Life is Feudal:Arden - S1 Age 2 patch
Feudals, please see below our Age 2 patch for Life is Feudal:Arden. We are also
Stay up to date with us
Sign up for the newsletter and stay up to date with what's going on in the game.

Feudals,
following the yesterday's AMA, please read below the written answers to the questions you had submitted. Thank you all for coming for the event, we greatly appreciate it!
When we think about the "seasonal" model for Life is Feudal, three words come to mind: predictability, variety and change.
Arden Seasonal is designed as a PvP-focused cycle that will be interesting and challenging throughout its duration for both day-one players and late joiners. We strive to enhance the inherently "feudal" traits - combat and sieges, guild rivalry and socialization, - while introducing new elements in a controllable manner. The world progresses through 'Ages" on a schedule, the rules and available content evolve over time, and then the world resets.
For players, this model will be predictable - you will know exactly how long a season will last, and which new elements were introduced. No spontaneous wipes, no changes that come completely out of the blue. At the same time, seasons bring variety: this time we introduced the "Ages" mechanic, but we have more ideas on how to enhance the experience for the seasons to come.
Also, "seasonal" model enables us to analyze gameplay in a controlled, time-bound environment. The changes that enrich the experience will be kept in the game, while the ones hindering it will be abandoned. "Seasons" are meant to be a vehicle of change for Life is Feudal, improving the game with each cycle.
We’re not planning to pivot LiF into a Rust/DayZ-style survival server model. Life is Feudal MMO/Arden has its own core identity (terraforming, guild politics, long progression), and we want to build on this strong foundation rather than replace it.
Live games constantly change and evolve, and the fact that Life is Feudal does not quite resemble itself from years ago means that the game is alive and capable of change.
It is hardly possible to satisfy all groups as each player has their own opinion, but finding common ground is what we try to achieve. As in any MMO, a player will meet many people who they do not see eye to eye with, but, in a way, it is a part of the MMO experience.
We’ve discussed options closer to the YO model (including more flexible server formats), but right now our focus is making the official experience healthy for "Season 1". We are aware of such ideas.
Compared to "pre-season", "Season 1" will be tuned for a longer full cycle: progression will be reverted to standard speed, points-of-interest(POI)/layout (resources on the map, trade posts, knool areas) will be redistributed.
Players can expect new food and jewelry recipes, and new buildings. Another huge production change is that we disabled the way to burn soil, and players won't be able to drop less than 15 units of soil at a time. Although it became a “legal exploit,” after carefully weighing all the pros and cons, we decided that removing these functions would be better for the long-term health of the game.
We have updated the Judgement Hours schedule for it to be more player-friendly.
Also, "Season 1" will feature a Season Pass with weekly rewards!
"Season 1" will be 37 weeks long, starting from Febrary 10th, 2026 till the end of October.
Early "Ages" will be around 1.5 months each, with later "Ages" being around 2 months. We’ll publish the exact "Age" timeline when "Season 1" launches so everyone can plan accordingly.

We’re not convinced there’s a single “perfect” season length for LiF. With slower progression and fixed terraforming exploits, a very short cycle can feel rushed and unhealthy. We’ll track activity across "Season 1" and adjust the duration for future seasons based on real data and feedback.
When the "Seasonal Arden" wipe happens, characters in this world will be deleted as a part of the reset. If you want to keep a character, you should transfer it to the non-seasonal (regular) Arden before the shutdown (February 3rd). Use ability "Sail to another world" available at any guild monument to teleport. On February 10th, all characters on regular "Arden" will be teleported to the "green" zone; they can choose their further destination from there. After the wipe, any teleportation to "Seasonal Arden"/"Orange" zone will follow the usual rules (including skill/stat resets where applicable).
"Orange" zone is a guild space with limited PvP. What does this mean?
in the "orange" zone, JHs, IBs, and sieges are disabled;
players receive 90% protection bonus while on thier guild territory;
a guild can only expand to the fiefs adjacent to their monument fief (no MOPs).
Meanwhile, open-world PvP received no restrictions and remains a viable option for the feudals who want some action.
The map size for the "orange" zone will be reduced, please see attached picture.

