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tags: mmo yo

64bit Client and Server Released! (1.2.64.5)

02.02.2017
tags: yo yopatch
Hey everyone,

After approximately one week of public beta testing, we’re happy to announce that our 64bit client and server application are stable enough for release! Here are the patch notes covering changes since the previous 1.1.8.1 version patch.

Patch notes (ver. 1.2.64.5):

New features and tweaks:

  • 64 bit client and server applications released
  • Recipes: Furnace, Big cauldron, Kiln, Tiny Shack, Plaster Tiny Shack, Sign moved from Mat. prep to Construction
  • Recipes: Quern-stone, Potter's wheel moved from Mat. prep to Carpentry
  • Removed ability ‘Create’(id=101)
  • Corrected tabs in building list
  • Recipes: Archery target, Training dummy, Drying frame, Wine press, Loom, Plough, Tanning Tub moved from Construction to Carpentry
  • Recipe: Floor lamp moved from Construction to Arts
  • Recipes: Stone Stair, Beveled Stone Stair moved from Construction to Masonry
  • Palisade Wall required Construction=20 (instead of 60)
  • Wooden Wall required Construction=30 (instead of 65)
  • Small Stable required Construction=60 (instead of 90)
  • Stone Wall required Masonry=0 (instead of 30)
  • Other minor recipes changes, updated xmls and sqls"
  • Fixed pike and lances combat technique that allowed to swing pike/lance sidewards while performing a thrusting attack to receive an inadequate amount of speed bonus
  • Included some render optimizations
  • Hunger meter is set to 100 after respawn now
  • ‘Dry a Hide’ ability moved from 60 to 30 skill
  • ‘Use Tanning Tub’ ability moved from 60 to 0
  • ‘Pick Up’ ability moved from 60 to 0
  • ‘Pick up a Hide’ ability moved from 60 to 30
  • ‘Hank of wool’ and ‘Wool cloth’ recipes moved from 30 to 60
  • ‘Thick dried hide’ and ‘Thin dried hide’ recipes moved from 60 to 30

Bug fixes:

  • Fixed a container renaming issue that caused all other containers to have the same name as a renamed one
  • You can sit on a chair inside buildings now
  • Movable objects do not disappear anymore if the unfinished unmovable object was deconstructed in the same cell
  • Normalized the video intro sound volume
  • Fixed a black screen bug that caused loading problems on some hardware specs
  • Water plane no longer moves with a mounted player’s camera mode. You will not see water changing angles when the player is mounted on a hind legged horse.
  • Fixed particle lighting issues
  • Fixed some issues with Invulnerability effect mechanics
  • Fixed a couple of memory leaks that have caused unstable behavior of the application

Please keep in mind that crashes are still possible, so we want to thank you in advance for reporting them here, providing comments while reporting and especially for your patience and understanding!

We’re not going to officially support the 32bit version any longer. We are going to leave a legacy branch for those users that cannot switch to the 64bit version though, for whatever reason. We are sorry for any inconvenience!

- The team

64bit Client and Server AT LAST! (1.2.64.3)

27.01.2017
tags: yo yopatch
Hey everyone,

After squashing a small army of bugs, which popped up here and there in the 64bit build of our game, we’re super happy to finally announce that Life is Feudal:Your Own 64bit is ready to be reviewed by our players!

We must warn you: the 64bit version of our game is still in beta, so everything is possible - please report any weird behavior you may stumble upon to helpme@lifeisfeudal.com

There are also some gameplay changes included in this build, but we plan to add more features and fixes - plus write some proper patch notes - once this branch is ready for full release to all players!

P.S. Click here to find out how to switch to beta for those who are eager to try it out!
Branch: public-beta
Password: sandboxLUV4evah1

You will have to create or join a new server in the beta branch.


- The team

Crops Growth Fix (1.1.8.1)

27.12.2016
tags: yo yopatch
Hey everyone,

In this patch, we’ve provided a fix to the crops growth algorithm, which was not calculating growth as intended. It now works as intended; crops receive growth increment once sunny weather changes into the shower weather and vice versa. All other types of weather are not taken into account. It takes 4 incrementations before you see the result of the growth (model change).

So let’s say that you have had the following weather in the last two weeks in game:
  • Day 1: Sunny
  • Day 2: Shower (+1 growth)
  • Day 3: Shower
  • Day 4: Sunny (+1 growth)
  • Day 5: Shower (+1 growth)
  • Day 6: Cloudy
  • Day 7: Cloudy
  • Day 8: Shower
  • Day 9: Sunny (+1 growth, you’ll see green sprouts)
  • Day 10: Shower (+1 growth)
  • Day 11: Shower
  • Day 12: Cloudy
  • Day 13: Sunny (+1 growth)
  • Day 14: Shower (+1 growth)
  • Day 15: Sunny (+1 growth, you’ll see fully grown crops that can be harvested)
After three more growth increments, fully grown crops will rot and disappear. So, as you can see, you need an ideal balance of sun and rain for your crops to grow faster. Spring and early Summer are the best seasons for crop growth, of course!

