Folk Tale is a single-player fantasy village builder RPG game. Grow your village from nothing, recruit heroes, explore dungeons, battle bosses, and take home a big bag of sweet loot.
Análises de usuários:
Muito positivas (29 análises) - 82% das 29 análises de usuários dos últimos 30 dias são positivas.
Ligeiramente positivas (1,446 análises) - 70% das 1,446 análises de usuários deste jogo são positivas.
Data de lançamento: mai 2013

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“Folk Tale is an Early Access game, meaning that is has been released while in development for players to contribute feedback and help drive the final game. Bugs should be expected, and content - while very playable - is incomplete and still being worked on.

Folk Tale has an established track record of regular patches that include new mechanics, content, and bug fixes, and our community rate us as one of the most transparent and open developers in Early Access. If you want to invest your heart into a game and a team of developers who listens and more importantly responds, Folk Tale is for you.

We're in the Early Access program because community involvement matters. We believe it's the future of game development, and the best way to ensure we deliver a high quality bug free game that's fun to play.

For more information, please visit the Folk Tale Website.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“Folk Tale will be completed in 2017.”

Como a versão completa será diferente da versão de acesso antecipado?

“More content mostly as we're rapidly becoming feature complete.

Please feel free to take a closer look at the Development Roadmap.”

Qual é o estado atual da versão de acesso antecipado?

“The videos at the top of the store page are a good reflection of the state of the game and will be updated every few months. Most of the mechanics are implemented, and we're focused on rolling out more content and fixing bugs.”

O preço do jogo será alterado após o fim do acesso antecipado?

“It's likely that the final price on completion will be higher.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“We've been in Early Access long enough to build a reputation for dedication to community engagement. You'll find us discussing posts and answering questions in the community forums on a daily basis.”
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Atualizações recentes Ver todos (102)

23 de setembro

Experimental (


The primary changes focus on code optimization, bug fixes, and further development of the campaign. For CPU bound machines (usually PC’s with high end graphics cards) we’re seeing a significant frame rate boost in large-population villages. We’re also opening up the next campaign act, with an in-game warning that it’s only really for a look around, and not for playing. Currently only the Grublin faction storyline is being worked on.

Where can I get it?
Experimental Build:

What's new?
Player: Campaign Act II is now partly accessible
Player: Heroes: Borgle’s abilities fleshed out
Maps: Campaign: Bountiful Bog: Grublin campaign extended inc. further level design
Maps: Campaign: Bla’tu’s Palace: Grublin campaign extended
Maps: Campaign: Shirebrook: You can now travel to the Bountiful Bog via a road sign near the starting point
Maps: Campaign: Desecrated Cathedral: Sewing machines are now malfunctioning as per the story, and Brom’s machine fixing has been part implemented (still needs his animation importing)
Editor: Workbench: Added AllWithTag and FirstWithTag nodes
Editor: Mordrich can now teleport to points tagged with mordrich_teleport to avoid jumping out of a room
Assets: Audio: Added magic missile release sounds for all magic types
Assets: Audio: Added some missing inventory item move sounds
Assets: Props: Replaced Quarterstaff placeholder textures with final textures
Assets: Props: Bones: Added Skeleton Interactible for scripting in Workbench using WorkPointTrigger
Assets: Props: Human: Added Journal Interactible for scripting in Workbench using WorkPointTrigger
Assets: Dungeons: Mordrich’s Factory: Skeleton sewing points can now be scripted via Workbench
Assets: Terrains: Swamp Ruins: Added a destructible column
Assets: Inventory: Updated icons for quarterstaffs
Assets: Inventory: Added icons for runestones (not implemented yet)
Assets: Inventory: Updated icon for grublin claws (not implemented yet)
Optimization: Increased thread count on pathfinding to avoid it crashing; could cause workers to stop moving
Optimization: Moved tile handling code (inc. grass generation) to run after rendering has completed
Optimization: Improved fast filtering of objects
Optimization: Pathfinding distance check for buildings and resources is now non-blocking
Optimization: OrderWorkPoint was running the work point filter more times than necessary
Fix: Enemies would sometimes not start to attack the unit that was attacking them using a ranged attack
Fix: Line Of Sight code was breaking pathfinding, ranged units could shoot through doors
Fix: Line Of Sight was causing units to not move to attack if they had a valid path but no line of sight
Fix: Bugs in balancing code that made difficulty increase way too quickly
Fix: Centaur portrait image is now correct
Fix: Updated Gregory's bash range to reflect what the ui indicator was showing
Fix: Workbench: LoopSlow node now correctly emits the index property; good for timers
Fix: World Editor: World Kit is now showing correctly
Fix: Assets: Doors have been updated to prevent characters getting too close and breaking line of sight
Fix: Prevented workers from trying to work with resources that often cause orders to fail, spamming log
Fix: Fishing Hut navmesh needed adjusting
Fix: Monastery attack points weren’t working

