Life is Feudal: Your Own cover
Life is Feudal: Your Own screenshot
PC Steam Gog
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Life is Feudal: Your Own

Fall in! (1.1.7.0 (BETA))

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 not 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)

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 visualization is 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


P.S. A note to server admins is that on some over-terraformed servers the new navmesh for animals could take up to 30 mins to generate properly.

Happy Halloween from the team!

Sign up for the MMO beta!

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 Test waves in November!

- Thanks, the team

Some visual improvements (1.1.4.4) and Hotfix (1.1.4.6) released

Ninja Hotfix 1.1.4.6 released



This small fix addresses issues with certain doors not working and also some castle wall collision issues.



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

MMO related partnership announcement

Hey everyone,

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

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

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

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

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

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

Quickfix ...as usual (1.1.3.2)

Hey everyone,

We are true to our customs and as usual we release a quickfix patch right after major patch. This day is not an exception, so here is our quickfix patch! :)

Patch notes (ver. 1.1.3.2):


New features and tweaks:



  • Increased speed of Maul and Sledge Hammer slightly
  • Slightly increased damage of Nordic Sword
  • Slightly nerfed damage of the following weapons: Battle Axe, Nordic Axe, War Axe, Cudgel, Flanged Mace, Morning Star, War Piсk, Light Sabre, Falchion


Bug fixes:


<*> Armor can now be properly crafted
<*> Fixed one of the frequent crashes
<*> Piercing weapons combos fixed
<*> F3 button should be properly bind now by default

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

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):


New features and tweaks:



  • Implemented new Observe mode that can be enabled by hitting F3 (by default). You can now see terrain tiles altitude and block status while moving.
  • Buildings that were destroyed by decay or by siege damage now destroy all movable object on/inside those buildings. Items that were inside those buildings and movable containers are being dropped into ruins, but partially lost during collapse.
  • Server admins can now setup telnet remote connection to their server console by typing telnetSetParameters(#port#, "fullAccessPass", "readOnlyPass");
  • Updated wooden keep model


Bug fixes:


<*> Managed to achieve a significant server side performance boost
<*> Fixed a couple of model collision meshes to be more adequate
<*> Fixed an overpowered “lance-slashing” combat technique that resulted in enormous amounts of damage
<*> Creating screenshots should no longer slightly freeze your client


P.S. We’re still working hard with MMO bugs and fixes along with a new Guilds system that took us a bit longer than we’ve expected, to make it work properly. We hope that in a few weeks we will be ready to start wave #1 of the beta tests. Thanks for your patience and support!

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

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):


New features and tweaks:



  • Implemented new Observe mode that can be enabled by hitting F3 (by default). You can now see terrain tiles altitude and block status while moving.
  • Buildings that were destroyed by decay or by siege damage now destroy all movable object on/inside those buildings. Items that were inside those buildings and movable containers are being dropped into ruins, but partially lost during collapse.
  • Server admins can now setup telnet remote connection to their server console by typing telnetSetParameters(#port#, "fullAccessPass", "readOnlyPass");
  • Updated wooden keep model


Bug fixes:


<*> Managed to achieve a significant server side performance boost
<*> Fixed a couple of model collision meshes to be more adequate
<*> Fixed an overpowered “lance-slashing” combat technique that resulted in enormous amounts of damage
<*> Creating screenshots should no longer slightly freeze your client


P.S. We’re still working hard with MMO bugs and fixes along with a new Guilds system that took us a bit longer than we’ve expected, to make it work properly. We hope that in a few weeks we will be ready to start wave #1 of the beta tests. Thanks for your patience and support!

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

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):


New features and tweaks:



  • Implemented new Observe mode that can be enabled by hitting F3 (by default). You can now see terrain tiles altitude and block status while moving.
  • Buildings that were destroyed by decay or by siege damage now destroy all movable object on/inside those buildings. Items that were inside those buildings and movable containers are being dropped into ruins, but partially lost during collapse.
  • Server admins can now setup telnet remote connection to their server console by typing telnetSetParameters(#port#, "fullAccessPass", "readOnlyPass");
  • Updated wooden keep model


Bug fixes:


<*> Managed to achieve a significant server side performance boost
<*> Fixed a couple of model collision meshes to be more adequate
<*> Fixed an overpowered “lance-slashing” combat technique that resulted in enormous amounts of damage
<*> Creating screenshots should no longer slightly freeze your client


P.S. We’re still working hard with MMO bugs and fixes along with a new Guilds system that took us a bit longer than we’ve expected, to make it work properly. We hope that in a few weeks we will be ready to start wave #1 of the beta tests. Thanks for your patience and support!