Plus, after this fix, crops should grow significantly faster now.
P.S. There are some minor tweaks to the skills progression speeds and stamina they spend.

- The team

Fall in, now! (1.1.7.4)

01.12.2016
tags: yo yopatch
Hey everyone,

We’re releasing the changes you may have seen in our announcement of the BETA branch patch notes. Now all of these changes are being released along with some few minor adjustments and fixes. Full patch notes below:

Patch notes (ver. 1.1.7.4):

New features and tweaks:

  • Falling damage has been re-enabled. Take care jumping now!
  • To satisfy demands of some users we have added new attack direction bindings in the Controls section of the game. You can bind each directional attack to a separate key. Thrusting with a mouse wheel feels so goood :)
  • Added barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting, which can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld. It is possible to speed up forest growth via two ways:
  • 1. by changing TreeAgingSpeed setting in cm_forest_maintenance.xml before server startup (this will be persistent between server restarts)
  • 2. by changing script variable $ForestMaintenance::treeAgingSpeed via server console (the setting will be reset when you restart the server, may be useful for experimentation)
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added with tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • WIld animals now walk and turn properly on terrain with proper animations
  • copper ingots, bars, lumps excluded from Common metals group
  • specific metal in some recipes changed to Common metals
  • quality cap of metal items changed to 60-80-100 (iron - steel - Vostascus steel)
  • Sleeper’s moon night has been removed. Perhaps we’ll see it again …someday

Bug fixes:

  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Recycling of metals now should provide more adequate results
  • Fixed incorrect wild animal AI calculations that caused excessive lag on servers
  • Wild animals’ tracks now correctly lead you to the wild animal
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Fixed a rare shadows bug, when observing terrain from a high elevation
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

-The team 

‘Most Hardcore MMO‘ award. Go for it!

29.11.2016
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

Fall in! (1.1.7.0 (BETA))

25.11.2016
tags: yo yopatch
Hey everyone,


We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other.
As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.

Patch notes (ver. 1.1.7.0):

New features and tweaks:

  • Falling damage has been re-enabled. Take care jumping now!
  • Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are [b]not[/b] required to manually run scripts to remove trees stumps from the gameworld
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a  maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added and tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight  is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added  regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • Sleeper’s moon night has been removed. Maybe we’ll see it again …someday

Bug fixes:

  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

P.S. Click here to find out how to switch to beta for those who are eager to try it out!

You will have to create or join a new server in the beta branch.


-The team

Halloween ...is when the beta is released! (1.1.5.7)

31.10.2016
tags: yo yopatch
The Sleeper’s bloody moon, burning heads on sticks and infernal animals is a sure sign that Halloween has come to Life is Feudal!


Plus, in this patch, we are finally releasing a long tested beta branch with two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms with new bushes.

Patch notes (ver. 1.1.5.7):

New features and tweaks:

  • Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
  • Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
  • Cells blocked by buildings/tunnels/forest visualizations are now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
  • Added burning heads on sticks
  • Added Sleeper’s moon visuals. Wolves have demonic eyes now too
  • Added new ability - gathering nuts, which will appear as an inventory item
  • Primitive cooking recipes now available for the big cauldron and kitchen
  • Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels

Bug fixes:

  • Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
  • Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
  • Multiple fixes for improper movable objects positioning/drop
  • Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
  • Fixed mines for copper ability duration
  • Some other minor fixes

Happy Halloween from the team!

Beta testing branch changes (1.1.5.1 - BETA)

07.10.2016
tags: yo yopatch
In this beta patch, we’re proud to introduce to you two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms. You may come across some small bugs and glitches here and there, as it is the first time we’ll be testing these new systems on a massive scale with real players, so don’t worry!

Patch notes (ver. 1.1.5.1 - BETA):

New features and tweaks:

  • Implemented completely new AI behavior and spawn algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
  • Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be better now. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
  • Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
  • Added new ability - gathering nuts, which will appear as an inventory item
  • Primitive cooking recipes now available on the big cauldron and kitchen

Bug fixes:

  • Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This might also fix similar bugs with campfires and other objects that have lengthy crafting processes
  • Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
  • Multiple fixes for improper movable objects positioning/drop
  • Traps no longer disable invulnerable players (just spawned on the trap)
  • Fixed mine for copper ability duration
  • Some other minor fixes
We want to warn you that migration from the current branch to the beta branch should be smooth, but you may have some issues migrating existing beta worlds back into the current release state. With this in mind, please save and backup your worlds before you switch from beta back to release!

