some technical issues with beta tests or want to report serious bugs and exploits, please, address those to our tech support email:

Sign up for the MMO Beta: Updated Info!

tags: mmo
Hey everyone!

This announcement is just a heads up to let you know that we’ve implemented a tool in the billing system, which will allow you to verify ownership for Life is Feudal:Your Own.

Applicants who own LiF:YO have a higher chance to get into the beta tests (check out the recent post for more information!)

This is to stop rigging by creating multiple accounts - phew.

Thanks for reading - we’re looking forward to working with you!

P.S. If you experience any trouble verifying your LiF:YO Ownership, make sure to clean your browser’s cache and reload!

- The team

Sign up for MMO beta!

tags: mmo
Dear fans!

You can now sign up for beta! Just follow this link and click the button!

In the following week, we will be collecting your applications and will randomly pick a handful of testers to participate in the next short Beta Test Run, which is planned for the 28th of October.

These testers will be eligible for all following Beta Test waves of Life is Feudal: MMO.

Expect more news about longer Closed Beta Tests Wave in November!

- Thanks, the team

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

tags: devblog mmo yo
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'

tags: devblog mmo yo
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!

MMO related partnership announcement

tags: mmo
Hey everyone,

For those of you who are interested in the future of Life is Feudal: MMO, we are happy to share some news with you!

We position ourselves as developers and indie publishers, but we obviously lack resources and expertise in other fields of publishing knowledge, like PR, marketing, user acquisition and distribution. Especially on a worldwide MMORPG scale. It became obvious for us that we needed a partner to back up and support us in the aforementioned activities.

Thus, after much consideration and lengthy negotiations, we’ve decided that Xsolla is the best launching partner for us! Their team members have proven to us that they feel and understand how our game is different from many other MMO titles that are currently on the market. We really feel that we’re truly on the same page with them, especially since some of them are veterans of UO gaming. We are really excited and looking forward to launching our MMORPG along with them!
We also want to underline the fact that they WILL NOT be our publishers - but rather, partners that support our MMORPG launch by providing us with all necessary publishing tools, PR and marketing expertise and tech that will be useful. So, don’t fear: the vision of our game and key mechanics will not be desecrated! :)

Launch related activities are being planned at present, and we will announce major beta/release milestones to you as soon as they’re ready and set in stone. One thing that we can hint about is that you can expect the next wave to start in late October 2016! ;) 

Dev Blog Incoming

tags: mmo yo fv
Hey everyone,

We’ve heard you, and so we’re going to be starting a weekly development update to ensure you are all in the loop!

Firstly, you might have already seen posts about ‘Life is Feudal: Forest Village’ - in summary, this game has been developed by a fellow Indie Studio, Mindillusion and published by us under the ‘LiF’ name. It’s recently made it through Greenlight on Steam so you should definitely check it out!

In MMO news, we’re diving full force into the development of the MMO guild system. Check out the wiki ( for more info on how it’ll work), with standings and official wars, battles and sieges.

The highly anticipated native NPCs are also in development - we’re really looking forward to sharing more with you as we progress with that!

And for our amazing wave #0 testers, right now you can roam free and play as you see fit until we have any specific areas we need you guys to test for us. Basically we’ve got a huge amount of feedback and test data for now and we’re making necessary changes according to that feedback

Thank you for being awesome - look out for our dev blog for more information!

What’s New with the MMO

tags: mmo
Hi everyone!

As you’re all aware, Wave #0 of the MMO is well under way and it’s looking like Wave #1 will be commencing in about two to three weeks (if things continue to run smoothly!) so we’ll be keeping you posted with that.

Currently we’re working on numerous servers and client crash fixes, a proper MMO-scale guild system, as well as a more sophisticated private/guilds property system - the way it is described on wiki ( We are very thankful to our beta testers for their invaluable help and patience!

Keep checking back for more information

Finally! MMO beta Wave #0 has started!

tags: mmo
Dear friends!

After six years of development (since May 2010), including six months of alpha tests (first half of 2014), as well as two years of the MMO being on hold while LiF:YO was in development, we are so excited to announce that we’re FINALLY starting the beta tests of Life is Feudal: MMO!

We are starting Beta Wave #0, which will run for a short period of time (a few weeks). Our original backers/donors back from 2014, along with some of our friends, are eligible for this wave. Those with golden and teal nicknames on our boards are the lucky group who are taking part in Wave #0 (all people who qualify for the proper colored forum names are already active).