Known Issues
  • When using the world map, if you click back into the location where you currently are, resources will become decoupled and show zero on the top bar.

Developer Comments
We’ve spent a fair bit of time optimizing the code for larger villages where performance was dropping. While population is uncapped, there is always going to be a point where this happens, but now it should happen a fair bit later.

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9 de setembro

Experimental (


The primary changes are a soft-launch of Steam Workshop integration, two new boss battles (Mordrich and Nara), two new military units (Spearmen and Cavalry), a new building (stables), an improved minimap, staggered worker auto recruit, and a setting to prevent villagers abandoning town when unhappy which is now off on normal difficulty.

The campaign might contain breaking changes (this build is definitely experimental!). Please let us know if you come across one and we'll get it fixed in a micro-patch in the next few days.


Where can I get it?
Experimental Build:

What's new?
Core: Added Steam Workshop integration
Core: Game is now plumbed for translated text (only English currently available)
Core: Json files can now be loaded from a folder in the world folder with the same structure as the ConfigDefault directory e.g. MyWorld/ConfigDefault
Player: Implemented Mordrich boss battle
Player: Implemented Nara boss battle
Player: Added line of sight
Player: Added larger hover-over health bar for enemies (shows when a unit is selected)
Player: Added game setting for whether unhappy villagers leave
Player: Added Spearman unit to Barracks
Player: Added Cavalry
Player: Added Stables building
Player: Arbalists now require crossbow and chainmail armor research to unlock the unit
Player: City Watch now require halberd and plate armor research research to unlock the unit
Player: Building Production Tab now shows ‘The panel is being redesigned’ as it’s no longer relevant
Player: Building Dialog: Staggered auto recruit is now supported
Player: Optimized sky shader; map is now softened at the edge
Player: Willow is now a ranged caster instead of melee
Player: Primary Attribute behaviour changed (see Developer Notes below)
Player: Minimap terrain appearance significantly improved by darkened non-walkable areas
Player: Added footstep sounds and screen shake to ogres
Player: Mind now also affects physical resistance bonus
Player: Added berries, carrots, thistle and yarrow to marketplace
Player: Optimization: Bloom, vignette and color correction are now all performed in the same shader pass
Player: Optimization: Moved some code to be run after rendering is done on the main thread
Maps: Campaign: Shirebrook: Beastmen attack waves are now only triggered after talking to Brolo
Editor: Inspector: Loot Profiles are now accessed first by category then by item
Editor: World Editor: Worlds can now be duplicated in the world editor
Editor: Workbench: Added LoopSlow node
Editor: Workbench: Added CharacterToggleAI node
Editor: Workbench: Added ScaleDifficulty and LockDifficulty nodes
Editor: Workbench: Added SetCharacterHealthBarMode node
Editor: Workbench: Added Difficulty and IfDifficulty nodes
Editor: Workbench: Added LootCreateItem node to create magic items and/or items with custom names
Editor: Workbench: Added StoreInventoryItem and, GetInventoryItem nodes
Editor: Workbench: Added StoreGlobalInventoryItem and GetGlobalInventoryItem nodes
Editor: Workbench: Added StagedEvent node for showing key stage events (e.g. Act I: The Beginning)
Editor: Workbench: Loot node now accepts up to 4 optional single item inputs (e.g. from LootCreateItem)
Editor: Workbench: AddQuestGiver and WhenQuestGiver now have a checkbox for whether ! or ? is shown
Assets: Audio: Added Spriggan voice sounds
Assets: Audio: Added Toadkin Worker voice sounds