If you would like to continue to help us with beta testing the new version and new features, please activate the beta using this password: sandboxLUV4evah1

Some visual improvements (1.1.4.4)

13.09.2016
tags: yo yopatch
Hey everyone,

If you follow our development blogs, you’ll probably have seen that we’ve announced some visual changes in our game! If not, don’t worry - you can take a quick glance at those [here].

This current patch brings those visual changes live to your PCs!

Patch notes (ver. 1.1.4.4):

New features and tweaks:

  • Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
  • Nights have become darker now. Be sure to wield a torch before you go for a wander
  • Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
  • Ambient lighting has been tweaked to provide better visual quality in shaded areas
  • Added some more minor visual effects and improvements
  • Increased warehouses window size for easier inventory management
  • Repair ability duration changed from 5 seconds to 10-8 seconds
  • Fortifications are harder to repair now
  • Large repair kits are now 10x more effective than the small one
  • Added new trophies (boar, wolf, bull)
  • Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house

Bug fixes:

  • Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
  • Some potential/rare crashes have been fixed
  • Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
  • Short Pike and Long Pike "wall of pikes" attacks now works as intended

A LOT of server and client optimizations in before the next MMO beta wave(1.1.3.1)

18.08.2016
tags: yo yopatch
Hey everyone,

Once again we want to thank our community for helping us to develop our game! Due to recent load tests that were performed along with our community members, we’ve managed to find some code that was not optimal. Fixing these code parts resulted in a significant server performance boost that can vary from 10% to 25%!

We’ve also implemented one of the highly-requested features by our community - an observe mode that can be used while running.

Patch notes (ver. 1.1.3.1):

Long Live LiF:YO! (1.1.2.1)

22.07.2016
tags: yo yopatch
Hey everyone,

It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!

Patch notes (1.1.2.1):

Dev Blog Incoming

01.07.2016
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!

http://steamcommunity.com/sharedfiles/filedetails/?id=709170194

In MMO news, we’re diving full force into the development of the MMO guild system. Check out the wiki (https://lifeisfeudal.gamepedia.com/Claim) 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!

Sit down and wait for the MMO Beta …please! (1.1.1.8)

27.04.2016
tags: yo yopatch
Hey everyone,

We know we said it last time, but this should hopefully be our last patch in the beta branch before we transfer it to the release branch - phew!

We’ve implemented proper sitting mechanics and animation for all you RP lovers in LiF!


We are still working on some issues in the MMORPG build, which is delaying the start of the first phase of Closed Beta tests, so unfortunately, we are unable to give an ETA at the moment - but we will keep you updated! :(

Patch notes (ver. 1.1.1.8):

Beta branch update #inb4MMO (1.1.0.1)

08.04.2016
tags: yo yopatch
Hey everyone,
 
Firstly, we want to thank you for your patience while we ensure the latest patch is stable. We have one or two little things we need to do but have decided that we can release today under the beta branch - so obviously please keep in mind that it’s still in a WiP state - (check out the link here to find out how to switch to beta) for those who are eager to try it out! 
 

You will have to start a new server in the beta branch.

Next week we are going to release another small patch, which will enable automatic migration of your existing worlds. 
Once we have ironed out any remaining bugs, and ensured the gameplay is stable and balanced we will apply the current patch on the main branch (so everyone can join in) later on!
 
Patch notes (ver. 1.1.0.1):

Heraldry, MMO and another MMO

24.03.2016
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,

Proper seasons and a herbalist’s garden (1.0.6.3 (420))

20.02.2016
tags: yo yopatch
Before we reveal the contents of the current patch, we’d like to make a short announcement: 
 
There is no MMO beta test going on at the moment! We will make a separate announcement once we have started the beta test, and once LiF:YO owners are able to join that test. Thank you for your attention! 
 
Additionally, with the current patch we are releasing Steam trading cards! We hope you will like them! 
 
This patch contains the art for all four seasons, you can check out some of the visual changes here
 
One particular problem that many of our players have experienced was the inability to quickly find, and gather, desired herbs for alchemy. This is why we have implemented a herbalist’s garden in this patch. Feel free to experiment with different types of fertilizer to achieve the highest yields. 
 
Patch notes (ver. 1.0.6.3):
 

Requiem for a client crashes (1.0.4.3)

28.01.2016
tags: yo yopatch
After literally months of bug hunting, debugging and code rewriting, we’ve managed to fix the cause of the most rampant client-side crashes we’ve had so far! It definitely won’t fix all crashes at once, but we expect that at least 60% of crashes should disappear. Please do not hesitate to send an automatic crash report if you experience a client-side crash during your gameplay session - it’s a big help! 
 