If you can view this topic (, it means you will be able to participate in all beta waves, including the current wave. We actually strongly encourage you, not only to read this topic, but to study it carefully! We expect to find some bugs/crashes/other nasty things to come up once tests have started, so please be careful not to post multiple reports of known issues.

What will not work in Beta wave#0:
  • Global politics and advanced guild management. Guilds work a similar way to LiF:YO for now
  • Formations and groups are temporary disabled (it will be reactivated in a few days)

Keep your fingers crossed and prepare to CRUSH and CRASH! :)

Oh, we nearly forgot- :) here is the launcher download link:

Moving Studios

tags: mmo
Hey everyone,
today’s update isn’t a game dev announcement, just proof that we’re alive and doing something to benefit our continued function as a business!

As you all know, we are gearing up for testing to begin so we really wanted to improve the services we have available for the development team. Therefore, we decided to move to a new office, which is better suited for our needs - hence our quietness the past week!

Obviously, just before the MMO testing does seem an odd time to move - and we agree! Unfortunately for us, our plans to change office was moved up on the list when our landlord upped the rent: money we would, of course, rather be putting into our game!

The new location is a big quality of life improvement for the team - especially since we keep them chained to their desks! We also have improved internet and network performance, which will provide a huge bonus during the testing and development phase.

As always, thanks everyone for your patience and continued support!
P.S. We're 99.99% sure that Beta Wave #0 will start next week.

MMO servers are up - Beta tests incoming!

tags: mmo

MMO servers are UP!
See for yourself here:

Don’t start cheering just yet! Currently, we won’t be opening the beta servers up to  anyone outside of our studio for now - but we will soon!

If you’re interested in the MMO version of Life is Feudal, please read the following information carefully:

Heraldry, MMO and another MMO

tags: mmo yo
We’re expecting the heraldry patch to drop early next week - expect lots of balancing and gameplay revamping in preparation for the upcoming MMO 
With heraldry, you and your guild can personalize your look, which may prove important when identifying friend or foe during battle! 
Once the patch is out, to enable the changes, you guys will have to switch to ‘beta branch’ on Steam - we’ll be giving you more information, and instructions on how to do this, closer to the time 
On top of this, the internal tests are drawing to a close for our MMO; our alpha testers are on standby to get involved in the closed beta of the MMO commencing the beginning of April (they were the original MMO alpha testers back in 2014 - you can recognise them by their gold usernames on our site forum) - stay tuned for information! 
In other news,

Polygons' finding of Life is Feudal

tags: yo mmo

"Finding civilization: The future of Life is Feudal"

This article is so refreshing for us, as it really delves into the variety LiF has to offer, the details that help it stand out, and what our development goals and ideas are as a whole.  

As well as discussing the game, the interview - with Vladimir Piskunov - is taken to a personal level; Vlad (aka Bobik) talks about his views of the gaming market and what inspired him to begin the Life is Feudal project. 

*Disclaimer: the beta version of the MMO will start around Spring/Summer of 2016


Warmfixes that are not that hot aka “Friday the 13th lucky patch” (

tags: mmo

This current patch is dedicated to providing more fixes to our claims system and to client side performance in general. We have also implemented a Repair Ability, so you can now repair damaged structures and objects with different sized Repair Kits.

Roadmap 2015 and PAX South

tags: yo mmo

As soon as we saw your overwhelming support on the first day when early access became available, we understood that we have to make a perfect game for all of you! Thus, we started to expand our team of professionals. That process was not instant, we had to tread carefully and test new members’ development skills to ensure quality. We had even organized our own QA team for the same reason. Many doomsayers believed that we would end up on some island paradise with the financial part of your support. Alas! We are still in our office working as hard as ever and hoping to bring tons of cool stuff to LiF at 2015!

To show you what the future will bring we are glad to present our Roadmap 2015!

LiF:YO is coming!

tags: yo mmo

LiF:YO Steam Early Alpha release is really close and probably should happen at 19th of September 2014! Unfortunately due to our limited server capabilities we have to cease alpha tests of LiF:MMO in order to run official LiF:YO servers on these servers. IF things go good, we plan to bring LiF:MMO servers up and ready for tests as soon as possible.

As a compensation, current Alpha testers will receive CD keys for both testing and release versions of LiF:YO. We really looking forward for your help to test out LiF:YO with us.

