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Life is Feudal: MMO

Life is Feudal: MMO showcases Medieval life on a grand scale, allowing you and thousands of other players to dive into a living, breathing - and ever-evolving - world.

Author: Saxx0n

(Dev News #65) CBT5 is Live! LIF:MMO is Moving Full Steam Ahead!

Posted by Saxx0n Friday August 18 2017 at 12:28PM
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Hey, Feudalists!

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

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

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

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

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

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

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

'Battles Inc.'

Posted by Saxx0n Friday July 7 2017 at 12:06PM
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Hey Feudalists!

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

First of all, we would like to stress the reason why we think that battles are so important for our MMO and PvP players. The Battle system will be the primary method for countries and kingdoms to brawl for domination of the game world in an instanced battle area. 

The fact that it is instanced means that active PvP activities will not be affected by other players whom are not taking part, nor will other players be affected by participants of the battle. By ‘affected’ we not only mean direct game action involvement (looting, civilian casualties, backstabbing), but also performance-wise (to reduce render and network/server lag). Due to separate instancing, we can precisely track and share with players the following statistics: a list of guilds on both sides, initial amount of soldiers, casualties, soldiers that fled and were captured (we plan to implement these mechanics later).

In order to start a battle, the attacking guild should craft a special ‘Challenge’ monument and place it on the defending guild or kingdom’s land. After that, both guild/kingdoms have approximately 24 real-life hours to prepare and get as many players as they can to use this monument and enlist on their side.

Once the battle starts, we cap the amount of players on one of the sides to prevent very advantageous ‘zerging’ (x3 players amount advantage is the maximum). Participants are then moved into the instanced area, which is stripped of any buildings, objects and terraforming, leaving only natural foliage and water in the battle area.

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

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

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

- The team

Closed Beta Test #4 is at your gates! (

Posted by Saxx0n Wednesday July 5 2017 at 1:07PM
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Hey everyone,

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

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

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

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

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

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

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

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

Patch notes (ver.

New features and tweaks:


  • Trade Posts complex feature implemented

  • Implemented a server-side setting that allows to enable or disable all inventory items being dropped on the ground, when player uses Homecoming Prayer. This setting is ENABLED in MMO.

  • Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).

  • Ability "Gloomelindhe" - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted

  • Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.

  • Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world

  • You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now

  • You can now place all tamed animals into carts and warehouses. Tweaked stables’ container sizes and animals food consumption ratio. Stable tick increased to 3 hours

  • "Sow Flax" ability now requires 30 skill level

  • You can erect a monument on paved tiles now

  • You can now eat preparations while mounted

  • “Slow” effect can now be removed by an “Arghh!” ability

  • Optimized server to database communication

  • Slightly optimized netcode

  • You can no longer add fuel to the damaged devices

  • Claims radius shown in cells now (1 cell = 2 meters)

  • Added a new Bitbox logo intro

  • Armor textures slightly tweaked and renewed

  • Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.

  • Grossmesser damage reduced

  • Siege tent decay speed has been reduced

  • New, improved Inspect ability

  • Ability to prospect silver ore is now available from 0 skill lvl. Prospect for  gold available from 60 skill lvl.

  • Guild claims rendering distance is lowered

  • Guild and private land maintenance price decreased

  • Tweaked trees growing algorithm. Trees that are planted by players will grow faster now.

  • Added new visuals for Newbie island weather

  • Added a lot of models, textures and other visuals for the newbie island

  • Few building recipes levels and ingredients reworked


Bug fixes:


  • Multiple MMO infrastructure and services fixes. We expect an increased overall stability of things.

  • Fixed improper inventory weight calculation after crossing the border between nodes

  • Optimized collision models of some objects. This should boost servers performance slightly.

  • Fixed an exploit bug making some players invulnerable


-The team


‘Trading Posts, Crowns and Taxes’

Posted by Saxx0n Wednesday June 28 2017 at 10:37AM
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Hey Feudalists!

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

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


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



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

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

 There are also plans to implement the taxation system which will allow players and guilds to receive:

  • Taxes from private claims on the territory of a guild claim
  • A fee for the storage of items in trading posts
  • An additional commission for trading post listings


We would like to get to know you all a little better, so it would be awesome and greatly appreciated if you wouldn’t mind spending a few minutes of your time to complete our survey HERE.

It is completely anonymous and not associated with the storage of your personal data in any way, nor are we going to sell the date to any third party. It is needed only for us to get a better understanding of the community.


Our 'Emotions gatherer' contest is being prolonged! 

Send the video and audio recording of you playing LiF to 


You can find more details HERE.

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


If you wish to catch up and see older Dev Blogs you can read them all: HERE

- The team


‘Progress on the Newbie Island Experience’

Posted by Saxx0n Wednesday June 28 2017 at 10:27AM
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Hey Feudalists!

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

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

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

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

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

Stay tuned!

-The team


New game features and mechanics are on the way!

Posted by Saxx0n Wednesday June 28 2017 at 10:22AM
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Hey Feudalists!

Today we have a brief report on previously announced features.

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

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

Now for more details:

New castle walls

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


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


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

Destructible shields

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


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

Forest growth

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


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

Meanwhile, our Lore Scriptorium has had another addition — two more stories:

-The team