Folk Tale is a sandbox fantasy citybuilder RPG game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while dastardly minions plot your downfall. Sound the rallying call and head out into the wilds with parties of heroes to fight back the tide of evil in a game of endless possibilities.
Потребителки рецензии: Смесени (724 рецензии)
Дата на излизане: 30 май 2013

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Игра в „Ранен достъп“

Получете незабавен достъп до играта и се ангажирайте с нейното развитие.

Забележка: Докато трае разработката на тази игра от „Ранен достъп“, е възможно по нататък тя да се промени или не. Ако не сте въодушевени да я играете в текущото ѝ състояние, тогава ще е по-добре да изчакате. Вижте дали тя ще придобие по-завършен вид. Научете още

Какво имат да кажат разработчиците:

Защо „Ранен достъп“?

“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 monthly 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 your 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.”

Приблизително колко дълго тази игра ще бъде в „Ранен достъп“?

“Folk Tale is expected to be complete at some point during 2016. That said, we love Folk Tale, and we may make it a living game that continues to evolve beyond what we had planned.”

Как ще се различава планираната пълна версия от тази в „Ранен достъп“?

“To date, we've prioritized the village building, economy and RTS aspects of the game, and building all the tools that we need to create worlds. That is nearing completion, and much of the team have now moved over to working on the RPG adventuring side of the game. That work involves the addition of storyline, questing, exploration, heroes, factions, and special abilities.

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

Какво е текущото състояние на версията в „Ранен достъп“?

“The village building, economy and RTS aspects are maturing rapidly and provide plenty of challenge with three different maps (Grassland, Swamp and Snow) with varying degrees of difficulty. Editor tools are available for map creation - you can play your own maps and share them with the community in the forums - with plenty of kits and pieces available for world building. The amount of gameplay available is too broad to define, ranging from a few hours at one end of the spectrum, up to those with in excess of 1,000 hours.

For a good look at the current state of Folk Tale, please watch a recent Dev Hangout stream.”

Ще има ли разлика в цената на играта по време на „Ранен достъп“ и след това?

“Yes. Our price plan was announced when we first launched in Early Access, and the RRP price has already risen once. It will rise once more shortly before launch.”

Как се планирате да ангажирате общността в процеса на разработка?

“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. We also run a weekly or bi-monthly Dev Hangouts live streams where the community can join us to share ideas and follow progress while we play the latest dev builds. And then there are the monthly dev blogs.”
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ДЕЛНИЧНА ЛУДНИЦА! Приключва на 8 май

 

Препоръчано от куратори

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight Game to date."
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Скорошни обновления Всички (58)

5 май

Folk Tale Dev Blog 34



Folk Tale milestone Alpha 20 (Patch 0.3.0)

A New Release Cycle

This weekend we bid fair well to release cycle 0.2.x and welcomed in 0.3.x. Having massively expanded the scope of the 0.2.x cycle last year to make it by far the largest of all the cycles, we've had 17 monthly releases since. Many aspects of the game have matured including village building, economy, and the editor, which we use to design and deliver playable content. With the addition of Workbench - our visual modding tool - we're primed to deliver RPG content and gameplay in coming patches.

What can players expect in Alpha 20? As with any major milestone release, we have headline features to share, but also bug fixes which have an equally important role to play in improving gameplay.

Building Upgrade Tiers

Tier 1 buildings can now be upgraded to Tier 2 and Tier 3. Each tier delivers benefits, including support for more workers; 8 workers at Tier 2, and 12 at Tier 3. Each upgrade will expand a building's boundary bringing more resources into reach for workers. In later patches we'll introduce a pseudo tech tree with new research being unlocked at each tier; more complex production options that deliver additional benefit; and staggered crafting recipes bound to building tiers.







Workbench

With a limited feature preview of Workbench included in the last patch, in Alpha 20 we've more than doubled the node count, introducing 35 new node types. We'll be updating the Workbench Guide on the website to demonstrate how the new nodes can be used to deliver engaging gameplay and storyline. We'll add more great features to Workbench throughout the 0.3.x release cycle targeting RPG gameplay including quest rewards and faction standing.



Sandbox Tutorial

New players, and those returning to check progress can feel a little overwhelmed when experiencing sandbox for the first time. Using Workbench, we're adding a voice acted step-by-step tutorial to walk inexperienced players through early game mechanics. As the list of mechanics continues to grow, we'll continue to expand the new tutorial.



New Content For Level Designers

With each new patch we aim to add new kits and/or pieces so community level designers have something to play with. This release is no exception, with numerous additions. We have Mordrich's Factory kit, rusty pipework we'll be using to make his underground magic sandal factory; and the Grassland Caves kit for spider and dragon layers.

We've linked monster movement speed to their scale, so it's now possible to have giant skeletons and spiders that move naturally. Players can observe this in the spider lair added to the Crypts Level 1 map, which makes use of the Grassland Caves kit.

The Systems kit receives three new pieces:

  • A new Point piece for marking locations where you want the command NPC's to go using Workbench. You can grab the position and rotation for exact placement;
  • Sphere and box triggers for triggering scripts such as NPC interactions, monster ambushes, and in time traps;

Previously missing pieces make a return in the now separate Water FX, Bones and Spider kits.

Environment lights located in the Lighting kit are now scalable, adjusting the light range. A word of caution though - large lights can get expensive.



Bug Fixes

We strive to fix bugs and gameplay niggles in each patch release. Small changes such as eradicating the delay when commanding peasants to clear resources and making them run instead of walk instantly feels more responsive.

Building research is working once again, including the Tailor who wasn't progressing research at all. We've also modified the Building Dialog production tab to separate our worker happiness (and it's effect on production) from bonuses provided by research and epic items to give a clearer picture of what's going on.

The Monastery Of The Mangy Wolf has all of it's navigation and chest issues addressed, including being able to cross the bridge that connects the Tall Tower to the main Monastery. The map has been updated to add additional resources in key locations, so you don't always have to start in the same location.

Many loot items that were previously cluttering inventory now stack properly.

What's In Production?

During game development it's usual to have lots of parallel tasks each month. Some of those are highly visible and make their way into the Dev Hangouts, while some do not. For months our character artist Allan and animator Tom have been working diligently behind the scenes on bosses, heroes, behemoths, and creeps. They are now ready to debut in-game, and we'll be adding them during this release cycle. So far we have fleshed out the Gladefolk, Withering Dead, Goblin Traders, and Toadkin factions.

The script writing for the Gladefolk and Withering Dead faction storyline is progressing well, and we'll soon be sitting with the recently cast actors to record the voice acting. Devin, our texture artist, has the task of producing the 3d weapons that can be equipped, and there's a small mound waiting to be added. Jen, our Illustrator is alternating between loot icons and NPC portraits that will appear during quest conversations.



Rich and Hayden recently finished adding the 34 building upgrade tiers, and have moved on to the lava zone. While the snow zone is my current favourite, the lava zone is a contender to take that crown.

Aron continues to be omnipotent. We've been eyeballing an upgrade to Unity 5.x for a while, and now seems like a good time. Then it's on to implementing heroes and all the RPG goodness.

As for myself, well I'm just here to make the coffee.