Assets: Audio: Added Horse sounds (for cavalry)
Assets: Audio: Added werewolf sounds
Assets: Characters: Added Skeletal Mage
Assets: Characters: Added Centaurs
Assets: Portraits: Added Kiwa, Glacian Suit Of Armor, Grublin Berserker, Order Of The Fang Slinger, Crab, Gladiator Crab, Sabertooth, Magma Minion, Frost Polar Bear, Automaton, Fu Dog and Shadow Warden
Assets: Special Abilities: Added Berserker Rage, Howl, Mark Of The Wolf, Shred and Sweeping Strike icons
Fix: Mobs were unable to change target or stop chasing an enemy
Fix: Editor: Workbench: bug in Notification node causing it to not be able to trigger twice
Fix: Stalactite projector was being created on the ground so it wasn't visible (Bonefinger boss battle)
Fix: Added 'NonBlocking' sound queue mode to prevent some sound effects from blocking voice over
Fix: Tweaked impact point for ranged attacks (e.g crossbows)
Fix: Character rotation speed is no longer affected by animation speed
Fix: Mossclaw’s strangle vine was playing a grublin voice file
Fix: Minimap: Some environment assets e.g. light planes in Bonefinger’s Lair were rendering above the terrain
Fix: Minimap: Blips now work when UIScaling is set to anything other than the default
Fix: Yeti was visible in fog of war
Fix: 3d model wasn’t linked to Tower Shield 21 definition causing an exception
Fix: Resource name plural usage should now be used where appropriate
Fix: Character sheet now shows correct primary attribute
Fix: Spawn point preview mesh was not always scaled correctly
Fix: Non-loot character stats no longer included in loot tables
Fix: Abilities for characters that don’t use their primary attribute now scale correctly
Fix: Added workaround for occasional error when opening Editor
Fix: Bonefinger’s wing flap sounds would continue after death
Fix: LootManager was trying to deserialize loot data before inventory items had been loaded
Fix: Editor: 'Health Multiplier' and 'Damage Multiplier' in wave spawn point settings were broken
Fix: Screen fades now affect the UI
Fix: Reduced fade time for audio when skipping a conversation
Balancing: Reduced invulnerability timer on revive from 8 seconds to 5 seconds
Balancing: Ser Gregory’s health brought up to par with other heroes
Balancing: Ser Gregory had 8 extra base damage which is now removed (he’s a tank not a dps)
Balancing: Ser Gregory’s Iron Skin and Power Slam abilities are now more responsive
Balancing: Innate armor bonuses on heroes have been removed
Balancing: Bandit raids after Kenny has been confronted now only continue on hard difficulty or above
Balancing: Health and power recovery rate is now linked to game difficulty
Balancing: All units are now balanced individually instead of as groups
Balancing: Halved the rate of firewood and mead consumption

Breaking Changes
  • The loot table has been simplified. Any entries assigned in loot profiles might need resetting in your map e.g. in chests, or using the SetLoot node in Workbench

Known Issues
  • It’s possible for Mordrich to blink into an adjacent room that might also have a locked door
  • Willow’s range attack isn’t currently pulling monsters
  • Doors aren’t always blocking line of sight - more configuration required

Developer Comments

The minimap now uses the navmesh to darken areas of the terrain, thereby causing valid paths to ‘pop’ for the player. It is strongly advised that level designers disable the navmesh on tiles and walkable props that aren’t intended for the player to access. Preview the navmesh in the Glade or Bonefinger’s Lair maps in the campaign for examples.

Steam Workshop
Worlds can now be uploaded from the World Editor to Steam Workshop by clicking on the new steam button to the right of the save button.

Players can download community created worlds by opening the Steam Workshop tab in the community section on Steam and subscribing to the maps.