Patch notes (ver. 1.0.4.3):
 

In before first content patch (1.0.0.11)

24.11.2015
tags: yo yopatch
In this current hotfix patch we have fixed numerous client crashes that some of you might have experienced. You should also notice some slight - or even significant - improvement to your FPS rates in some scenes. Black textures on terrain are fixed in this current patch too. That is all along with numerous other small to medium bugfixes. 
 
We hope that this current patch will be the last of the series of our quickfix patches, which were aimed to fix most crashes and rendering issues that some players were experiencing on their hardware. We will provide optimizations and fixes on a continuous basis, but hope that the need for them will be significantly less now. 
 
P.S. Expect some new content patches to pop up within the next two weeks. We are going to concentrate on community voted features. We remind you that you can take part in deciding what to introduce next into the harsh world of Life is Feudal:Your Own. 
P.P.S Quality settings of water and shadow shaders will require a client restart now in order to be applied properly.

Second Aid (1.0.0.6)

19.11.2015
tags: yo yopatch
This current hotfix patch should fix all (or at least most) rendering glitches, as well as some of the crashes that users have experienced on some hardware. You should also notice increased performance in certain places where you may have experienced frame rate drops before. 
 
Black terrain textures seems to be partially fixed, but they still might exist in some cases on some hardware. We’re looking deeper into it. 
 
We really appreciate your patience and understanding and are very thankful for it!

First Aid (1.0.0.3)

18.11.2015
tags: yo yopatch
In this current hotfix patch we have provided a fix for server crashes when wild animals are enabled. Some minor bug fixes are included too. 
 
We are aware of numerous performance issues, video render glitches (broken geometry, GUI artifacts, black terrain textures etc.) and crashes that users experience on some hardware and we are working very hard on a solution to that problem. So far, it has been noted that disabling and reenabling of the GUI rendering (Ctrl+H, Ctrl+H) helps to temporarily fix most of them. We are working hard to provide a permanent solution for that issue. 
 
Expect “Second Aid” patch coming later this week. Thank you to everyone for being patient with us while we tackle these issues.

Release!

17.11.2015
tags: yo

We have finally achieved that milestone in the long life of our Life is Feudal DREAM!. We are so grateful to our community for the help and feedback everyone has provided - without them we would not have been able to get this far.

 

The release of our sandbox game is not the end, but the beginning of a new chapter. We are going to continue development and support of LiF:YO and we will start with the two most voted user features: horses to pull your carts and weather effects.

 

Along with the support of the LiF:YO version, we are officialy resuming development of LiF:MMO! Do not fret, since both games share the same code base, gameplay features that will be implemented later will be available for both versions; weather and animals pulling carts will be in both LiF:YO and LiF:MMO.

 

For those of you who may not be very familiar with the previous state of our game, we have put together this page to show off the visual difference between now (Release) and one year ago (Early Access). You can also always check out our fulfilled Early Access Roadmap.


P.S. We strongly recommend you manually delete local files in Steam if you have played it in Early Access and start with a fresh installation.

Enhanced Gameplay and DirectX 11 Visuals in New Video

12.11.2015
tags: yo
In anticipation of the release of Life is Feudal: Your Own, We have prepared a new video showcasing the numerous gameplay enhancements, upgraded DirectX 11 visuals, and completely reworked UI coming on November 17th.
 
Life is Feudal: Your Own – Enhanced Visuals and Gameplay Video
 
 
With the jump to DX 11, We offer you an even more richly detailed atmosphere, including more intricate textures, improved lighting effects, and realistic foliage. You can see side-by-side comparisons here: http://lifeisfeudal.com/screenshots-comparison
 
One last thing that I wanted to mention is how you guys have been a huge help in shaping Life is Feudal as it has progressed, we have been overwhelmed with the creative ideas and suggestions from our players - without you guys, we wouldn’t be here today. This is why your opinion is so important to us, therefore, as we near 1.0, we invite you to take advantage of the Steam review system and let us know what you think of the game that you helped shape.
 
Thanks!
 
The Team

Release is coming... intro trailer featuring Sean Bean!

06.11.2015
tags: yo

The release of Life is Feudal: Your Own is closing in on the 17th of November. Not only will you get to experience the new DX11 render, but you will also get reworked art and numerous optimizations, tweaks, animations, new combat aspects and bugfixes too!

 

Watch our new animated trailer featuring narration by film and TV icon, Sean Bean (The Lord of the Rings, Game of Thrones) – never fear, we promise this time he doesn't die.

 

Back to the main menu … at last (0.8.2.3)

14.10.2015
tags: yo yopatch
Current patch contains the long awaited “Disconnect” functionality, which allows you to disconnect from your current server and then connect to another with no need to restart the game. That is along with numerous other bug fixes and some gameplay tweaks.
 
