Over the years, Tibia has shown that its community is incredibly diverse. Among the many regions that make up its vast map, Feyrist has become one of the most special—not only because of its magical appearance and enchanting creatures, but also for the way it has emotionally connected with so many female players.
In a game historically associated with adventure, competition, and combat, Feyrist offered something different: an environment where atmosphere, detail, and narrative take center stage. Its soft and colorful design, mythological background, and almost poetic tone created a unique contrast within the Tibian universe.
For many players, Feyrist represents a space of identity and belonging. It’s a reminder that Tibia also has room for sensitivity, aesthetics, and imagination. Since its release, Feyrist has inspired countless illustrations, stories, and community projects that celebrate its beauty and symbolism.
That reception also opened up a broader conversation within the community: the need to create more content that reflects different types of experiences—including those that appeal to emotion, empathy, and a deeper connection with the game world beyond combat.
Feyrist stands as an example of how design can transcend visuals and create genuine bonds between players and the universe they inhabit. And behind that creation is one of the community’s most beloved game content designers: Eudocia.
I draw inspiration from many things: it can be a beautiful place I visit on holiday, a special picture or a song that leaves an impression. Sometimes it's ideas that just pop up when I let my thoughts run free, e.g. when cycling or going for a walk. All of this then flows together into concepts, both for private projects and, of course, for Tibia.
"Roshamuul is the home of nightmares, Feyrist is the home of beautiful and pleasant dreams."
Feyrist day and night concepts.
It's always best to choose a topic that you yourself are convinced of. That way you will be working on a project that is close to your heart and that you are really passionate about. You will be more creative with such projects than if you are implementing something you don't really want to do, or you do not feel passionate about.
Feyrist was a project that was really close to my heart. When I first had the idea, I immediately felt that I definitely wanted to do it. I was also convinced that it would fit well with Tibia – precisely because we had never had anything like it before.
It's great, of course, to hear from you that some of Tibia's female players feel drawn to Feyrist.
I believe that following your heart can indeed contribute to making the game more appealing, whether that influences the appeal it has on certain groups of players, including female players, I cannot say for sure, though. It would definitely be a very interesting question to explore, though. What I can say is that I am very happy, that after all these years the passion I had when creating Feyrist still lives on in its reception by you, the players.
When you come up with something new, fill it with life and send it out into the world, so to speak, you can never be sure beforehand how it will be received and accepted. It's exciting every time. Creating something that players have an emotional connection to is one of the most rewarding aspects of my work. So I hope that Feyrist continues to bring much joy and remains as important and inspiring.
I think there are two special compliments for creative work such as mine: when someone makes a satire about it or fan fiction / fan art. Good reviews are great, good ratings are fantastic – but getting someone to love what you've created so much that they put in the time and passion to write a story about it, paint a picture or realise it in some other form of artistic expression – that's the best thing that can happen to you as a creative person, at least in my eyes. It's an incredible compliment to the emotional impact of your work. Aylie is, by the way, a very beautiful item that I really like a lot.
"While Feyrist generally reflects beautiful and pleasant dreams, Candia is primarily a realm of children's dreams."
My academic education has certainly had an influence as well. I studied history and worked in the cultural sector before joining CipSoft. My focus was on ancient and medieval history, which may show in areas such as Kilmaresh and Marapur. My love of Gothic horror, on the other hand, may have influenced the Grimvale questline. I think that, especially when working creatively, your personal interests and passions and your professional work always influence each other in some way.













2 Comentarios
Me encantó la entrevista, felicidades!
ResponderBorrarI've always wanted to know more about the creator of Feyrist and Candia, my favorite places in Tibia. Thanks.
ResponderBorrar