Primary Attribute Behavior
Points spent in a hero’s primary attribute now award double the bonus. Primary attributes no longer affect character damage; points spent in agility for Quixl no longer boost his damage, the same for points for casters. Strength now directly contributes to attack rating (ergo damage), including for casters.

Monks Now Use Quarterstaffs
We’ve needed to differentiate between Willow who is a ranged caster who uses staffs, and the melee based Monks. We have introduced a new category called ‘Quarterstaffs’ which are used exclusively by Monks.

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Relate bugs e deixe feedback sobre este jogo nos fóruns de discussão


"Folk Tale looks like a marvelously ambitious fantasy city-builder – featuring fully explorable building/dungeon interiors and an adventure-focused RPG component – with some admirably silly humor to boot."
Rock Paper Shotgun

"Folk Tale has some interesting ideas and a sense of humour."
PC Gamer

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight game to date"
- Original Curators Group

Sobre este jogo

Folk Tale is a fantasy village builder ARPG game in which you lead a ragtag band of peasants in growing a thriving market town, while dastardly minions plot your downfall! Recruit heroes and head out into the wilds to fight back against evil. Or, you know, to get sweet sweet loot. Either or.

Players are comparing Folk Tale with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG.

Planned Features

Please note not all features and content have been completed yet. For more information please visit the Development Roadmap on our website.

Build your own impressive settlement and economy

Manage villager needs and happiness

Train a garrison of Spearmen, Crossbowmen, City Watch and Cavalry*

Meet, recruit, and level-up heroes and special abilities

Explore a rich and diverse world including dungeons

Take direct control of your villagers and heroes similar to RTS games

Research new technologies unlocking crafting recipes and economic bonuses

Collect resources and loot corpses for new gear and ingredients to be used in crafting

Beautiful stylized graphics with voice-acted characters

Tongue-in-cheek humor for a refreshing blend of fantasy

Campaign and sandbox modes

Endless hours of sandbox fun with random events

ARPG - no pausing means pressing battles

Free-building - no fixed plots

Boss Battles

Difficulty settings to support players of all ability levels

Download new worlds via Steam Workshop

Create and share your own world using the integrated editor

Get The Latest Dev News And Progress

* Spearman and Cavalry will be available in the next experimental build

Where to catch up on development:

Join in the dev hangout live streams for gameplay coverage and Editor tutorials:

Learn more about buildings, professions, and items in the website Game Guide:

Requisitos de sistema

Mac OS X
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA GeForce GTX 460 / ATI Radeon HD 5850 or better*
    • Desktop Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card

    *Intel HD 4000 cards have a known problem and are not supported
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Quad 2.7 Ghz or better, AMD PhenomTM II X4 3 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA® GeForce® GTX 560 or better
    • DirectX®:11
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card
    • OS:OS X 10.8.0 or higher
    • Processor:Intel Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:GeForce GT 650M 1GB, Radeon HD 5770 1GB, Alpha may run slowly on Intel integrated graphics chipsets*
    • Desktop Resolution:1280x720
    • Hard Drive:1.4GB HD space

    *Intel HD 4000 cards have a known problem and are not supported
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Análises de usuários
Sistema de análises de usuários atualizado em setembro de 2016! Saiba mais
Muito positivas (29 análises)
Ligeiramente positivas (1,446 análises)
Tipo de análise

