Folk Tale is a single-player fantasy village builder ARPG game. If you enjoyed Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 or Black and White 2, we hope you'll like Folk Tale. Village building, economy, heroes, combat and adventuring with both campaign and sandbox play.
Nutzerreviews:
Kürzlich:
Größtenteils positiv (53 Reviews) - 79% der 53 Nutzerreviews der letzten 30 Tage sind positiv.
Insgesamt:
Ausgeglichen (1,377 Reviews) - 68 % der 1,377 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: Mai 2013

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Early Access-Spiel

Erhalten Sie sofortigen Zugang und bringen Sie sich in die Entwicklung ein.

Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

“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.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“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.”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“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.”

Was ist der derzeitige Stand der Early Access-Version?

“The village building, economy and RTS aspects are maturing rapidly and provide plenty of challenge with three different sandbox maps (Grassland, Swamp and Snow) with varying degrees of difficulty., and 3 linked maps forming the start of the campaign. 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.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

“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.”

Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

“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 Hangout 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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Kürzliche Updates Alle anzeigen (94)

28. Mai

Experimental (0.3.23.0)



EXPERIMENTAL BUILD (0.3.23.0)

The primary changes are to sandbox. Heroes can now travel between sandbox locations and several dungeon locations have been added. There’s new kits, more kit pieces, and new workbench nodes.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Sandbox world is now interconnected allowing travel to other maps via road sign portals
Player: Increased power cost and cooldown time of Quixl’s shuriken throw and backstab abilities
Player: Hero health bars are now visible (at low alpha) when in combat even if they are not selected
Player: Users can no longer leave weapon or shield slots empty in a hero's inventory
Player: When hovering over buildings under construction with peasants selected the 'repair' cursor is now used instead of the default one
Player: Reduced the overall amount of loot that drops in crates, barrels and chests
Maps: Sandbox: Grassland: Renamed to Haven
Maps: Sandbox: Haven: Added Drunken Hog Tavern (dungeon WIP)
Maps: Sandbox: Swamp: Added Bla’tu’s Temple (dungeon WIP)
Maps: Sandbox: Swamp: Fixed characters being able to walk under temple where the zig-zag steps are
Maps: Sandbox: Swamp: Environment detail pass
Maps: Sandbox: Howling Tundra: Renamed to Cold Peak
Maps: Sandbox: Cold Peak: Added Spirefrost (dungeon WIP)
Maps: Tutorial: Fixed not being able to re-enter mine after exiting immediately after entering
Editor: Tile and prop locking is now saved between sessions
Editor: Painting no longer requires pressing the U key (instead selection is disabled while the paint tool is active)
Editor: Editor inspector is now cleared when objects are deleted
Workbench: Added highlightWhenDisabled to WorkPointTrigger node
Workbench: Added BuildingTier node
Workbench: Added Invulnerable node
Workbench: Added QuestDeadline. Added support for optional quests. Quests can no longer be restarted
Workbench: Nodes can now have variable width (improved layout)
Workbench: Fixed sound searching in workbench including a bunch of empty items. Improved searching accuracy slightly
Workbench: Tweaked behaviour of VSMoveCamera
Assets: Kits: Props: Updated spear meshes and colliders - level designers check in your scenes
Assets: Kits: Construction: Added door portal
Assets: Kits: Human Interior: Added more pieces including doors and portal
Assets: Kits: Props/Food: Added
Assets: Kits: Props/Sacks: Added
Fix: Older key binding files were throwing exceptions
Fix: Abilities that required a direction would sometimes fail when the character was standing in a slope
Fix: Fleeing only worked if the characters were dead instead of the other way around
Fix: Camera orbit point would sometimes not be updated when the camera was rotated
Fix: Minimap blips were appearing for CharacterEffectHolder instances (e.g Lilith's disease cloud)
Fix: Changed tooltip for training a blacksmith from 'Train Miner' to 'Train Blacksmith'
Fix: Resources consumed by buildings only start consumption once construction is completed e.g. cottages consuming firewood
Fix: Tweaked when camera position is set when loading a location to make sure it is set before workbench scripts are started
Fix: Changed shader on goblin warship to fix transparency not working
Fix: Yeti’s collider wasn’t correctly configured. Increased combat range
Fix: Special abilities such as shield bash no longer affect non-enemies
Fix: Negative buffs as well as damage over time is now cleared when teleporting to a new location
Fix: Reduced intensity of hover light on the road sign portal
Fix: Mayor Pootenberry’s name was showing as ‘Advisor’ in the campaign conversation UI
Fix: Kenny could sometimes glide when he fled if he was defeated
Fix: Goblin ambush in sandbox swamp
Fix: Navmesh issue in goblin village in sandbox stinking swamp map near green crystal
Fix: Navmesh cut added to barrels near kobold mine in sandbox haven map
Fix: Classic Dungeon FloorTile2x2 03 missing navmesh and/or collider
Fix: SetLoot node didn't trigger the 'done' event

