Development News #40 - ‘Ring the Bell!’

tags: mmo yo devnews

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

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

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

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



Hi feudalists!

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

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

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

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

- The team

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 #39 - ‘Custom Maps and Awesome Apps’

tags: mmo yo devnews
Hi, feudalists!

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

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

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

For more information, check out the article.

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

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

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

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

Thanks for reading this week’s development news! 

- The team

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

tags: yo mmo devnews
Hey everyone!

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

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

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

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

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

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

Let us know what you think!

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

- The team

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

tags: mmo yo devnews
Hey everyone,

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: mmo yo devnews
Hey everyone,

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

General combat-related feedback + changes

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

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

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

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

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

Cavalry Meta

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

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

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

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

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

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

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

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

Bugfixes and Tweaks

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

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

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

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

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

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

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

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

- The Team

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

tags: mmo yo devnews
Hey everyone,

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

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

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

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

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

Thanks for reading this week’s dev news!

- The team

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

tags: mmo yo devnews
Hey everyone,

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

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

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

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

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

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

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

Thanks for reading this week’s dev news, 

- The Team

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

tags: mmo yo devnews
Hey everyone,

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

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

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

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

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

- The team

Development News #32 - A Feudal New Year!

tags: mmo devnews
Hey everyone,

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: mmo yo devnews
Hey everyone,

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

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

tags: mmo devnews
Hey everyone!

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

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

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

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

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

- The team

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 #29 - ‘Horsin’ Around’

tags: mmo yo devnews
Hey everyone!

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

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

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

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

- The team

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

tags: mmo devnews
Hey everyone!

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

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

tags: yo mmo devnews
Hey everyone!

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

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

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

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

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

- The team

Development News #26 - 'Hunting the Gottlung‘

tags: yo mmo devnews
Hey everyone, we’re sharing a bit of lore with you in this week’s news!

“Earlier today we entered the forest.

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

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

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

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

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

But here, our enemy was the forest itself.”

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

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

- The team

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

tags: mmo devnews
Hey everyone!

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

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

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

- The team

Development News #24 - Marching on: Continuing Improvements

tags: mmo devnews
Hey everyone!

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

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

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

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

Thanks SonofKitt

Thanks Khan

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

- The team

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:

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

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

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

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

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

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

The hour is close. Do not sleep.

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

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

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

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

You may also do well to heed these words:

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

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

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

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

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

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

May the Sleeping God protect your soul.

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

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

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

- Thanks, the team!

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

tags: mmo yo devnews
Hey everyone, welcome to this week’s development news!

If you checked out the last one, 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: mmo yo devnews
Hey everyone, welcome to this week’s development news!

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

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

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

- Thanks, the team!

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

tags: mmo yo devnews
Hey everyone, welcome to this week's development news!

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

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

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

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

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

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

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

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

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

- The team

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

tags: mmo yo devnews
Hey everyone, welcome to this week’s development news!

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

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

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

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

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

- The Team

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

tags: yo mmo devnews
Hey everyone, welcome to this week’s development news!

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

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

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

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

- The team

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! ;) 

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

tags: yo mmo devnews
Hey everyone, welcome to this week’s development news!

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

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

In other news...

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

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

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

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

- The team

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

tags: fv yo mmo devnews
Hey everyone, welcome to this week’s development news!

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

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

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

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

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

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

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

-The Team

Development News #14 - ‘extra padding!’

tags: mmo yo devnews
Hey everyone, welcome to this week’s development news!

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

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

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

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

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

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

- The team

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

tags: mmo yo devnews
Hey guys!

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

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


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

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

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

Thanks from all the team

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

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

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

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

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

Stay safe - they could be watching…

Hey guys,

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

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

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

- The Team

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

tags: mmo yo devnews
A small group of lumberjacks working deep in the woods were the first victims...

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

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

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

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

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

...Hey guys!

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

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

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

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

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

- The Team

Development News #10 - Animals and Algorithms

tags: mmo yo devnews
Hey guys,

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

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

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

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

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

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

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

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

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

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

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

- The team

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

tags: mmo yo devnews
Hey everyone,

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

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

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

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

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

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

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

- The Team

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.