Life is Feudal: Arden - patch notes 0.27.0.44
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When? Summer 2025!
With the introduction of "Season 1", we're laying the foundation for a long-term seasonal system in Life is Feudal: Arden. Why? Because we’ve listened — and we know what makes the game shine.
🔁 Seasons help refresh the game experience
Seasons don’t erase your story — they highlight it.
We want to extend the natural life of the game by resetting progression in a meaningful, structured way every few months. This keeps gameplay fresh, reduces stagnation, and gives every guild and player a fair shot at glory.
🧭 Sandbox worlds need fresh starts
Games like Life is Feudal thrive on open-ended freedom, but that freedom can lead to long-term imbalance or world fatigue.
A seasonal structure ensures that the game stays dynamic, challenging, and rewarding - no matter how many hours you’ve logged.
⚖️ Better balance over time
Longer cycles allow us to fine-tune the meta, progression pace, and PvP dynamics across distinct phases. Instead of one-size-fits-all balance, we’ll now have evolving rules and modifiers per Age.
This includes a recipe locking system, where certain buildings, items, and technologies are initially restricted and gradually unlocked as you progress through each Age - creating a natural sense of growth, pacing, and strategic planning.
🌱 We know the early game is peak content
Whether you're a lone survivor or a guild strategist, the first weeks of settlement, struggle, and expansion are where Feudal truly comes alive. Seasons let us return to that magic — again and again.
🆕 A platform for new features and events
Seasonal resets create natural opportunities for new content: events, cosmetics, meta shifts, modifiers, mechanics, blueprints, and more — all with clear entry points for new and returning players.
We begin with the Age of Awakening — the first of five sequential Ages, each lasting approximately one month, making up a full 6-month seasonal journey through the evolving world of Arden. Every Age unlocks new content, systems, and challenges to keep the experience fresh and dynamic.
🌱 Early Game Focus
Crafting, survival, PvP warm-up, and essential building. Settle fast, or be left behind!
🛠️ Progressive Unlocks
Each Age brings unlocked recipes, buildings, gear tiers, and siege equipment – from wooden huts to castle walls.
⚔️ PvP Escalation
From week 5, prepare for large-scale PvP, full territory warfare, and the return of Instanced Battles.
🏆 Seasonal Rewards
Top guilds will earn exclusive titles, custom guild banners, and in-game rewards that will carry over into future seasons!
Guild rankings are determined by seasonal points, which can be earned through:
🛡️ Winning Instanced Battles (IBs),
💰 Guild wealth and overall rank,
🏰 Number of provinces controlled at the end of the season
🏰For Greenzone players, we’ll be hosting a community contest for the best-decorated private claim! Show off your creativity!
🎉 Bi-weekly Events
Expect 1v1s, 3v3s, Hunting Tournaments, Hunger Games, Sieges, and more.
📈 Seasonal Bonuses
Each of the 5 Ages (approximately one per month) introduces new progression bonuses that stack as the season unfolds. These include:
🌲 Increased wood & crop yields,
⛏️ Miner’s bonuses and faster blacksmith’s crafting,
🐺 Better animal spawns & breeding,
🧠 XP boosts to help late joiners catch up,
⚔️ Increased PvP damage in the final month
📌 Additional information
We’ve adjusted XP gain to favor consistent, active play over grind-heavy rushes.
Tree growth, wild seed quality, and animal quality have been improved to accelerate progression toward higher-quality farming and breeding.
This tuning is matched to the 6-month seasonal lifespan, ensuring players can reach advanced production stages within each season’s natural timeline.
🛡️ Guild Limits & Permissions
Guilds are limited to 50 unique accounts (100 characters). This encourages tighter coordination and discourages zerging and mega-alliances.
Standing system changes: access to guild objects to Friendly or Ally guilds will be disabled.
Permissions between guilds and personal characters will also be suspended. Alliances must rely on diplomacy, not shared access to assets. This prevents players from bypassing guild caps by using alt characters and making onion-claim mechanics far more weaker. However ranks and roles within a single guild will still function normally, allowing structured access control and hierarchy management.
We’ve taken a hard look at what happens when one or two massive guilds dominate the server, and the result is always the same: stagnation, demotivation, and a dying world.
We believe that a multipolar Life is Feudal, where several smaller to mid-sized powers rise, clash, and shift, will make for a healthier, longer-lasting experience. This is a radical step, but one we feel is necessary to break away from the stale late-game loops of the past.
It’s not about limiting ambition - it’s about giving more players the chance to compete, matter, and thrive.
With the launch of the new Season System in Life is Feudal: Arden, a full wipe is necessary to ensure a clean and fair start for everyone.
While we initially considered preserving greenzone progress, we chose a full reset to align with the spirit of seasons: shared rules, shared timeline, shared competition.
Each season will introduce new themes and systems - Season 1 focuses on Ages, but future seasons may bring different mechanics, modifiers, and progression models. Regardless of whether players focus on PvE (greenzone) or PvP (red zone), the core seasonal experience must be consistent.
This is about fairness, healthy progression, and keeping the world vibrant and alive - not about punishment.
A new world awaits, and your story in Arden starts fresh - together.
💬 We welcome your feedback and are open to your ideas, concerns, and suggestions throughout the season. Your voice helps shape the future of Life is Feudal: Arden - and Season 1 is just the beginning.
We're building this world together.
Decisions made today aren't set in stone - if something isn’t working, or if you see a better path forward, let us know. We're open to adjustments and improvements based on your experiences.
Let us know what works, what doesn’t, and what you’d love to see next.
Stay tuned for more details in close future!
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21.06.2025
Text version of developer's Q&A 19/06/2025
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Stay up to date with the latest changes!