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3 май

Folk Tale Alpha 20 (0.3.0)



Platforms
PC, Mac

Major Changes
Sandbox Player: Added Tier 2 and Tier 3 Building Upgrades
Sandbox Player: Added Sandbox Tutorial (Phase 1: Basics)
Sandbox Player: Added Active Quests UI (Integrated Into Workbench)
Sandbox Player: Added NPC Dialogue UI

Minor Changes
General: Frame Rate Capped On Main Menu (60fps), Game Pause Menu (120fps), and Editor (120fps)
Sandbox Player: Peasants Now Instantly Run When You Tell Them To Clear Land
Sandbox Player: Spiders, Goblins and Beastmen Now Have Being Hit Animations
Sandbox Player: Walls Now Use Same Placement Conventions As Buildings
Sandbox Player: Billboard Grass Now Turned Off When Environment Detail Medium Or Lower
Sandbox Player: Added Mouse, Scroll And Keyboard Sensitivity Settings For Camera Speed Control
Sandbox Player: 74 Loot Items Added (Armor, Weapons, Quest Items, Jewelry)
Sandbox Player: Yellow Spiders Are Now Faster
Sandbox Player: Scaled Monsters Now Run At A Speed Appropriate To Their Size
Sandbox Player: Advisor Warning Added When You Must Build A Supply Wagon
Sandbox Player: Snow Map: Fixed Navigation Issues In Werefu Monastery
Sandbox Player: Snow Map: Fixed Chests In Werefu Monastery
Sandbox Player: Building Cornerstones Are Now Removed After Construction
Sandbox Player: Yield Of Honeycomb Per Visit Reduced By 50%
Sandbox Player: Building Dialog Production Tab Layout Changed To Separate Villager Happiness And Efficiency Bonuses
Sandbox Editor: Systems Kit: Added Sphere And Box Triggers Inc. Integration With Workbench
Sandbox Editor: Systems Kit: Added Point (For Character Positioning With Workbench)
Sandbox Editor: Mordrich’s Factory Kit: Rusty Pipework
Sandbox Editor: Bones Kit: Adds Back In Missing Bones Props
Sandbox Editor: Spider Kit: Adds Back In Missing Cobweb Alphas And Eggs
Sandbox Editor: Water FX: Adds Back In Missing Water Alphas
Sandbox Editor: Workbench: Performance Improved (At The Cost Of Wire Smoothness)
Sandbox Editor: Workbench: Zoom Added (Mouse Scroll Wheel)
Sandbox Editor: Workbench: Flashing Red Dot Added To Incomplete Node Connectors
Sandbox Editor: Workbench: New Node: BuildingDemolish - demolishes a building
Sandbox Editor: Workbench: New Node: BuildingSelect - selects or deselects a building
Sandbox Editor: Workbench: New Node: BuildingUpgrade - upgrades a building
Sandbox Editor: Workbench: New Node: Damage
Sandbox Editor: Workbench: New Node: CharacterDamage
Sandbox Editor: Workbench: New Node: AllCharacters
Sandbox Editor: Workbench: New Node: AllBuildings
Sandbox Editor: Workbench: New Node: NumberToString
Sandbox Editor: Workbench: New Node: TriggerCount
Sandbox Editor: Workbench: New Node: Trigger
Sandbox Editor: Workbench: New Node: Count
Sandbox Editor: Workbench: New Node: ListWorldObjects
Sandbox Editor: Workbench: New Node: ListAddWorldObject
Sandbox Editor: Workbench: New Node: ListDuplicateWorldObject
Sandbox Editor: Workbench: New Node: Store
Sandbox Editor: Workbench: New Node: Get
Sandbox Editor: Workbench: New Node: SetDay
Sandbox Editor: Workbench: New Node: Format
Sandbox Editor: Workbench: New Node: ForEachCharacter
Sandbox Editor: Workbench: New Node: ForEachWorldObject
Sandbox Editor: Workbench: New Node: Quest
Sandbox Editor: Workbench: New Node: SubQuest
Sandbox Editor: Workbench: New Node: SubQuestWhen
Sandbox Editor: Workbench: New Node: Trigger
Sandbox Editor: Workbench: New Node: CharactersInTrigger
Sandbox Editor: Workbench: New Node: Rotation
Sandbox Editor: Workbench: New Node: CountFields
Sandbox Editor: Workbench: New Node: Index
Sandbox Editor: Workbench: New Node: SetResearchEnabled
Sandbox Editor: Workbench: New Node: IsResearchEnabled
Sandbox Editor: Workbench: New Node: ResearchProgress
Sandbox Editor: Workbench: New Node: ResearchAddProgress
Sandbox Editor: Workbench: New Node: Happiness
Sandbox Editor: Workbench: New Node: Need
Sandbox Editor: Workbench: New Node: Gate
Sandbox Editor: Workbench: Change: Sound File Added To Conversation Node
Sandbox Editor: Workbench: Change: When Node Checks Less Often After Some Time
Sandbox Editor: Updated Grasslands Neutral Ambient Loop (Chirping Birds)

Bug Fixes
#0150 Sandbox Player: Kobolds Are Not Highlighting On Mouse Over
#0164 Sandbox Player: Settings Button On Topbar Doesn't Pause Game
#0165 Sandbox Player: Many Loot Items Not Stacking, Causing Inventory Clutter
#0166 Sandbox Editor: Workbench: Declining Performance
#0167 Sandbox Player: Research Failing To Unlock Crafting Options
#0168 Sandbox Editor: Roads Not Saving
#0169 Sandbox Player: Tailor Research Not Progressing
#0170 Sandbox Player: Destroying Resources During Construction Doesn’t Cancel Worker Animation
#0171 Sandbox Player: Research Bonuses Not Working
#0172 Sandbox Player: Decals In Snow Map Showing Hard Black Lines When SSAO On
#0173 Sandbox Player: Waterfall And Particle FX Not Respecting Fog
#0174 Sandbox Player: Arrow Trails Not Always Showing
#0175 Sandbox Player: Research And Crafting Complete Sounds Playing At Start Of Game
#0176 Sandbox Player: Crafting Recipes Not Affected By UI Scale
#0177 Sandbox Player: Skeleton Bones Clipping Through Armor

Known Issues
Research won't work in the Barracks and Storehouse.
Tutorial Quest ‘Chop Chop’ sometimes fails to complete.
Wolf Chow’s animations are glitched.
Undead Characters Kit/Skeletal Archer should be hidden.

Developer Comments
After 17 patches we’re now saying goodbye to release cycle 0.2.x and welcoming 0.3.x. As players might expect from a major update, we have several headline features to share, as well as a host of bug fixes and game mechanic improvements.

Building improvements are now enabled, with 34 new visual states added in total. At the moment it’s more functional than pretty, and we’ll be improving both aesthetics and function throughout this release cycle. We’ll tie research and crafting options to each of the tiers; introduce new production options that provide additional benefit to your villagers such as better food; and add scaffolding. For now, the key benefit is more workers.

Workbench - the visual modding tool built into the Editor - is maturing rapidly and is now ready to pull together voice acted NPC dialogue, questing, triggered events and heroes. We’ve used Workbench to add a voice-acted sandbox tutorial map to introduce new players to Folk Tale. This is a transformational patch opening the valve so that RPG content can start to flow, providing meaning and purpose to those who prefer more structured play in the form of faction campaigns, over say the openness of sandbox.