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(o que é isso?)
19 análises correspondem aos filtros acima ( Neutras)
Análises mais úteis  No geral
3 de 3 pessoas (100%) acharam esta análise útil
7.8 horas registradas
Análise de acesso antecipado
Publicada: 31 de maio de 2015
Gostei muito vale apena,voce pode contruir sua cidade,upar seus trabalhadores, pode dar itens a eles. etc.
Vale cada centavo !
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2 de 2 pessoas (100%) acharam esta análise útil
15.8 horas registradas
Análise de acesso antecipado
Publicada: 30 de junho
desde seu lançamento de BETA, tem mudado e melhorado muito, mesmo o jogo não estando completo ainda vale a pena.
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1 de 1 pessoas (100%) acharam esta análise útil
17.6 horas registradas
Análise de acesso antecipado
Publicada: 31 de maio de 2015
The game is not a classic city builder, don't go for it if you're looking for a really micromanagement like Banished or even a regular management game as Sim City. You don't have to worry with traffic and energy, so you'll focus in resources. It's a little bit hard to figure out how many resoures you're producing at a time or how many resources a singular peasant is producing (when a sustainable city can house around 20-30 peasants, knowing how much each one produce is important. The graphics and the engine are really good, I don't know how the gameplay don't look in fact real... When I saw game screenshots I imagined a fluent and a "immersive sensation" but no, it feels a bit locked, not definitely fluent. It is partially caused by the lack of the control of the game speed. Oh man, this is terrible. I think the most RPG thing in this game is the obligation to game in the same speed, and it doesn't bring fun to the game, should be cutted off. Battles are very simple, and LOTS of times I had to produce more warriors because some of them got stucked in a corner fighting a wall (ugh...)

But as a city builder addicted, I would recommend this game, because it is fun and bring a new concept in graphics and gameplay. The cons of the game are numerous, but the devs are doing a continuous job to fix them and it is easily recognizable when you launch the game after weeks far from it.
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1 de 1 pessoas (100%) acharam esta análise útil
4.8 horas registradas
Análise de acesso antecipado
Publicada: 6 de maio de 2015
O que diferencia o Folk Tale de outros citybuilders do mesmo tipo, são os elementos de RPG e crafting. É o único jogo do tipo que eu conheço em que você pode craftar vários itens diferentes e equipar em quaisquer cidadãos da sua vila, como armas, escudos, bestas e armaduras, muito legal mesmo.
O gráfico do jogo além de ser leve, também é bem agradável.

O jogo tem um potencial enorme, me surpreendeu. Ele é bom, mas ainda faltam coisas a serem implementadas, como alguns upgrades que estão faltando de algumas construções e as skills e aprimoramentos dos soldados, esse jogo tem tudo para ser um jogo 10/10, basta os desenvolvedores se empenharem.
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1 de 1 pessoas (100%) acharam esta análise útil
12.7 horas registradas
Análise de acesso antecipado
Publicada: 10 de maio de 2015
Still on Alpha and conquest my attetion and time, hahahahahah, one of a kind simulator RPG RTS fantasy game never found a game so deep playable as this and im enjoying every moment played so far!!
Games Foundry are very responsible, launching patches, fixing bugs, new updates and the most important, they are in touch with the community of the game, and try to respond every single topic created there. Awesome
A MegaBblaster great game by a great Studio!
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1 de 1 pessoas (100%) acharam esta análise útil
21.3 horas registradas
Análise de acesso antecipado
Publicada: 9 de janeiro
Minha impressão ate agora do jogo é muito boa, a idéia de ser um administrador de cidades misturado com rgp é simplesmente fantástica, todos os camponeses podem ser equipados assim como seus guardas e herois, vc terá que manter o equilíbrio entre coleta, fazenda e caça para materiais básicos e manufaturas de outros materiais mais complexos, com farinha para o pão, couro para fazer roupas e minerais para a forja de armas e armaduras.

Lembrando que o jogo esta em fase de desenvolvimento, então bugs e falta de continuidade será uma coisa comum de se destacar. Mas com certeza quando estiver finalizado estará entre os melhores.

Compre, jogue e divirta-se. Coloque nos seus favoritos, altamente recomendado.

My impression so far of the game is very good, the idea of being a city mixed with rgp administrator is simply fantastic, all the peasants can be equipped as well as his guards and heroes, then you'll need to keep the balance between collecting, farm and hunting for basic materials and manufacturing of more complex materials such as flour for bread, leather to make clothing and minerals for forging weapons and armor.

Remember that the game is in development stage, so bugs and lack of continuity will be a common thing to stand out. But certainly when completed will be among the best.