Known Issues
  • This experimental hasn’t undergone much QA gameplay testing, only regression testing
  • Two ‘throne’ chairs and a rug are hovering by a fire in the Drunken Hog tavern map
  • Travelling to new sandbox maps can leave grass floating. To workaround, move the camera far away then back again

6 Kommentare Weiterlesen

16. Mai

Folk Tale Alpha 27



Overview


Both the Gladefolk and Withering Dead storylines are now playable from start to end, albeit in a rough first pass. Much of the work has focused on extending Workbench, the visual scripting editor to support the functionality required by campaign.


Heroes receive ability targeting including AOE circles and directional arcs, making it easier to see which monsters will be affected. Lilith the necromancer is now unlockable in the campaign by siding with the Withering Dead. Units can now also move short distances to engage in melee combat, reducing instances of them standing around while a battle rages just a few feet away.


The 'Needs Wall' (especially noticable with basic clothing and mead) has been addressed. Unhappiness is much slower to set in, is capped, and can be offset by doing well in other areas or through the use of rationing. Rationing now has a lagging effect. While the UI looks the same, indicators have been added to the rationing bars to indicate whether happiness is rising or falling. The yellow warnings have also been removed as they were a distraction.


The key binding UI is now implemented under the settings menu, especially useful for players with non-English layout keyboards (e.g. Sweden, France). Controls have changed slightly to be better aligned with RTS conventions. Holding down the middle mouse button and moving the mouse now pans the camera. Rotation has been remapped entirely off the mouse and onto Q+E or the LeftAlt key.


The tutorial has been completely remade across two entirely new maps (including a short dungeon) to cover many of the new gameplay elements. The narrator voice over has been omitted for the time being as we'll be adding to the tutorial in future patches.


The Editor, and more specifically Workbench (the built-in visual scripting tool), continues to grow in power with new node additions and general improvements. Several new kits have been added and will be used in the next campaign faction storylines. New content assets continue to be added which we'll be using as we continue to expand the campaign.

Patch Notes

This public build incorporates experimental patches 0.3.19.0 through 0.3.22.1. The patch notes are too long to fit in a Steam announcement, and continue over on our website (link at bottom).

Player: Modified happiness system to prevent the ‘Needs Wall’
Player: Characters can now move a small distance to engage in combat even when selected
Player: Added controls settings UI
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades
Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades
Player: Forage cursor now only shows when there are berries on the bush
Player: Added code to make small areas unwalkable (navmesh auto refinement)
Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects
Player: Holding down MMB and moving mouse now pans the camera
Player: Holding down LeftAlt and moving mouse now changes the camera angle
Player: Some hero abilities can now be targeted; hero will rotate to face target before releasing
Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab
Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud,
Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite, Inspire Courage
Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking
Player: Improved character movement by making velocity changes faster when running into obstacles
Player: Added visual effects for consuming health and power potions
Player: Halved the rate that cottages burn firewood
Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point
Player: Combat sounds can now be heard at a greater distance
Player: Camera behavior improved, free rotation should feel a lot better now in dungeons
Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon)
Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual
Player: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target
Player: Animation speed buffs now only affect movement animations
Player: Added a message when the UI is hidden with the keypad 0 key
Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection
Player: Heroes now regain full health and power when they level up
Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed
Player: Doubled gravity because of some really steep stairs in the ruins kit
Player: Buffs now update much more often which among other things improves healing smoothness
Player: Freya's divine shield no longer requires her to face the target
Player: Freya's divine shield can now only be cast on heroes
Player: Dungeons are now hidden on the world map when playing the game
Player: Improved quests UI aesthetic