To help new players and those who haven’t played since the original tutorial, we’ve added phase one of the voice acted sandbox tutorial. Taking what we’ve learned from phase 1 of the new tutorial, in this release cycle we’ll be working on implementing the Gladefolk and Withering Dead faction storylines. The art assets are ready, the scripts are approaching final draft, and the voice actors are primed.

Players who found the pan and rotate speed too slow will be pleased to hear that we’ve added control sensitivity to the settings menu. Hit escape, open settings, then click the last tab on the left.

Bug squashing continues, and research should be working once more. We’ve not had a chance to resolve the Barracks/Storehouse research mechanic yet, but research in all other buildings should now be working as expected, including the Tailors Emporium. Roads are saving once again, and items are stacking properly in the inventory.

And finally, for this patch, we’ve reverted back to DirectX 9.0c temporarily.

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Всички дискусии

Докладвайте неизправности и оставете отзив за тази игра в секцията за дискусии

Рецензии

"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

Notice

Folk Tale contains edgy humor that may be considered inappropriate for children or sensitive audiences. Folk Tale isn't a childrens game. We'd like to encourage parents to undertake due diligence before purchasing and fully understand what Early Access is by reading Steam's Early Access FAQ.

Относно тази игра

Folk Tale is a sandbox fantasy village builder RPG game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while dastardly minions plot your downfall. Sound the rallying call and head out into the wilds to explore and fight back the tide of evil in a game of endless possibilities.

Rule with tyranny and oppression, or liberalism and justice. Play as a merciless expansionist hell-bent on destruction, or as a gold-hoarding mercantilist who'll sell their own grandmother for a handful of coin. With random events and dynamic story, in Folk Tale you never know how the story will unfold.

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 chains;

Manage villager needs and happiness, tackling sickness and rebellion;

Defend your town from attack by manning palisades and stone walls, upgrading towers with siege defenses, and hiding traps to slow and wound the enemy;

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

Explore a rich and diverse world spanning multiple biomes, including raiding dungeons, with direct control of your villagers and heroes;

Immerse yourself in the lives of your villagers as they become drawn into their own story lines;

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;

Download community-designed custom worlds, or create your own using the editor to share with friends or the wider community;

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

Endless hours of sandbox fun with random events within a dynamic story framework;

Supports different styles of play, from fast-paced war-mongering to slower city management.

A Brief History Of Development


June-Dec following launch we focused exclusively on Sandbox Tech; little work was done on the original tutorial because in time it would be scrapped and migrated to sandbox. Dec '13 we released 0.2.0 which included the Sandbox Editor, which has continued to improve in each of the 16 monthly patches since. Sandbox Player arrived at the end of Q1 '14, allowing players to play maps both we and the community had designed. While that was going on the team were busy creating nearly all the buildings including 3 upgrade tiers, human professions in both male and female forms, an array of monsters, hundreds of detailed icons, the UI, and 3 complete biomes including grasslands, snow and swamp, and the soundtrack. With the release of Alpha 20, the village building and economy are now mature and very playable, and the team has shifted focus to delivering content and mechanics to support the RPG side of the game.

Where to catch up on development:
http://blog.gamesfoundry.com/

Join in the weekly dev hangout live streams for gameplay coverage and Editor tutorials:
http://twitch.tv/gamesfoundry

Learn more about buildings, professions, and items in the website Game Guide:
http://www.gamesfoundry.com/gameguide.aspx

Some players are disappointed either because they felt we launched in Early Access too early, or because they expect the game to be developed at a faster pace, and that has lead to mixed reviews. Ultimately we were set back a year by developing sandbox tech aimed at delivering a better game that the majority wanted, rather than pushing out playable content, and that upset some players who perceived it as no progress being made. Other folks thank us for not rushing and instead focusing on quality, not slashing features and slapping 1.0 on it, and not mis-managing our funding so badly that development has to fold. Early Access has been a learning process for all devs. We've made some mistakes along the way. We've also learned a lot. But we're still here, communicating more than ever, and still driving development forward and working towards the goal of delivering on the game's amazing potential.





Системни изисквания

Windows
Mac OS X
    Minimum:
    • OS:64-bit Windows Vista®, Windows 7, Windows 8
    • Processor:Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
    • Memory:4 GB RAM
    • Graphics:DirectX 9 compatible with 512 MB video RAM or better (NVIDIA GeForce GTX 460 / ATI Radeon HD 5850)*
    • 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
    Recommended:
    • OS:64-bit Windows 7 or 8 (64-bit)
    • 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®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card
    Minimum:
    • OS:OS X 10.7.5 or higher. OS X 10.8.0 or higher
    • Processor:Intel Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:GeForce GT 650M 512MB, 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
    Recommended:
    • OS:OS X 10.7.5 or higher. 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
Полезни рецензии от клиенти
1,002 от 1,110 човека (90%) сметнаха тази рецензия за полезна
6 човека намериха тази рецензия за забавна
4.8 изиграни часа
Публикувани: 24 април
Рецензия от „Ранен достъп“
I've had this game dusting away in my steam library for two years just waiting for the release announcement after the initial play to see how it looked. First impressions were very positive with good contrasts, interesting visuals for the animations and I've always generally liked this genre.

Well after two years I decided to give it another go and quite honestly there have been very little improvements I truly wish there was but there hasn't been. The interface is still just as awkward, the villagers are about as smart as a brick, the camera is slow, the amount of control you have feels very little and lack luster and overall it's just a big let-down on what I had imagined it would of become by now.

Now before someone throws the "It's an Early Access Game" I will say that I know this, I got it on it's initial release to Early Access and I had high hopes for it but within the two years, there hasn't been much in the way of progress. I'm quite tired of seeing games with this big blue sticker being slapped on them "Early Access Game" as if to be a kind of selling point like "We'll get better soon, promise!" but for it to never actually happen.

In it's current state the game is not worth it and if I knew how slow or none existant the effort to improve and develop this game would be, I wouldn't of bought it at all because it's just a wasted space in my steam library and money from my pocket that could of been spent on things much better.

Don't listen to the "Positive Reviews" all being spammed because they've all been encouraged to do it and it's really dishonest and terrible marketing on the developers part so please spend your money else where if you actually want a game.
Беше ли полезна тази рецензия? Да Не Забавна
137 от 165 човека (83%) сметнаха тази рецензия за полезна
6 човека намериха тази рецензия за забавна
2.6 изиграни часа
Публикувани: 5 май
Рецензия от „Ранен достъп“
This game has been in Early Access for 2 years now and, despite having very few updates that rarely add anything substantial, they've still somehow managed to aggressively deviate from their original goals.

I actually remember voting for this game in Greenlight (on the first day of Greenlights release, no less) and I kept a close eye on the development process for a long while. I bought it when it was first released in early access and loved being part of the community development, but things quickly got WEIRD in the forums. The devs were eager to please EVERYONE and it quickly made me realize that they had no sense of vision at all, and it continues to show with each update.

I remember one example in particular, where the developers kept saying "Dragons are overdone and cliche, we want a medieval fantasy setting without them." This was pretty reasonable, and I liked seeing the guys stick to their guns and keep some sense of integrity and control over their project, but it didn't last long. What started as "we don't want dragons in our game" turned into "okay, what kind of dragons do you want in your game?" - what started as "this is going to be a story-driven city builder with RPG elements" turned into "yeah, I guess we could add a sandbox mode/scenario editor" which quickly turned into "oh okay, you guys want an open sandbox-only game, no problem!"