Yes future "Seasons" will have new maps.
Yes, we’re planning to redistribute resources across the already familiar "red zone" map for "Season 1" to encourage exploration.
We understand the “empty world” concern, but the map also needs enough space for building and long-term politics. With additional POIs and activity drivers, we believe the current scale is the right balance for now. We’ll keep evaluating as population changes.
For now, we have no plans of altering production inside bases and resources gathering rate. We agree that the game would benefit from more player mobility, but we plan to achieve it through other means. However, adding requirements for stable outpost production ("fuel" gathered in the open world) is something we're willing to explore in the future.
Yes, we’re open to testing different guild size limits across seasons.
"Season 1" starts with the current cap of 70 members, and we’ll closely monitor the situation to decide what to test next.
Small-group play is important. The "orange" zone is specifically intended to be a place where smaller groups can build and play with much lower risk of total destruction, while still having PvP opportunities. Seasonal PvP will remain the higher-stakes option for groups that want full siege gameplay.
Yes, we will release the exact sizes and placement footprints of the new buildings in the nearest future.
Yes, we are definitely exploring the ways to refresh the JH experience. Right now, we are analyzing and discussing the idea of enabling a certain degree of destruction during JHs. The idea is to let players destroy walls completely during JHs, and up to 50% of structures on the JH(ed) outpost (on 50% durability the doors open, and you can loot the buildings). This change is still in pre-development and will not be active at the start of the "Season 1".
Time zones are always a compromise. This situation led to us completely changing our approach to JH time zones.
For "Season 1", JH will happen on Tuesdays, Fridays, Saturdays and Sundays. We’re simplifying Judgement Hours by removing secondary JH time during weekdays, so guilds can choose a single prime time. The duration of JH has also been altered for different guild ranks.
We will most likely allow guilds to change prime-time during summer-winter time transition, so they can adjust the prime-time depending on guilds situation.
Another change to align with specific JH days is that we increased the cooldown for upgrading an outpost after capture to 96 hours, so defender/attacker wont upgrade it back before next JH. We understand this is a major change. We made this decision after many requests from the community to reduce the need for constant daily play and to make the game easier to enjoy alongside real life. We will monitor the situation to evaluate the results of this change.

Yes, we plan to shuffle the time zones across the map so that players can explore different locations. We’ll also publish an updated map/timezone layout closer to launch so everyone can plan around the real schedule.