Buy, play and have fun. Put on your favorite, highly recommended.
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1 de 1 pessoas (100%) acharam esta análise útil
9.2 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio
Vou dar minha analise de early acess. o jogo por enquanto ainda está bem incabado. faltavam bastante coisas para se acrescentar, porem eu vejo muito potencial nele. acredito que assim que estiver fechado, será um otimo jogo, com um sandbox divertido, e bastante coisas para se fazer.


(se voce curtiu o jogo, acredita no potencial dele e quer ajudar, compre)

Porém dou o joinha, pois eu acredito e muito no desenrolar desse jogo.

Ps. os devs são bem abertos e esclarecidos, estão sempre contando o que virá e como virá.
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1 de 1 pessoas (100%) acharam esta análise útil
106.5 horas registradas
Análise de acesso antecipado
Publicada: 16 de maio
Excelente jogo!

Os gráficos lembram muito WoW e a jogabilidade é ótima. Você pode mover a câmera livremente pelo mapa e se quiser pode jogar com os heróis com a câmera seguindo atrás deles como nos jogos da série SpellForce, mas não controlá-los diretamente.
O desempenho do jogo é excelente, pelo menos por enquanto. No meu PC, que não é grande coisa, consigo atingir tranquilamente os 40~55fps em áreas abertas, chegando no mínimo de 32~35 ou até um pouco mais em áreas com muitos efeitos, objetos ou movimentações. Muito bem otimizado mesmo.
Os devs são muto ativos e pelo que vejo nos fóruns também são bastante atenciosos com os players.
Cheguei a ver esse jogo aprovado no Steam Greenlight e o adquiri quando ainda era apenas uma campanha na qual você construia suas estruturas em locais pré-definidos e, apesar de dizerem que o desenvolvimento dele é muito lento, ainda acho que, mais vale um jogo feito devagar, mas com qualidade, do que um jogo feito as pressas e cheio de bugs, stutterigns, lags etc. Portanto, não acho justo negativar um jogo só porque seu desenvolvimento parece ser lento. Além do que, vale ressaltar que é um jogo INDIE, sendo assim, não possui os recursos, nem a quantidade de pessoas para desenvolve-lo em 1 ou 2 anos.

No mais, estou aguardando asiosamente pela versão final(não importa o tempo que leve, desde que tenha qualidade e desempenho ;)!

Minhas configurações:
i5 2300 2.8 Ghz
HD 6570 2gb
Windows 7
Resolução: 1280x720
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3 de 5 pessoas (60%) acharam esta análise útil
21.8 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio de 2015
Muito bom ! Recomendo.
Muito gostoso de jogar e de ver os habitantes em zoom .

Mistura de Age of empires , The Settlers e Warcraft 3 , com elementos rpg , e gráficos belissimos.

Não se deixe enganar pelas notas medianas. Esse jogo está no alfa e já é bem legal.

Potencial altíssimo!

E estão sempre aprimorando com novos patches.
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3 de 6 pessoas (50%) acharam esta análise útil
3.0 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio de 2015
Muito legal de jogar, porem com varios bugs... vamos esperar e ver se a empresa vai finalizar esse projeto...
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Últimas análises
162.3 h
Análise de acesso antecipado
Publicada: 19 de dezembro de 2015
Folk Tale is yet under development, but it already has a very well done playable sandbox, with a lot of resources, the sandbox editor is a great tool that is already a powerfull tool to make maps / campaings. I am myself doing a long campaing, with several maps, lots of options and differents scenarios and things to do for the player.

These mixed reviews don´t represent the game as it is now, if you like the RTS + City builder + RPG style of game, you gonna love folk tale.

The game now has a playable campaing, it is not completed yet but it is yet very funny to play. Of course we still need a steam workshop for it, so players could post their campaings there, but it is planned and devs will do that.

This game is lovely and unique and the price totally worth it.
49.7 h
Análise de acesso antecipado
Publicada: 9 de maio de 2015
Bom jogo de estratégia, ainda em desenvolvimento mas divertido.
Precisa gerador de mapas.
Tormenta Pls
1.0 h
Análise de acesso antecipado
Publicada: 6 de maio de 2015
crap , dont buy it...
they will never finish this ♥♥♥♥
i want my money back.