That patches aren't as infrequent as some of the reviews will lead you to believe, but by no means do any of them feel like significant process toward a finished product. Several months between updates should alter the game quite a bit, but what we get now are small features and bug fixes here and there.

In spite of all of this, I still look forward to the finished product. I don't play the game each update anymore because with as little playtime as I have on my account, I still felt burnt out on the product already. There's almost no content at this point, certainly not enough to justify your money. For now, I'm just waiting until one of the changelogs lists something of interest to me, or until release, before I try the game again.

If the developers had stuck with their original ideas, it could have come together quickly, and the game they promised would be done by now, if not very close to completion. The game they were hyping early in development WOULD have been cool, but it's clearly that that game will never be seen. Now, I haven't bothered following the game in a long time, so maybe they've learned how to handle community-involvement better by now, but as it was, the game will continue to get worse and more convoluted with conflicting ideas as they insist on implementing every suggestion that people whine loud enough for. Maybe we should all start screaming that we want them to stop listening and just work on the game.
Беше ли полезна тази рецензия? Да Не Забавна
118 от 156 човека (76%) сметнаха тази рецензия за полезна
2 човека намериха тази рецензия за забавна
3.3 изиграни часа
Публикувани: 5 май
Рецензия от „Ранен достъп“
I bought it when it was supposed to have some sort of story line only to find out months later they scrapped that to a sandbox type game, awesome. If I had known that you bet your ♥♥♥ I wouldn't have bought it.
The concept was pretty cool but now 2 years of early access and it somehow seems to have less features than before.
Don't waste your time or money, played a few hours on and off from time of release to now and it just has nothing going for it anymore.
Беше ли полезна тази рецензия? Да Не Забавна
318 от 474 човека (67%) сметнаха тази рецензия за полезна
16 човека намериха тази рецензия за забавна
4.0 изиграни часа
Публикувани: 5 май
Рецензия от „Ранен достъп“
2 years on Early Acces...
Беше ли полезна тази рецензия? Да Не Забавна
32 от 49 човека (65%) сметнаха тази рецензия за полезна
7.8 изиграни часа
Публикувани: 5 май
Рецензия от „Ранен достъп“
This ♥♥♥♥♥♥ game...

I originally bought it a week after release on Early Access. It actually was a better game back then, compared to now.

The Devs are children. They have no set goals for the games, and let any swinging dik sway the games course. Which by the way, went from a story driven game, to now, nothing more then a sandbox story builder. They completely removed the story. They also removed the tutorial.

Updates are rare, and add almost nothing. Oh, sweet, you want to fix two or three bugs? Awesome, if you updated more consistently and actually provided content instead of you know, taking content away.

Interface sucks. I'm not even kidding. It sucks.

You feel like you have no real control. Its more of a point in the general direction and hope it gets done.

I'm sure you have read positive reviews that try and sway you to buying the game, but lets be completely honest here. This game had alot of potential, and originally, had my focus to buy it because of the story driven village mayor type feel it claimed to have. Now, the game is worse then it was when they first released it. They never update the damn thing, and when they do they dont fix sh it. So if you wanna waste $25, or in the case of the sale, $14 on a ♥♥♥♥♥♥ product created by crappy developers. Be my guest.

If I could get a refund, id demand it in a heart beat.
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Публикувани: 5 май
Рецензия от „Ранен достъп“
So I bought this game WAAAY too early... and mainly because of its great visual style... but now it is becoming a micromanagement HELL!
So it went from unfinished to "lets make crazy elaborate systems and have the player micromanage every aspect of the game"... i don´t know wich is worse...

Why can´t they just finish the basic game and then work on automating boring stuff and let the player concentrate on macromanagement and expansion?

I would love to give this a thumbs up and i realy did believe in this but seeing all the unfinished small stuff they added (and yes i know its not finished but that would make it even worse, if they finished with the current systems in place)

I realy hope they will get the curve and reverse it to the simple, goodlooking and well polished game it should have once been.
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Публикувани: 6 май
Рецензия от „Ранен достъп“
Ok definitely a good game. Actually it’s a phenomenal game! Some people complain about it being in alpha for a bit too long. Personally Idc, I'd rather they took t heir time to polish it than release it early and have it be incomplete. Before you read all the way through though, Ive only played the game for a few hours, and haven’t beaten any of the maps yet, so this review comes from limited experience and knowledge.

The Good:
-It’s fun and challenging, especially after you've progressed past your basic buildings (woodcutter, stonecutter and a food source)
-Challenging, but not too challenging. ♥♥♥♥ wanders into your town to cause a bit of havoc and stretch your resources. But you don’t have Beholders and Owlbears coming into town to ♥♥♥♥ ♥♥♥♥ up with lasers from their ♥♥♥♥♥♥♥s on a regular basis. They took most of my favorite things from Age of Empires, and combined it with my favorite things from Banished (also a good game, check it out) and then threw in a pinch of Skyrim/Oblivion and Stronghold 2. The result is amazing. You can't just turtle-up and mass an army of foot soldiers to steam roll from one end of the map to the other like you can in AoE. However it’s not as stupidly infuriatingly wonderfully hard as Banished is.
-It has the added bonus of being actually able to create soldiers (unlike Banished), and gives you enemies that you can go fight and loot. But by no means do you have to. If you like, you can just focus on the drinking of ale, the smoking of pipe weed, and finding a love of gardening.
-If you do decide to go out and ♥♥♥♥ ♥♥♥♥ up, it’s a challenge. The ♥♥♥♥ you fight keeps, proportionally, 1 step above you. So you have to actually engage in your combat. Most games allow you to step on spiders and kill mice and call it experience. Folk Tale does not.
-Individuality of the peasants. Now 9 out of 10 times this doesn’t actually matter. The 1/10 of the time it does is in the army. You can, after you've killed something, loot it for gear and treasure! So ♥♥♥♥ing neat, cause with that gear, you can equip Joe the manure shoveling leper, with the Mithril Great sword of ♥♥♥♥off and the Diamond Chest plate of Not In My House ♥♥♥♥♥, and then make Joe the savior of the land, riding valiantly on the monstrous size of his own ♥♥♥♥ which he presumably discovered after finding out he was such a badass and could slay demons with his own ♥♥♥♥ and a can-do attitude. Each peasant can be leveled up uniquely and it’s ♥♥♥♥ing awesome. You can either take the equipment or divide it out between your forces, making a well-rounded security force that is to be reckoned with. Or pour all of your resources into one hulking behemoth that could fight and beat Zeus, god of gods.
-Visually pleasing to look at
-Audio is likewise pleasing (kind of reminiscent of LOTR [which is the best series of movies ever made by mankind])
-There's a great variety of building to be placed and they all do different things.
-Enemies get more difficult to beat the further you venture from your starting point. ♥♥♥♥ gets crazy yo'.

The Bad:
Actually I don’t like 'bad' cause really this game is a gem in the making. So we’re going to say the Mediocre.