Patch notes (ver. 0.8.2.3):

New Barter system and more stability while creating Your Own world (0.8.0.6)

06.10.2015
tags: yo yopatch
We have completely reworked the mechanism of local world creation and hosting. You should not notice much of a difference, but, hopefully, there will be more stability while performing the task. 
Thanks to significant help from BasilMod’s author, we have included a barter system (player to player) into our official build. 
We had also SIGNIFICANTLY reworked skill progression formula towards planned concept of fast 30, 60 lvl progression, normal 90 lvl progression and INSANELY hard progression to 100 lvl of a skill. Make sure that you have altered your server skill multipliers accordingly. Enjoy! 
 
Patch notes (ver. 0.8.0.6):

Best City/Fort Contest Winner Announcement

02.10.2015
tags: yo
We were seriously impressed with the creative cities and forts we received, so we have come up with five winners who will each receive some keys, and be featured in our upcoming promo video, which will be shared across all of our platforms, and viewed by the whole community! 
 
First place goes to the incredibly impressive ‘One-Man City’ - congratulations! We have contacted you to receive the database dump, and we come bearing five steam keys! [Show Video]
 
Next up is the Jackals Guild and their awesome main fortress. Check your email and don’t forget to claim your four keys! 
 
In third place, we chose the Kingdom of Arkhaya - you have three keys waiting for you. [Show Video]
 
Fourth and fifth place go to Silver Sun Republic and Grünthal. Again, we have contacted you guys for the database dump and, have dropped two steam keys for fourth place and a steam key for fifth place in the email! 
 
Thank you to everyone who got involved - it’s always a pleasure to see your creations, and we have to say, it was really hard choosing the winners for this competition. 
 
PS. You’ll be happy to know that we have a patch lined up for you all soon™!

Best City/Fort Contest - Winner gets featured+credited in upcoming promo - Deadline 30/09/15

23.09.2015
tags: yo
We want to see the biggest, the best, and the most beautiful towns, cities or forts!
 
There’s no restrictions - just get creative! Think of ways to make your build stand out; asymmetry, creative shapes and angles, decorative items, whatever you can think of!
 
Send in your screenshots - either solo, or as a team - to us via personal message, email steph@lifeisfeudal.com or by simply responding to this announcement.
 
The winning build will be featured - and credited - in our new, upcoming promo video, which will be shared across all of our platforms, and viewed by the whole community!
 
Plus we have a handful of keys for you to share with your friends
 
Deadline is midnight GMT, 30th of September, and the winner(s) will be announced within the next few days
 
Please note that we’ll require a database dump by the winner, in order for us to be able to recreate it on our new DX11 build!

First localizations, network overhaul, along with some fixes (0.7.6.2)

18.09.2015
tags: yo
Аnthill: the only word we can use to describe how the studio looks right now. While juggling quite a lot of work simultaneously, in order to prepare the playable DX11 build, as well as a new terraforming tunnel generation system, special attacks and combat system tweaks, plus user voted features - as well as many of our own, we’re wanting to keep on providing other features, along with bug and crash fixes and optimization. 
On top of all of this, we have implemented the BETA of our localization system with three languages (Russian, Portuguese-Brazilian and French)! Expect that this text may not look completely correct and may be misaligned, but generally, you should be able to see all of the text and voice overs translated. 
 
 
Patch notes (ver. 0.7.6.2):
 

... and add some “realism” to your meal (0.7.5.5)

09.09.2015
tags: yo

While certain combat mechanics and user-voted features are being developed and tweaked, we continue to add new functionality and tweaks to current systems, as well as fixing any bugs that may arise.

Patch notes (ver. 0.7.5.5):

More horse mechanics, Mentoring/Drill and other goodies (0.7.0.4)

20.08.2015
tags: yo
While we are developing multiple major features like Special attacks, the new GUI, new tunneling system, full DX11 support and so on, we must not forget about smaller - yet still important - features. Some of those features are implemented in this current patch, along with some bug and crash fixes. 
 
We would also like to mention that a serious bug has appeared in a recent patch, that we still can’t properly locate and fix https://lifeisfeudal.com/mantis/view.php?id=3570. If you have any additional info about that bug, please, let us know via a comment on that page. 

Announcement: Localization

14.08.2015
tags: yo

For the last few months, we have been working on a localization project for Life is Feudal. Our ultimate goal is to have LiF available  in German, French, Italian, Portuguese, Spanish, Chinese - and other languages some time later! We even have the voiceovers already and 99% of needed code, but doing so, we’ve faced a significant problem. Our beloved game is so vast, in-depth and special, that no conventional localization techniques work for us and professional translators/interpreters can not understand the atmosphere and particularities of the game.