Yet another original feature

tags: mmo yo

From now on active pre Alpha testers can communicate with their colleagues that are currently in game simply by clicking a link: or finding a "Join Game Chat" button on their Account -> Characters page. 

Development is going at full available force and we are still looking positively towards September 2014 Steam Early Alpha Access  for LiF:YO!

P.S. My current wallpaper (100% in game screenshot):

A part of game that is often overlooked

tags: mmo yo

We want to announce that we have finally finished preparing in-game tutorials for you. These tutorials include short videos and will guide you through the game basics and shortly explain mechanics of the most important features. You can browse those tutorials here:

Development progression and wiki updates

tags: mmo yo

You have waited long enough for some juicy news, so here we go!

Starting with the big stuff: archery and the thrown weaponry system are at 50% of development goals. Soon enough our testers will be able to shoot some nice headshots from afar. A proper day and night cycle is also coming soon that should raise your impression of the game world even more. There are also some visual postFX system tweaks being produced and a lot of internal systems development and bug fixing is going on constantly. We can confidently say that servers are a lot more stable than few months ago, but there still is a lot of work ongoing to increase their stability.

One last thing. Our gamepedia was recently updated with some new content. This allows you to take a look at every single building, device and furniture in the game via uploaded screenshots. Actual information about recipes and requirements of those objects was also included. Check that page for instance.

Change of plans

tags: mmo yo

      We want to announce a significant change of plans considering the LiF release. There is really nothing to worry about as far as the plans for LiF and these changes are great news that offer new options for you the player as LiF moves forward in development.

      While working on the server functionality we made a decision to take a different approach as for the way the servers will work for this new option. We explored some new possibilities and decided to change our priorities. Until now we only concentrated on opening one, big server based on our multinode technology, but during our work we have decided to offer a way that will provide players with a lot more possibilities.

Server nodes status page and more...

tags: mmo

We had added a long awaited status page for our Alpha testers:

Currently we're still improving stability of server nodes to be ready to start a proper full force Alpha tests. With a help of our passionate and patient volunteer testers we hope to reach a stable version and release Alpha in a two weeks, but nothing is in stone within a such complex project. Thank you for your patience and that you trust in us!

Introducing new mount!

tags: mmo yo

We've just finished creation of a new mount to LiF! You can check its in game screenshots here:

On a more serious note. We're working hard to fix all those server side crashes that we all had experienced during our last sneak peek test runs. We really hope that we will be able to provide all necessary fixes in time and start next pre-alpha tests at 9th of April.


Two News for the Price of One

tags: mmo
Two quick news announcements!
First, we have some new stories from our Lore Master! They’ll be exploring the Terrun religion, the main religion in Acaelia. So check them out in the Lore section of our website!
Additionally, we’ll be running some closed server tests before our Alpha. These will take place on Thursday evening (aprox. 4 pm GMT) and they’re the start of us gearing up for our Closed Alpha testing.

International sections of our forum

tags: mmo

We have just created international sections so our fans can participate in discussions and ask their questions using their native language. Though the rest of the forum will still be "English only".

P.S. If you want us to create a forum section for your native language, send a private forums message to "Arrakis09". As soon as we get enough of these request we will create a new section. 

Hooray! Greenlit!

tags: yo mmo
We've been Greenlit by the Steam community! Thanks to all our fans that have supported us during our short but intense campaign! In a few days we will be announcing the starting date of our Closed Alpha tests. We should have a date for you by next week, so Alpha is very close ;) Stay tuned.
P.S. If you want to participate in closed Alpha tests, you can learn about it here:

Going for some Greenlight

tags: yo mmo
The color green is lacking from our game, so we’ve decided to go for a Steam Greenlight! Feel free to support us with your upvotes and positive comments.
The first wave of invites to the upcoming Closed Alpha has just passed. All of our donors and some of our most devoted fans have received access to the closed section of our boards reserved for Alpha testers. Log in on our boards and check them out, you might also have been invited ;)
P.S. Alpha is close …
P.P.S PM Bobik on boards if you have donated to us, but for some reason does not have closed section access.