The Mediocre:
-The Elasticity leaves something to be desired
This is one big category cause every problem I have comes back to this blanket criticism. What I mean is that the game doesn’t flow as smoothly as it could have.
1. Buildings= There's a variety of buildings, which is good yes, but I feel some of them could be condensed. For instance I had run out of clothes and my villagers began to complain as their nips were starting to fall off from frostbite. Tight. Places Cotton field. Good. Places Tailor. Good, clothes will start to be produced. Wrong. Turns out you also had to place a “Weavers Emporium”. So my warehouse had stockpiled like 50 stocks of weaved cotton, that I then had to go into overtime to catch up on both rewarding and lashing the weavers to get them to work as fast as possible. It just seems to me, that since the only thing you use cotton for is clothes, it seemed kinda silly that you needed 3 ♥♥♥♥ing building to make one product. Placing, monitoring and upkeeping and extra building took away from the flow of the game.
2. Your army/security force (4 people isn’t really an army). I have no problem with the small size, in fact I prefer it, it emphasizes tactics over brute strength. I have a slight issue with the equipping of your soldiers. If there was an ‘equip all’ button, that’d be fantastic. Having to click on the guardsmen, open their inventory, open your inventory. Click boots, move boots, click mail, move mail, click gloves, move gloves, click coif, move coif, then do that 3 to 7 more times is more than a lot tedious and it takes away from the game. Like ♥♥♥♥ I got wolves eating Jim the peasant and ♥♥♥♥ing the stonecutters just caught fire I gotta take care of this but noooo first I gotta do this painfully slow process.
3. Researching Tech is a pain. It has a AoE feel of spending resource to research new tech, which is legit. Don’t fix what’s not broke right? Well you can go ahead and buy as many upgrades as you can afford at once, the problem is that once one is done, it won’t bounce to the second one. Say you research Chisels, hammers and masonry. Once Chisels is done, it’ll stop there, till you re-click the building, go to the tech tab and select the next tech to research. It leads to a lot of needles bouncing form building to building to check and recheck what tech is at what progress in what building then bouncing back to select the next tech to research even though you’ve already purchased it. Long story, anyway. It would be nice if, once you’ve bought a tech, it got automatically researched in the order they were purchased.
4. Assigning peasants a job. This one has two in one. So 1.1 you build a building, tight. Assign 3 peasants to chop wood so you can leave your last one to keep foraging berries. Then later, when you have more peasants you go back to the building, assign a 4th peasant. Jim the farmer dies from a goblin attack, go to building and take 1 woodcutter and unassign him. Go to farm, assign new farmer. Now this doesn’t sound TOO annoying and honestly it’s not. This is my smallest beef with Folk tale. It’s nearly remedied by the ability to check a box on each building titles “auto-assign” which automatically makes sure the building is full of workers if able. You do however, have to go to each building and check the box off. Otherwise no luck. It’s be nice if the box was automatically set to autoassign or you could go to the options menu and make it so. Another (preferred) solution would be to do what “Banished” and have an entire menu that shows all the jobs, how many workers could be there, and how many workers are there currently. It accommodates the fast pace of “Banished” where the east section of your village can just die from a surprise earthquake. I think it would do well here In Folk tale to.
1.2 This, logically, should be my smallest beef, but it’s not. I like knowing where my peasants are. Like, in Aoe, you have a button to select all inactive peasants, in Stronghold they gather around the fire. In Folk Tale, I’ve got no ♥♥♥♥in’ clue where they are. And that bothers me immensely, as Im more than slightly anal-retentive and I like to specifically assign individuals to certain jobs. When I have to find four free peasants to turn into herbalists by scouring every nook and cranny of my town, its slightly annoying.

Anyway. That’s all. Sorry for the long post but I do really love this game already and wanted to offer every thought I had on the matter. As of now, I give it a solid 8.5/10. With some improvements to the flow and elasticity of the game I’d easily and happily give it a 10/10.
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Рецензия от „Ранен достъп“
Thought I finally found a replacment game for mt love of Knights and Merchants style games, but the dev's keep stripping out the the army building aspect ( some still remains, but its large scale by any means ). Now, this is just a village deveoplment simulator. I'll keep watching it I suppose, but I've lost hope in the game at it current build.

Removing the "campign" has only hurt this game, I hope it returns at a later time.
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Публикувани: 5 май
Рецензия от „Ранен достъп“
This seems to be a very promising game. I played it about a year ago and it was a different game, so I was surprised when decided to try it again the other day. It's now a sandbox city builder with a pending campaign mode. I checked out the forums today and the devs seem to be pretty active in answering questions and giving updates, which is awesome.

I'm a big fan of old city builders like Caesar 3, Zeus, & Pharaoh, and I enjoyed Banished a lot, but found it kind of boring after the first couple hours. If the campaign and future quests turn out like they're planned, Folk Tale should be a great game. I've played a couple sandbox maps and I've enjoyed it. I'm very much looking forward to future updates!
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Рецензия от „Ранен достъп“
This is a good game with allot of promise, also it runs on a potato i have an older laptop with intel hd3000 video card and i can run at medium settings with 50fps.
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14.0 изиграни часа
Публикувани: 18 февруари
Рецензия от „Ранен достъп“
Review is heavily edited and long and out of the several comments posted, note that not even the developer has said that anything here is incorrect or an unreasonable expectation. Also, the store page is currently being spammed with pointless, uninformative positive "reviews" designed only to influence the game's review score, in accordance with the developer's request that this be done. See the recently unpinned and locked forum thread entitled "Concerning our mixed reviews".

http://steamcommunity.com/app/224440/discussions/0/624074858818759750/?insideModal=1

I recommend reading these reviews. What you'll notice is that the overwhelming majority of them avoid telling you anything substantive about the game itself. I wonder why. You can find some real gems in the longer ones though. Stuff like "It has a well developed economy and mechanics system..." Well, you buy the game if you want to and you'll find out how well-developed these things really are.

You'll love this one: http://steamcommunity.com/id/ograstamon/recommended/224440/ Apparently it's all the community's fault and we shouldn't even make others aware of the actual state of the game - a state that he himself acknowledges is unimpressive.

Right off the bat, I didn't thumb this game down because it's not good. That isn't necessarily the case, but because of the state the game is in after two years of early access development (at least four years in total), the level of confidence this state instills in me that the end product is going to be worth the investment and it's cost. The idea is good. What exists of the game has the beginnings of being good. The level of actual progress being made and the chaotic direction it seems to be going in is disappointing and unfortunate.

So, let the text wall begin!

*** I find it very odd that for a game that's been in early access for around two years, there's no way to keep track of your citizens efficiently. Hell, there's not even an inefficient way to do it. This is bad because in Folk Tale you can control each citizen as an individual, not like, say, Banished where you only have some limited control of groups.... and even Banished gives you a very efficient way to keep track of everybody.

I get it. It's early access. The game is not finished, nevertheless, it's going on two years in early access and this one incredibly important feature is still completely absent.

*** The obsolete, buggy "Old Tutorial" has been removed. It hasn't been replaced with a proper one, just removed entirely. Not so much a problem as it is a shame that content was actually taken out of the game instead of brought up to date, giving you now LESS content for your $25 than before. And it wasn't obsolete because the game had progressed beyond it's usefulness, far from it. It was obsolete right from day one because the game was changed from the campaign-oriented model that the tutorial represented to a sandbox citybuilder.

>>EDIT - Looks like some sort of sandbox tutorial has been added in today's patch (5-3). Haven't tried it yet.<<

*** A save feature has finally been added, after close to two years. Prior to this your only option was console saving that may or not have worked. Two years it took (four if you count pre-early access development time) to get a save feature implemented into the game.