 

Now we are moving towards the release of LiF: YO. There will not be many additional strings for translation. So we are ready to ask our awesome community to help translate Life is Feudal to your native language! Anyone can register at http://translate.lifeisfeudal.com/join then log in as a translator, choose your language here: http://translate.lifeisfeudal.com , pick a file you’d like to translate and start the transformation of our English only medieval world to a number of other languages.

 

Specially for our Russian-speaking players: И специально для наших русскоговорящих игроков, конечно, будет и русская локализация, и, естественно, поскольку мы российские разработчики она уже начата и продвигается быстрее чем на остальных языках. Вы можете также присоединиться к общему веселью и зайти на страницу http://translate.lifeisfeudal.com, как вы заметите там, перевод на русский существенно опережает остальные языки. Также Вы можете зарегистрироваться как переводчик и вносить свои коментарии в русский текст.

 

Благодарим за проявленное терпение, ждать осталось не долго!

Attention Ladies and Gentlemen! You may now customize yourselves! (0.6.1.3)

04.08.2015
tags: yo
 
At last! Ladies have arrived, along with our Character customization system. Hope you will be gentle with them ;) Character customization system is not in its final state as we will add some more customization options closer to release in October.

Polygons' finding of Life is Feudal

20.07.2015
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

 

Time to polish your lance before ladies arrive(0.5.5.1)

01.07.2015
tags: yo
Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. :( We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP! 
 
Nevertheless, now we almost have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it! 

5th Vlog with a new DX11 look and old superstitions

26.06.2015
tags: yo
We have something extra exciting to share in our fifth 'Town Crier' Dev Vlog; as some of you may be aware, we announced a new graphical overhaul and new models at E3, but if you were unable to attend, don’t worry, as we share the footage with you in the video! [Show Video]
 
On top of the usual development news and general updates, this week Bobik chats to you about some pressing issues, and clears the air on some recently brought-up concerns. [Show Video]
 
We hope you find this both informative and enjoyable, and we will see you next time for Town Crier #6.

Moderately quick fix patch with moderate amount of content (0.5.1.0)

11.06.2015
tags: yo
This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now ;)
 

Town Crier - Life is Feudal Dev Vlog #4

11.06.2015
tags: yo

In Dev Vlog #4 we talk about the latest patch and discuss what our players can expect in the upcoming month. 

40% discount + 40% of horses + 100% drunken brawl + 100% lucky rings = 280% of fun! (0.5.0.1)

04.06.2015
tags: yo

Dear players! According to your responses votes we are releasing a slightly unfinished version of basic horse mechanics. They are stable and you should not have any serious issues with them - still, it is Early Alpha after all, so be prepared for anything. We have warned you!

Along with horses, we are presenting alcohol brewing (mead and honey making will be introduced later). Alcohol is a necessary ingredient in alchemy and excessive use of spiced alcohol will result in certain effects for your character ;) We all know that a large amount of alcohol might lead to some bar brawls, that is why we have implemented unarmed combat: a good way to solve your disputes without killing someone accidentally!

Alchemy potions are now in fact alcoholic cocktails, which can provide you with a set of positive or negative effects. These can also be used to poison melee weapons!

Jewelry now provides you with an increased “Luck” effect, and affects almost EVERY action that you perform in your world. Now is a good time for you to level up your Jewelsmith skill!

Oh, and we have a weeklong -40% discount for our game. This could be the last chance to get a HUGE discount on our game before we have our full release launch. Make sure to let your friends know!

Proper patching” (c) is here! (0.4.1.2)

22.05.2015
tags: yo

After countless hours of development and QA testing we have finally achieved a stable and fast patching system for LiF:YO. You should notice significant decrease in time when connecting to heavily terraformed worlds. We have extensively tested this system internally, but there will always be rare bugs that slip past the team. We will be glad for any feedback, thank you! Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in.

Along with this long awaited functionality we have also implemented explosive naphtha in our game. So you can create special naphtha grenades to throw at your enemies or load bigger naphtha barrels to mop up larger areas ;) Keep in mind, that our explosion tracks all fragment trajectories, so it is quite easy to hide from the explosions behind bigger trees, walls and trenches!

Town Crier - Life is Feudal Dev Vlog #3

09.05.2015
tags: yo
We discuss what we've been up to, what our plans are for the next few weeks and answer some questions from the Community in our second Community Spotlight!

New ways to speed up decay and health loss (0.3.7.2)

30.04.2015
tags: yo

Dear players! Unfortunately this April patch does not contain all of the initially planned features. We have had to postpone the World loading optimizations feature because it affects very sensitive core program mechanics and we want to spend more time on polishing and testing.


On the brighter side, throwing weaponry and trebuchets are here! Later in May we plan to implement explosive naphtha grenades and explosive trebuchet charges - our first AoE (Area of Effect) weapons!

