Love is different. It's a little bit FPS, it's a little bit MMO, it's a little bit RTS, it's a little bit adventure game. The basic deal is as follows: it's an online cooperative game, based around the notion of building and defending player-run settlements and rewards exploration, teamwork and creative problem-solving. So here's the kicker: the game world is procedurally-generated. It's highly ambitious, and also incredibly beautiful, doubly so when you find out it's all the work of one guy: Eskil Steenberg.
If you are new to Love, please mobilize yourself to Getting Started
The alpha period went from early October 2009 through 31 December 2009. Its was a paid open alpha, which allowed any person to join and test Love, as long as they paid the monthly fee of €3.
The Love beta began on 1st January 2010, and finished on 25th March 2010. The first stage of the beta was private, which allowed only existing players of Love with active accounts to continue to play. The second stage of beta was launched successfully on 7th January 2010, A week after the beginning of private beta. No new signups were allowed from 23rd February 2010 until the final release, although some press vouchers were distributed. The playtime clock was also suspended until final release.
The first official public release of Love was on 25th March 2010. The cost of Love increased from €3 to €10 per month. The countdown of the remaining time on an account does not go down when the game servers are down.
The alpha for Avail began on Sunday 11th of July 2010, some notable additions are matter and the mixers which make use of the new Character Specializations concept.
More information: Avail Expansion
In November 2011 Eskil suspended new account creation to focus on overhauling Love. Notable changes include removal of all super tokens and implementation of a new AI domination system.