*** Terrible housing/population growth mechanic. Utterly senseless and amateur. Build a house and 5 people arrive out of nowhere.

>>EDIT - As the developer says in the comments below, this is how you grow your village. I understand this is how it works but where's the sense in it? How did these people even know I built a cottage? And who said they could come here? And how did they make it thru all the spiders? Moreover, it's like instant villagers on demand. Need more villagers? Throw up a house and "voila!" 5 more villagers appear out of thin air, almost instantly.

What it feels like is a cobbled together mechanic that I truly hope is not intended to be permanent, and herein lies one of the glaring issues with this game - Such a basic and fundamental part of the game, after almost two years, seems just tossed in there because they needed some way to get villagers and it doesn't make any sense.<< - End of edit

*** The AI is painfully stupid. A lone hunter has zero problems killing deer all day with his bow but one single spider (half the size of the deer) will kill him in a matter of seconds and he doesn't even have enough brains to try to run away from it, or even stay away from it in the 1st place. None of them do, no matter how outnumbered they may be. Dumb is one thing, but a reckless disregard for even their own lives is unacceptable. The dismally slow camera doesn't help matters much either.

>>EDIT - Due to heavy feedback this issue has largely been fixed in the last two patches. Oh, your villagers are still dumb as a bag of hammers. They'll still walk right up to a spider and slap at it while it tears their guts out but the spider nests have been moved back and the point in the game when they're scripted to spawn has been delayed. Still though, your villagers are just as absent-minded as they ever were in every aspect of their daily lives. << - End of edit

*** Day/Night cycles are so short that they may as well not even exist. Your villagers don't care anyway. They never go home. They never stop working. They never stop suiciding into packs of spiders. >>Addressed in 4-4 patch, no discernable difference.<<

*** Childish nonhumor. For example, when one of your villagers goes to the supply cart to get something to eat you're given a text notice. It says ~"So-and-so is buying rations to om nom nom". Really? I can get behind silly and comical, but "om nom nom" is neither. It's just juvenile. It's something you say to your six year old to make sitting at the supper table sound like fun.

*** The RTS element might be nice once every homeless Tom, ♥♥♥♥ and Harry on the continent stops trying to move into your village and some sort of decent way to manage your population and resources is implemented. As it is now, prepare to hear a neverending loop of this:

"Building complete", "New settlers have arrived", "Your villagers need firewood", "New Settlers have arrived", "Your villagers need food", "New settlers have arrived", "New settlers have arrived", "Building complete", "New settlers have arrived", "Your villagers are freezing", "New settlers have arrived", etc., etc., etc.

***Foresters were added without the ability to replant trees, an element equally as important as being able to cut them down, only able to strip forests before you had to build a new building somewhere else. WHAT??? Well, they added that ability on 4-4 but the forester is unable to get a single seed from the innumerable trees he's cut down. Guess who, or should I say "what", does have seeds. Spiders! That's right. Spiders are able to identify and collect seeds, I guess off the ground, but your own villagers are not.

*** All the makings of a great game are here, it's just that for going on two years in early access and a $25 price tag, there's almost nothing to show for either. If you were to play this game today, for the first time, you'd swear to God it just hit early access yesterday. I buy a lot of early access games and I have paid less and gotten more from almost every one of them in terms of both content and playability.

Until progress and direction improves over the long term I do not recommend this game.
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5.1 изиграни часа
Публикувани: 12 януари
Рецензия от „Ранен достъп“
While I do appreciate the consistant flow of updates from the development team on this project, I'm still very disappointed. As someone who isn't at all interested in 'sandbox' style game play, hearing that it has changed its course from the original intention of campaign play and humorous cutscenes makes me feel that I was promised something, but then it was taken away from me after I paid for it. My money was meant to help aid in the creation of a game that interested me. When playing through the tutorial, it was that style of gameplay (specifically that it had an engaging story and memorable character development) that set Folk Tale apart from the rest of the generic mess of simulation games in this community.

There is something to be said for a team that takes their vision a step further by adding fun content and dialogue. It takes more time, but the rewards are much more satisfying and create an impact with its players. The same old mediocre Minecraft mentality of 'Here's an open area. Build something' is as common as the air we breathe. Developers don't actually have to put any creative effort into it as its expected of the player to create their own source of entertainment from what's given to them. At first, Games Foundry didn't seem to share this mentality. This had style, appeal, and put a smile on my face when I played it; leaving me following its progress nearly every step of the way. Until recently.

Now the initial build has been scrapped and my generosity is funding a 'redesigned concept' based on a communal vote that I did not agree with. I do understand that the development team takes the consideration of the community very seriously, but it's painful to see the initial concept tossed to the wayside when there are so many other sandboxes out there to play already. Trying to give it another chance, I redownloaded it to see what new updates had brought us over the course of a year's time. Seeing the sandbox mode in action only further confirms my reason to be disappointed. I could feel my heart literally sink to the bottom of my chest at what was on my screen; a hollow, depressing, deconstructed shell of its former self. It is unlikely I will be installing it again; regardless of full release.

Folk Tale was moving down the path of something refreshing and unique to its genre, but chose to sacrificially overhaul creative integrity and design in lieu of a popularity vote.

It's sad; incredibly unfortunate because I was looking forward to this game immensely and will no longer be supporting any Early Access titles on steam from this point forward. The idea of purchasing an apple with expectation I will receive my promised apple, then paying for it and being forced to receive an orange doesn't sit well with me as a consumer. It builds very distrustful raport. I do not want another development team to do what Games Foundary has done.

If a refund were possible, I would respectfully ask for one. Much to my chagrin, I'm sure my investment was used in the very destruction of what I was looking forward to in the first place-- days and days of wonderfully rendered graphics, stories of adventure, silly voices, and village building. Now it's nothing more than a graphical editor with bland, blank slate maps.

It was beautiful and engaging the way it was.
Now I scroll through it in my Game Library, sigh regretfully, and continue on.
-----------------------------------------------

TLDR;
Potential to have been a truly inspiring indie title to pave a new path into this genre, but fell drastically short by letting the controversial steam community decide what the game 'should be' after it was already in development. Thus, the team overhauled it into a sandbox-focused project instead of campaign with interactive story content.

If you're into blank slate gameplay with some customization quirks, do support them as the quality of gameplay will be worth its pay for you. I won't deny that they work hard on Folk Tale; regardless of opinion. However, if you're supporting it in hopes for something more, be advised to take your money elsewhere.
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13.4 изиграни часа
Публикувани: 12 януари
Рецензия от „Ранен достъп“
Early Access Review (12/01/2015).

I wouldn't usually do any sort of review for a game but, due to the many negative reviews this game has received in it's earliest days, I've decided to write this brief early access review to help balance the books.

Do not be put off by the earlier reviews as there is a real gem in development here. It has all the standard Strategy, City Builder, Civ and management type elements in the game with the added RPG factor where your villagers can level up and wear found loot items etc. The RPG side of the game is currently being developed alongside the more conventional elements of the genre and I am quite excited at the prospect of the final product.

It has a well developed economy and mechanics system that is still being developed and enhanced. The visuals are very pleasing and conducive to an immersive and relaxing gaming experience. Especially useful when you've had enough of shooting zombies in the face. There is a real cuteness about the game and the characters, the animations and the art style are all very well done.