Town Crier - Life is Feudal Dev Vlog #2

20.04.2015
tags: yo
We've answered a number of questions, given an insight into what the team have been up to, and have introduced our first ever Community Spotlight!

Your Bugfixing has increased by 3.6 to 89.5! (0.3.6.0)

20.04.2015
tags: yo

Dear players! That patch is dedicated solely to bugfixes and addressing different server and client stability issues. More to go!

It is time for you to come forward and make your mark on the world of Life is Feudal!

14.04.2015
tags: yo

Dear players! It is time for you to come forward and make your mark on the world of Life is Feudal! Please, take some time to read the following text and follow its instructions - if you want to contribute to our development in a creative way and leave your footprint in the game development history:

Astrologers proclaim week of the Bughunter. Amount of bugfixes are doubled! (0.3.5.0)

10.04.2015
tags: yo

We have managed to find and fix a major bug that was affecting several different objects (tanning tubs included) and their states. There have also been multiple other bugfixes and minor changes and players should experience less weird game behaviour.

In addition, we have implemented some new GM Mode commands that might be handy for those who are actually GMs of their worlds. Be sure to check out new commands on our GM Mode page!

Game suggestions page and the way of GUI

08.04.2015
tags: yo

Despite being an unknown developer, we have remained true to our word and promises; as you know, so far we had met all Roadmap milestones. We are also working hard to allow our final month of our development process to implement some of the user-requested features and suggestions we receive.

In order to ease the process of picking suggestions that are highly desired by our players, we have created a new interactive page on our site. We need your opinion now! Follow this link and leave your vote for the most appealing interface that will be implemented later in LiF.

We strongly recommend that you leave your suggestions on the page, vote for the most appealing ones and engage in discussions in order to polish and improve initial suggestions.

We will certainly have no time to implement all your suggestions before release, but after release we are not going to stop evolving and enriching our game with new mechanics and features. So your suggestions will still be invaluable and might end up being implemented in Life is Feudal!

Town Crier - Our First Ever Dev Vlog

06.04.2015
tags: yo
You requested it and we listened; introducing our first dev vlog which you can see here.
 
This first video was more of an introduction, with frequently requested information regarding JH and the claim system, as well as a little sneak preview from the art team of what you'll be seeing in-game soon.

04.01 patch (0.3.04.01)

01.04.2015
tags: yo

After thousands of man hours and gallons of coffee we have finally achieved a MAJOR breakthrough in our graphics engine. We are proud to introduce an Improved Graphics Mode © ! Due to its experimental nature, you need to activate it manually by pressing Alt+i on your keyboard.

Enjoy!

Judgment Patch (0.3.3.3)

27.03.2015
tags: yo
We are doing everything in our power to stay true to our roadmap and provide you with both content updates AND bugfixes. The current patch is an illustration of our intentions.
 
Judgment Hour is a new setting available for your Worlds. You can set a starting and ending time and a weekly schedule of Judgment Hour in real life hours. While Judgement Hour is active ALL alignment penalties will not be active and claims protection is void. That is time for you to wage war with someone without fear of lowered alignment consequences. Otherwise, killing a member of any other guild will sacrifice some points towards progress of your own guild monument!
 
Next month we plan to provide you with basic siege weapons, so Judgment hour will be your time to break into someone’s settlement or protect yours from others breaking in.

Guilds and their claims and ... torches (0.3.0.0)

28.02.2015
tags: yo

We are glad that we have finally achieved a rather stable implementation of the guilds and claims system! From now on, you will be able to build, and later upgrade, a special monument, which will create your guild and will claim an area around it to protect anything that is built there from EVERYONE except members of that guild. To learn more about claims mechanics, we suggest you to take a look at the updated wiki page here: http://lifeisfeudal.gamepedia.com/Claim

The decay system has been improved to take claims into account. If your building is FULLY covered by your guilds claim, it will be completely protected from decay. However, if ANY of the building cells are outside the claim,  your building will start to decay and eventually will disappear in 2-3 in-game days. However, decay rate setting is set to 0 (no decay) by default on all servers, so it is up to you to change it or not.

Modding Tool and 2 and 4 packs

05.02.2015
tags: yo

We pride ourselves in being close to our fans, so we’re thrilled to be announcing the launch of this fan-made alpha modding-tool created by player, Harmen. This tool - known as ‘Your Own Mod’ - allows you to create your own mod for your own server (for example, you can edit existing object and crafting recipes, or even create new ones)  - it’s the first step to modding-freedom in Life is Feudal, so we made sure to support Harmen in any way possible!

On top of this launch, we’re also introducing 2 and 4 pack purchase options, so get your friends involved and make your guilds and clans aware! If you don’t belong to a guild or clan, now is the time to create one, because: Life is Feudal.

