Release! (with long awaited Steam Workshop support) (1.0.6191)

Hooray, villagers!

After a busy early access schedule and many improvements, the long awaited release of the game - along with Steam Workshop support - is here! Feel free to play the wonderful game with all the new features added and share your awesome mods with the community!

Be sure to check out our new trailer on the Steam store page!

We want to also assure you, that release of the game is not the end of its development. You can expect more new features and bug fixing in the future from us. We encourage you to suggest new features or balance tweaks on our Suggestions page!

Patch notes (ver. 1.0.6191):

New features and tweaks:

  • Implemented and enabled Steam Workshop support. Modding API updated
  • You can hunt with a bow now
  • Added an entirely new music soundtrack along with many new ingame sounds
  • Improved quality and performance of our rendering engine
  • Implemented Castle Keep. We have future plans to implement tech trees, these will be available within the Castle interface
  • Implemented upgradeable Castle walls and Castle Towers that protect from wild animals …for now *cough* Viking raids *cough*
  • Castle Smithy implemented (more effective)
  • Castle Barn implemented (more effective)
  • Implemented village statistics via the Accountant's house
  • Implemented the Market and trading
  • Donkey farm can now be constructed to boost your village transportation capabilities
  • Improved tutorial
  • New landscape and landscape generator algorithm implemented
  • Some small balance tweaks
  • Added a lot of new textures to the game

Bug fixes:

  • Significantly optimized game performance, especially in a multithreaded environment
  • Optimized RAM consumption
  • Fixed a few bugs that forced villagers to randomly get stuck and die
  • Fixed name generation related crashes
  • Fixed few bugs in multithreaded calculations
- The team

Development News #53 - Guilds are Feudal!

Hey Feudalists!

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

What is a guild?

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

Guild - land - claim

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

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

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


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

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

Guild management

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

MMO and YO guilds

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

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

- The team

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


Hey Feudalists!

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

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

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

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

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

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

- The team

CBT3 Closing Tomorrow!

Hey Feudalists!

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

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

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

Thank you.

- The team

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

Hey feudalists!

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

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

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

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

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

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

- The team