The game is still early access so it's still a little limited in terms of how many hours you will get out of it in it's current state. This will change quite soon judging by the developers roadmap. Once upgradable buildings etc are implemented (which is soon) the play time will be increased further. That said once you've played whats already there you will like me, no doubt be very excited about what is coming. There is a development roadmap and the planned features will make this a well rounded and very polished game. Probably the best in the genre(s).

On to the developers themselves. They are very active devs with regular roadmap live streams showing what is being worked on at any given time. They are very active in the community section inside steam and listen to and act on feedback received from it's early access players. They have stated that they have the required funding to finish the game and have a 9 man team in place to do so. This is not some fly by night early access project. These guys are passionate about their game and that shows itself in the game.

If you like this style or genre(s) of game then I would recommed keeping a very close eye on this one. It's a game I expect to be playing for a long time to come and is a real credit to the devs.

I will update this review as the game evolves and go into greater detail as the game changes. If you are unsure whether or not this is worth a purchase, at least add it to your wishlist to follow the games progress. I believe that any gamer who likes this genre, will see this product for the quality it is and consider it a worthwhile purchase.
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4.9 изиграни часа
Публикувани: 26 ноември 2014
Рецензия от „Ранен достъп“
Its really hard for me to recommend this game. It was the first E.A. title I bought, a few days after the E.A. program was announced. I bought the game on its E.A. release day.

The game on release was basically a "tutorial" (read: demo) showcasing the game and giving a taste of what the the finished game was going to be like. A city builder/town sim RPG-esque campaign with a (supposedly) sandbox option added later when the campaign was complete. Kind of like Banished crossed with Warcraft 3 or something. Awesome! There wasnt all that much to do (some things hadnt been implemented yet), and you could play through the tutorial in a couple hours. But still, this game looked awesome. I was looking for a campaign driven builder. Like Banished, but more RPG-y with a plot and goals. I set it aside and waited for the campaign to be complete.

And waited. I know how long games take, especially from small studios. Thats not the big deal and I knew what I was getting into when I put my $ down. A good game is worth waiting for. I'd just stop by the forums to check the progress every month or so, see how things were coming along

What *IS* the big deal is that a few (I dont remember how many...3-6?) months after the game's E.A. release, the devs scrapped the campaign and decided to go solely sandbox. Thats fine, if the game had been advertised as such. But it wasn't. I bought it for the campaign. I wouldnt have bought it in E.A, had it been a sandbox game. No mention was made of this until the devs said "well, we talked to our fans and decided to switch the game". It wasnt in the release notes that the gameplay style was still up in the air, the game was advertised as a campaign with a sandbox mode.

I wish I could get my money back.
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2.3 изиграни часа
Публикувани: 29 декември 2014
Рецензия от „Ранен достъп“
I would definitely suggest this game. The developers are polite, kind, and really seem to listen to feeback. They update us as to what is going on every month, and they even redid a massive overhaul of their game almost immediately after hitting early access because they released a poll for the people who bought the game and found out we mostly wanted a sandbox type game. Everytime I visit the forums I see the devs responding to most threads, and they are incrediably professional, even when the posters get a bit aggressive. These are definitely the kind of devs I like to support, and this is definitely a game I cant wait to se in it's finished state!
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4.5 изиграни часа
Публикувани: 14 януари
Рецензия от „Ранен достъп“
I purchased the game when Story / RTS mode was the advertised path for the game.

After a 'community pole' that was not directly advertised to the base of people who already owned the game but rather a generic if you just happened to stop by the community page type pole ... they decided to ditch the entire original game and go with Sandbox.

Sandbox is all well and good ... but it is not very well done. Sure two years in the game is 'playable', but playable is not always fun.

The menus are confusing, the terrain editor makes MS paint appear user friendly in comparison, the objectives are not very well thought out.

Worst of all ... it is bland. The original trailer video was full of personality ... where they are now ... is just blah. It is just another sandbox RTS (IE a RTS with no clear objectives or purpose ... )

It may be fun for a few hours ... but I certianly wouldn't encourage anyone to buy it.
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117.2 изиграни часа
Публикувани: 14 ноември 2014
Рецензия от „Ранен достъп“
TL;DR: beautiful game, fun to play and worth the money even now.

Pros:
  • Lovely art style, quality models and textures
  • Good citybuilding and economy mechanics
  • Powerful editor and quest designer
  • Great communication by the devs

Cons:
  • Some bugs need to be fixed
  • Some features are missing
  • Development might feel slow at times

I first fell in love with it while watching the Early Access Trailer: the fact that you could build your own village and follow your peasants' lives was too much for me to resist. If you like sandbox and citybuilding games with RPG elements set in a fantasy world, this is the game for you.

How will it work?
The way it's planned to be played is simple, but pretty intersting at the same time: there will be different zones, the Grassland, the Swamp and the Snow zone are already in the game. Desert and Lava zones are also planned. Each zone will have two opposing races driven by the AI, the Swamp has Goblins and Toads, for example. You'll be able to build your village, explore the world (yes, there won't be just a map, but multiple maps with different zones connected to each other like in RPGs) and choose to ally with one of the two races to try and plot against the other. All of this while you try to build a solid economy (the game has countless resources and multiple economy chains, like wheat -> flour -> bread). You can also explore dungeons, where you can find loot of differents rarities to equip your units with. It's a sandbox game, but it will also have campaign elements thanks to the questing system introduced with the Workbench: different characters will give you quests to complete, which will grant you different rewards, from a quest item to a new hero that decides to join your cause. What's even better is that you will be able to download and play maps that have been created by the players, using the Game Editor (which already contains almost 1200 pieces to create anything you want) and there are already a bunch of them! The hand-painted objects and textures give a tale-like look to each of those maps.
As you may have noticed, Folk Tale is not meant to be a war simulator, instead it focuses more on the lives of your folks. Indeed you'll be able to see each peasant's needs and working efficiency and decide if you want to satisfy them or let them get sick and leave the village.
To make a summary: this game will be HUGE.

What can I do right now?
At the current stage you can:
  • Play the tutorial: the new tutorial introduced in Patch 0.3 will make sure you know the fundamentals to build a solid and efficient city. It's very concise and simple and all the narrator's dialogues are beautifully voice acted.
  • Play sandbox mode: there are enough buildings, professions and resources to build your own village and manage its economy. After the addition of villagers' needs in patch 0.2.11 and building tier upgrades in patch 0.3, I can safely say it's now very playable and fun. I had a blast playing the Snow Tundra map: while I was trying to make sure my peasants had enough food (both proteins and carbohydrates) and clothes I also had to deal with the constant waves of wolves in search for food trying to kill all my citizens. After an hour of playing (and struggling), I realized I still had to start exploring the map, especially that massive monastery up ahead; they say it's full of monks...
    The tutorial takes place in the Grasslands map, but there are also 3 maps made by the devs ready to be played and each one shows a different biome: the Stinking Swamp, the Howling Tundra and the WIP Crypt dungeon. They're all filled with enemies and locations which will keep you entertained for some hours. When you're done, you should definetely check out the other maps created by the players in this section.
  • Create your own map: before going full steam ahead on developing sandbox mode, the devs took the time to develop the game's editor, which is available right now and with whom you can create your own map like many players have already done. There are tons of objects and terrain tiles, but it can be a bit rough and hard to use, so you need to get used to it. Fortunately, the devs have already stated that they aim to improve it in the future, possibly adding a terrain paint feature.
  • Create your own quests: integrated within the game's editor, the Workbench is Folk Tale's powerful quest designer. One thing I love about games is the possibility to create my own stories or, in this case, folk tales and here you can create almost every quest you like, where everything you want may happen, without having any code knowledge at all. It might take some time to learn how to use it, but trust me, it's worth it. It works with nodes: If player builds cottage, pop up dialog "Well done!". Yes, the tutorial was created using the Workbench. There are hundreds of notes to cover an immense range of events. I especially like how you can make it so someone comes to your village and asks for your help, then you can decide if you want to help him or not and both answers will have different consequences. Same as when you decide to help a faction, the opposing one will most likely become your enemy. Everything that happens can be decided by the map's creator, so just think about the infinite possibilities maps can have.