P.S. Mod download link (manual included): https://docs.google.com/file/d/0By5Tukvqod4sa0NrYTd6RDRwblE/edit

Mod thread: http://lifeisfeudal.com/forum/your-own-mod-t10914/

 

Roadmap 2015 and PAX South

16.01.2015
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!

Bags and bugs (0.2.9.5)

16.12.2014
tags: yo

We have implemented a proper bags system that will allow you to sort your stuff in your inventory or inside your warehouses. For additional ease of sorting you can now name your bags.

Some additional bugfixes and optimizations and minor fixes are also included in this patch.

P.S. We have finished software design and started actual implementation of a guild system for LiF:YO - stay tuned ;)

More FPS and more pain (0.2.8.1)

05.12.2014
tags: yo

We had achieved a major breakthrough in a render optimization and are happy to release those in a current patch. It is still a lot of optimizations left to do and our render is far from being optimal. But after current update you should notice overall FPS increases especially while looking at forests and big towns.

Also we had fixed some nasty bug that resulted in a lot of misses both in melee and ranged combat. Hit detection should work properly now, so go forth to inflict more pain to your enemies! :)

Wheels, hooves and claws update

26.11.2014
tags: yo

We are proud to announce a major update that should add more color to your Life is Feudal experience. Almost all wild animals are unleashed now. Beware of the wild bears and prepare some tasty food for taming ;)
Wheeled transportation will also help you to fetch a larger amounts of stuff around the world and speed up the economy of your settlement.

More FPS and less garbage (0.2.5.1)

14.11.2014
tags: yo

Today’s patch focuses on some more render optimizations, that should increase your FPS, and introducing a basic decay system, which should clean garbage objects from your world.

Patch notes (ver. 0.2.5.1):
  • Basic decay system is now in place! Gravestones, lootbags, dropped items, animal corpses will disappear in a few game days.We have warned you! Time to build some proper storage facilities and containers to store your stuff in!
  • Made some render side optimizations that should increase your FPS in most gameplay situations. Some texture flickering on distant objects is possible and will be fixed in following patches.
  • Tweaked some container sizes to be more useful

Furniture placement in houses and in tunnels is available! (0.2.4.2)

31.10.2014
tags: yo

With this major update, we fulfill our promises to provide furniture placement in houses and inside tunnels in October. All movable objects still have to be constructed on the ground outside the houses and tunnels, but after their completion, they can be lifted and dropped anywhere inside your house or inside your underground dwelling! Have fun designing your interiors and stay tuned for more furniture and decorations in future patches ;)

LiF:YO Wednesday Patch (0.1.8.0)

24.09.2014
tags: yo

This patch will be live tomorrow (Thursday) at aprox. 1 pm GMT to avoid any possible issues it may cause in prime time. 
 

Patch notes (ver. 0.1.8.0):
  • Fixed some rare client connection crashes while joining a server with exotic tunnel combinations 
  • Added additional debug info for client crashes to locate them faster 
  • Fixed some of the more frequent client crashes. There are still a good amount left, but we’ll get them sooner or later 

Its a final countdown... doo-doo-doo-doooooo

10.09.2014
tags: yo

Steam store page is up: http://store.steampowered.com/app/290080

Current alpha testers will be able to claim both LiF:YO testing and Early Alpha Release CD keys "soon" © :)

LiF:YO is coming!

02.09.2014
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

04.08.2014
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: https://lifeisfeudal.com/irc/ 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): http://lifeisfeudal.com/images/pictures/WallScreen.png

A part of game that is often overlooked

20.06.2014
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: http://lifeisfeudal.com/billing/tutorials.php

Development progression and wiki updates

10.06.2014
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

06.05.2014
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.

Introducing new mount!

01.04.2014
tags: mmo yo

We've just finished creation of a new mount to LiF! You can check its in game screenshots here: http://lifeisfeudal.com/1stapril-horse-concept

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.

 

Hooray! Greenlit!

20.02.2014
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: http://lifeisfeudal.com/forum/for-those-who-still-want-to-support-project-financially-t502/

We’ve reached the top 100 Steam Greenlight in less then 2 days!

09.02.2014
tags: yo

We’ve reached the top 100 in just 2 days (46 hours to be precise)! Thank you guys so much for your interest in our game and all the kindness you’ve shown! We’re truly humbled by the amazing support and incredible amount of attention you’ve granted us these past couple of days. 

http://i.imgur.com/TEkf15F.png

20% of needed votes in 6 hours

07.02.2014
tags: yo

We have just collected 20% of needed votes on Steam Greenlight in first 6 hours of our campaign. Thank you for your support!

Going for some Greenlight

07.02.2014
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.

Huge Wikipedia Update

24.01.2014
tags: mmo yo

Thanks to the Curse.com 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 Gamepedia.com!