Land ahoy!

tags: mmo

We have finished the generation of underground details and planting of forests on our brand new continent (including newbie island). New lands are waiting to be settled up by the first Alpha testers! There are some stats for your amusement:

Total area (sq. meters): 470 017 800

Land mass area (sq. meters): 306 155 600

Iron ore deposits (cubic meters): 2 686 160 196

Copper ore deposits (cubic meters): 1 585 786 189

Silver ore deposits (cubic meters): 17 192 576

Gold deposits (cubic meters): 8 103 766

Total trees: 2 807 269

Huge Wikipedia Update

tags: mmo yo

Thanks to the team and our own efforts Wiki about our game is up and updated with a massive amount of articles. We strongly suggest that you familiarize yourselves with our wiki in order to be even more prepared for the upcoming world of Life is Feudal.

P.S. Cheers to Carrol and Benjamin at!

Lady on the Boat, to the good Luck!

tags: mmo
LiF have just acquired new, valuable member. Linda MacGill aka "Methelina"! 
She is great Game Designer that worked on the famous games like a "MechWarrior: Living Legends" and "Fallout Online". She is really friendly person, she will take care of visual effects and graphic quality here. Surely she will do a lot of good things in here.
You can see Linda's working profile at this adress:

Hey, hey! Lets spread the Word Today!

tags: mmo
Attentive player can be a good feudal. So the LIF expansion over the world will start from the small postings. For example of this concept we represent the nice and freindly article about our game, written by a user -  Richard Whelchel. He have a good eye for details and make a nice trip throuth the game features of the LIF. 
Thanks Richard Whelchel, we will contact with you to give a gift of "Personal Alpha Test Code".  

Lore update and a Lore Master

tags: mmo
The homer sent a great message for citizens of the Empire:
At first, The Great Lore library opened here, built for the RolePlayers and lone wanderers. This scrolls will be an ultimate guide for you, in the world of the "LIfe is Feudal". Hello and Welcome, feel free to read here the amazing stories and historical facts.
And for the last words, bow to the our new Lore Master  - Kyle aka "Billus"! 
Nice to see you at the Team, Kyle!

The king is dead, long live the king!

tags: mmo

Today we had closed our campaign. There are numerous reasons for that and some of them is our fault too, but we could not change it much, since the campaign had started. Still we are going to survive according our Plan "B" ;)

Second stream containing some combat moments of our Sandbox MMORPG is going to be soon. At January 2014 we are planning to start some internal Alpha tests, which should turn out, hopefully into more open Alpha at February-March of 2014.

Live stream of some gameplay aspects

tags: mmo

Long awaited live stream with developers will happen at Friday 15th of November at 20:00 GMT (3:00 p.m. EST). We will make a new update with a live link on our stream. Those who will miss that live stream will be able to look through it on our Official LiF YouTube Channel.

Some site updates you might be interested in...

tags: mmo

Our site section MMOs & LiF has just received some beautiful pictures here and there in its articles. Make sure that you've spent some time to get more familiar with those articles and pictures ;)  

Life is Feudal promo trailer released!

tags: mmo

We're happy and proud to announce our first promotional trailer that you can see here:

Stay tuned for more news soon and have a nice day!


2nd tech demo released!

tags: mmo


We have just released 2nd technical demo of our ingame features: surface terraforming, object placement and construction. Check it out here. 

You can ask questions or post your suggestions regarding that video in that topic.

Site and forums are up again!

tags: mmo

I'll explain what had happened with us during those days and what an incredible stupidity we had stumbled upon during those days. 

Without any warnings our hosting provider (mochahost) had stopped supporting of InnoDB storage engine. That resulted in like half of our tables to become unreadable=corrupted (since MySQL don't know how to read them without that engine running). 

We have realized that fact like in few days after server went down. But before that we've tryed every imaginable way of recovering our database tables to save all the data we had. And we've failed in that, since we needed filesystem access to our base files. 


tags: mmo

You might be interested in listening to that podcast: 


Besides some interesting stuff you might want to listen to, you can check out an interview with Vladimir aka "Bobik", who's answering alot of project related questions. 


Thanx to Coolit for making that happen!

Interview for

tags: mmo

Our gamedesigner Luca aka Fenris answered some questions for

You can check out his interview here

If you for some reason is not familiar with Italian language, you can read English translation below: 


Our official IRC channel

tags: mmo

Greetings everyone! 

Since doomsday of our alpha tests is getting closer, we have made our official IRC channel to communicate better with alpha testers and other interested persons ;) 

So, hop in: 

/join LiF 


Cya there :)

Some site changes and general development progress

tags: mmo

As you might have noticed, we've changed our forum engine + we've done some internal site updates to get prepared for a upcoming alpha/beta tests . In next few months you will see our main site to be reworked also.