Why does the game have mixed reviews?
This is a hard question and to answer it I'll need to talk about the negative reviews that this game has received. A ton of them are about the game's early stages, when you could only play the Tutorial, and they have been written by people who sadly have no idea what Early Access is. Many have decided to post a negative review to tell people that Folk Tale is not yet ready or playable, but what they did is just quoting what's already in the Early Access Game box.
Some reviewers have said they've been disappointed by the switch (from campaign to sandbox) the game -apparently- had after launch, as they felt lied to by the developers. This is false. From the first day it came out Folk Tale has been advertised as a sandbox game, as requested by the community after a poll happened in 2012, when we had the chance to choose between sandbox, campaign and multiplayer. The final decision was taken in January 2013, four months before launch.
Another point that reviewers have made is about the game progress being too slow. Folk Tale launched in May 2013 and, in roughly two years, the devs have released 20+ patches (fixing bugs first, building sandbox mode later), 30+ dev blogs, have replied to every single question in the forums (just open the Community Hub) and have been streaming a 2-hours Dev Hangout almost every week in which they show the latest dev build and constantly answer questions in the chat. I don't think that's terribly slow and you can be sure they prefer quality over quantity, something that everyone should support.

This game is worth the money right now and, considering all the content that will be in when the game is released, I can't see any reasons for not getting it now.
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110 от 178 човека (62%) сметнаха тази рецензия за полезна
5.6 изиграни часа
Публикувани: 5 декември 2014
Рецензия от „Ранен достъп“
Concept
The secret to writing a good review for an Early Access game is knowing that your rating directly impacts the potential of the game. To say that this game is currently not even close to the game I would like to play only serves to remind me that I very much want this game to be made.

As such my initial review is positive. It's never a good idea to shoot down the developers of good ideas. Folktale is a good idea

With my review of the dream of the finished product out of the way, I'll now proceed with my ill-informed review of the current game based on the one time that I sat down and played it far closer to sunrise than I had intended.

Design
As is apparent to anyone who has seen the screenshots, the content for this game is fantastically designed. While the style, particularly the hand-drawn textures, is reminiscent of the dozens of Warcraft descendents, the characters and environments still have a fresh, unique feel to them. At no point did I ever feel that the content side of this game wasn't delivering. Top of the alphabet!

Gameplay
The gameplay is where my dreams have yet to materialize. At the time of this writing, you'll actually be able to experience two separate games upon launching the Early Access. The first is a tutorial written and programmed on what must be an earlier yet more complete version of the game. Your main concerns with this version will actually be the lack of freely placed structures and the unusual lack of the standard RTS right clicking.

After finishing the tutorial you will be stunned to realize that the sandbox game is actually a significantly updated version of the tutorial, adding both of those features as well as a plethora of new UI elements and ways to control the game. Suddenly the game you thought might be close to finished has a long way to go but has so much more potential.

Later, after you've forgotten how excited you were twice already, you'll slowly realize that you have no idea what you're doing. The game's economy has no balance; the population is refilled automatically as part of a short-cut to make the game playable; enemies don't have any way to spawn after you've defeated them once; leveling structures isn't implemented yet; leveling characters is currently useless; the item menu is buggy; there is no way to save; and several really important features are buried in the UI and left unexplained.

What's important to my expectations of this game, however, is that most of the features of the game have been noted and exist as hollow buttons. I have no trouble seeing the game that this will be and every window has been designed carefully. The only things that I see that have been rushed are the ones necessary for the game to run.

Interface
The interface is unexpectedly confusing. The game launches from a few different menus since it is, in fact, two iterations of the same game. None of the menus have back buttons to the main menu so I found myself quitting and reloading a few times at first. Probably the most frustrating thing is that I can't visualize the economy in any meaningful way. My best guess was to build one of everything and assign the maximum number of people to each structure. There are very complex UI elements in place to describe, in fancy percentages and statistics, exactly what is going on in any structure. Unfortunately the game runs to quickly to justify the time it takes me to grasp and micromanage these features.

Controlling the workforce is also annoying because the player currently orders citizens to work in certain places rather than ordering a building to hire a certain number of citizens (as in Tropico). If people aren't happy in your village, they'll leave without warning you which post they abandoned, creating holes that lead to more unhappiness and more holes. If you're off exploring the map, you might come back to discover that your whole town has unraveled and no one is working at all (an amusing byproduct of the Early Access release).

Anyway, it looks as if a large portion of the UI is in place but currently does nothing so I have no real complaints. There is an economy window with no function and there are two or three extra features to extend the game that either aren't forward enough or that you just don't realize exist (science and crafting).

I expect that lots of streamlining will be done along the way and the vast majority of the things I've noticed are far too obvious to be accidental. Features will be implemented and, when enough of them are stable, the devs will start paying attention to the desperate need for balance. Until then, I'm content leaving Folktale in my library for a future date.
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107 от 176 човека (61%) сметнаха тази рецензия за полезна
2 човека намериха тази рецензия за забавна
36.2 изиграни часа
Публикувани: 2 януари
Рецензия от „Ранен достъп“
Folk Tale has come a long way and is now very playable. In it's early access, there are only a few maps as of Jan.2015. But I still find myself playing over and over again.
The Developer releases a Blog every week and listens closely to players critique.

Looking really good!
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45 от 74 човека (61%) сметнаха тази рецензия за полезна
1 човек намери тази рецензия за забавна
2.1 изиграни часа
Публикувани: 27 декември 2014
Рецензия от „Ранен достъп“
Ok, so here are the things to know......

The game looks very much finished, but it is NOT, do not expect a finished game, but a game that the dev's are still putting a lot of work into.

Visuals look great, for what it is that is... its not a SE or Ubisoft game. Visuals are nicer than say, Stronghold 2, and thats more than enough really.

Gameplay... They changed what it was, it was originally headed towards a Stranghold 2 campaign style game, but decided to go Sandbox... Make sure you understand the difference, before buying this game. I personally am glad and sad at the same time... The reason being, while I was enjoying the tutorial style story telling and such, it made me think the game would become quite easy to complete in the end, not based on difficulty but length... how long would a company wanna make a campaign right? (CoD takes a few hours at best) I like the way its going, but I hope they decide to add back in a campaign later on. (Dont forget this iws an early access alpha game)

Audio is just great, love the simplistic ambience and sounds, plus the sountrack behind it.

Bugs... Well, not really, a lot of stuff in game is not ready yet or implemented, but it seems you will be able to customize quite a bit from buildings to your people... could be nice!

If you are looking for a game that holds a lot of promise, and potential... this is the one to support.
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