For now, we have not yet learned to bend space-time in a way that would enable us to provide JHs for Europe and America simultaneously.
We agree the game can feel like a second job when all the fun is locked behind a narrow window. That’s why we’re planning more regular events/activities on days without Judgement Hours, so there’s meaningful PvP and progression without constant all-in sieges.
We recognize the "siege burnout" problem. For now, we made minor adjustments to the system here and there, but we are not satisfied with the end-result.
We want to keep LiF’s hardcore stakes, but we’re looking at the ways to reduce “all or nothing” outcomes and make the lead-up and aftermath healthier. One of the possible ways is to add more instanced activities that don't touch or non-directly touch open world buildings. We’ll share more concrete siege changes once they’re ready.
Yes, we do want to expand IBs and Arena as repeatable content with more maps that feature complex terrain, pre-built structures and objects. This will enable tactics and will require a thoughtful planning from the guilds: which classes and which items to bring. Events may include open-world “carry the totem”, instanced "battle royale" and "hunger games".
For now, we have no plans that target arenas specifically, and performance improvements will apply for the whole game. However, it is possible that arenas will receive updates to accomodates new, non-JH PvP activities.
"Friendly” IBs (no territory impact, just for PvP practice/fun) is a good idea and relatively straightforward to implement.
Combat balance is something we’ll keep iterating on. Parry is a high-skill mechanic and we want it to feel rewarding, but not without counterplay. We’ll monitor "Season 1" meta closely and adjust if it becomes dominant (including options like partial damage or stamina tradeoffs).
We see knools as a promising element of the game that can provide adequate challenges and gatekeep valuable resources and POI. The natives have been consistenly receiving new functions and AI improvements that boost their combat prowess. In "Season 1" you’ll see more reasons to visit them, as they will be guarding treasure chests - a new point of attraction for potential PvP encounters.
All knool settlements, including the central knool “cities”, are always GM-built and hand-placed.
We agree that admin lands can be very restrictive in terms of guild placements. We’re adjusting knool placement for "Season 1", but there are hard constraints: each camp/city needs protected admin.land around it, and too many locations would remove too much buildable space. Moreover, as players cannot build tradeposts on "Seasonal Arden", some of them took places of knool camps. The plan is fewer but more meaningful knool hubs (and fixes for missing spawns where needed).
When we approach the size of the admin.lands protecting the camps, we always aim for optimal size that would not deprive players of too much space, but will also ensure that no guild can monopolize the location. It is a hard balance, but we always value players' feedback and try to adjust accordingly.
Yes. We’re experimenting with more POIs: trade posts, knool hubs, and new open-world treasure chest activities to pull people out of their bases and create conflict points across the map.
Yes, we're exploring various options to add variety and levels to the LiF experience. Our plan is to add more activities which do not require an “all-or-nothing” and "high doorstep" approach, while keeping the overall hardcore identity of LiF intact.
I believe a "mentorship" system or dynamic tutorials within the main map would greatly help keep new players active and engaged with existing communities from day one.
Up until now, our main focus was on restoring and polishing the existing core game mechanics aimed at players who are already familiar with the game. One of the major shifts in our short- to mid-term priorities is to make the game more approachable for new players. This includes improving onboarding process. We’re working on a more modern tutorial flow and an updated knowledge base so players can learn core systems. We’re also open to ideas like mentorship/community guidance, but we want to establish the foundation (tutorial + knowledge base) first.
In a way, we believe that LiF's "hard to learn, hard to master" quality makes it stand out against other survival experiences. However, the entrance barrier should not as steep as it is now.
We agree with the core problem: late-joiners need a better path into the action, and PvP servers need a steady flow of new players. For "Season 1" our immediate focus is better onboarding (tutorial + knowledge base) and making the "seasonal" loop clearer and more predictable. Catch-up/migration incentives are something we can evaluate once the "Season 1" ecosystem stabilizes, so we can avoid creating abuse cases.
We absolutely recommend joining Discord because LiF is a social game, but we don’t plan to make Discord linking mandatory for core progression. Instead, we’re focusing on improving in-game onboarding and surfacing community resources (guides, recruitment, trade) in a more player-friendly way.
The UE5 transition is currently on hold. It’s a huge undertaking, and right now our priority is delivering gameplay/content updates and improving the live experience.
Life is Feudal employs a custom Torque-3D modification with unique properties. Upgrading the underlying engine branch of Torque 3D or doing a major engine modernization would take a very large chunk of time and would effectively pause content development. Although we agree on the importance of this task, right now we’re prioritizing content and live-service improvements over a deep engine upgrade.
Believe us when we say - we don't like it, either...
We’ve investigated options like region-splitting servers within one world, technically it's almost impossible to do this without players taking experince damage. For now we’re focusing on optimizations we can deliver within the current infrastructure, but we plan to revisit the regional approach in the future.
Yes, we plan to do targeted QoL/UI improvements where feasible.
Right now we are preparing tradepost and map updates right after Ardens update, but it’s mostly about fixes and QOL features like which server is offline.
Most of our effort is focused on Arden and the "seasonal" transition. Godenland is still online, but we don’t want to promise major new feature drops there while we’re concentrating on "Season 1". We’ll communicate any decisions about its future as soon as we have something final.
Porting new Arden buildings to Godenland will require additional adaptation due to technical differences and how the project evolved. For now, all our resources are poured into the "seasonal" transition for Arden, so we can’t give a firm date.
We understand the frustration with long-rotating rewards. At the moment our development focus is on "seasonal" transition, which limits how much new content we can safely bring to Godenland. We’ll share an update on what changes (rewards/benefits) we can deliver, and when.
This is being improved. We’re adding clearer in-game map information so you can see which servers are offline / not passable (and other useful layer info).
Dev.Diaries take a lot of coordinated effort (script approvals, capturing fresh high-quality footage, editing, etc.). We haven’t been able to sustain them consistently. We’ll continue with written updates and will bring back more video content when we can produce it at the quality you expect.
At the same time, we continue to scale up our communication efforts with regular AMAs, dev.talks and proactive community engagement.
We plan marketing around meaningful milestones. Right now, we believe that the biggest push makes sense when onboarding is improved (tutorial + knowledge base), so new players stick instead of bouncing. For "Season 1" you can expect trailers, creator/community outreach, announcements, and we’ll scale up as the new-player experience improves.
We’re not setting a single “success number.” We look at a mix of metrics: retention across the season, activity levels, and how healthy the server/guild ecosystem is. Either way, we already have confirmed plans beyond "Season 1".
The overall "seasonal" model cannot fail as we need to wipe the "red" map sometimes anyway. If "Season 1" has issues, the plan B is "Season 2" with fixes and adjustments. "Pre-season" results and feedback so far are encouraging, and the project is not planned to end with "Season 1".
What we can say is that it’s a smaller dedicated team than in the original development era, focused on live operations and targeted feature work.
The team contains at least one hamster...🐹
Our long-term vision for Life is Feudal is to keep it a hardcore, slow-paced medieval MMO built around player-driven conflict, cooperation, and meaningful consequences.
At its core, LiF is about territory, social dynamics, and risk vs reward - not theme-park or disposable content.
Going forward, we want to expand the range of activities available to players, including new open-world and instanced content, and continue developing future Seasons with new features. Our goal is to move toward a game that is not defined solely by sieges, but also offers meaningful gameplay for smaller groups and individual players, while still feeding into the larger MMO world.
The main reason we’ve avoided a “date-by-date” roadmap is that our estimates move as soon as we hit technical risks, urgent tasks cause - it’s a live sandbox, and we don’t want to repeatedly miss dates. We can do better on transparency: we’re preparing an “intentions / focus” roadmap (without hard dates) and we’ll keep it updated alongside release notes and dev. posts.
This marks the end of our AMA. Thank you all for submitting your questions and attending the streams! Once again, we congratulate Capybaras de la Tormenta for acing the "pre-season" (hope you like the picture!). We will see you all on February 10th, the launch date for "Season 1"! "Pre-season" done, "Season 1" - just around the corner, and many more to come!


Life Is Feudal: Arden
08.04.2026
Feudals, please see below our Age 2 patch for Life is Feudal:Arden. We are also

Life Is Feudal: Arden
14.03.2026
Feudals, we greatly appreciate our community, and we always strive to improve ou

Life Is Feudal: Arden
11.03.2026
Feudals, the survey troops have just returned with disturbing news: the merchant

Life Is Feudal: Arden
10.03.2026
First, let us recap the changes that had already been done since the Season 1 la