Maps: Tutorial: Remade entirely, two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc)
Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass)
Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass)
Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny
Maps: Campaign: Shirebrook: Opened up land for construction over the stream
Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny
Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead
Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal
Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle
Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures
Maps: Campaign: The Glade: Extended Gladefolk storyline
Maps: Campaign: The Glade: Extended Withering Dead storyline
Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold
Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest
Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death
Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression
Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints
Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction
Maps: Campaign: Bonefinger’s Lair: Updated
Maps: Campaign: All: Heroes are now positioned during cut scenes

Assets: Kits: Added Ice Palace kit (Glacian)
Assets: Kits: Added Dungeons/Human Interior kit
Assets: Kits: Added Beastman ‘Bullock’ (Dual Wielder)
Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows to 3D weapons
Assets: Updated 9 sword 3d models to improve edges
Assets: Added 5 tower shields, updated 3 icons for existing tower shields
Assets: Added Grasslands/Scarecrow prop
Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign)
Assets: Added Swamp Ruins lever prop
Assets: Added carried Meat Pies for delivery from Butchery to storage
Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles
Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled)
Assets: Added 8 new character portraits
Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest
Assets: Added ½ floor tiles to Classic Dungeon kit
Assets: Added corruption effect to Everbloom when converted to Rotwold
Assets: Added UI quest sfx for quest start, subquest progress, quest complete
Assets: Added blood decals
Assets: Added mine track supports to mine kit
Assets: Added Ogre Zombie Butcher
Assets: Reduced the scale of Bonefinger and The Mighty Rhog
Assets: Increased the scale of Wood Imps so they are easier to target and see
Assets: Updated skeleton idle animation
Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm
Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing
Assets: Animations: Updated Freya’s idle animations
Assets: Animations: Added Acolyte Grey's animations
Assets: Animations: Added defeated animation to Nara
Assets: Animations: Tweaked Willow’s walking and hit animations speed
Assets: Animations: Shortened Ser Gregory’s taunt animation so it feels more responsive
Assets: Animations: Added missing reaction anims to Toadkin worker and warrior
Assets: Loot: Added Cult Of Pyros leather armor set
Assets: Loot: Added Toadkin cloth armor set
Assets: Loot: Added Order Of The Fang chainmail armor set
Assets: Loot: Added Cult Of Pyros cloth armor set
Assets: Loot: Added Order Of The Fang leather armor set
Assets: Loot: Added Glacian Chainmail armor set
Assets: Loot: Added Toadkin Plate armor set
Assets: Loot: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight
Assets: Loot: Added 2 further Withering Dead themed keys
Assets: Loot: Added Hammers 07-15
Assets: Loot: Added missing bracers and belt from Goblin Leather armor set
Assets: Audio: Added weapon impact sound effects
Assets: Audio: Added missing weapon inventory grab sound effects
Assets: Audio: Tightened up animation event audio syncs on some combat animations
Assets: Audio: Added kobold sfx
Assets: Audio: Added ogre sfx and voice back in
Assets: Audio: Added bandit combat sfx

Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on)
Editor: PortalEntry point now has an index value and a friendly name**
Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters
Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts
Editor: Added wp_animation to the systems kit (aka Work Point Animation)

Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes
Workbench: Added GetBool, StoreBool nodes for local context
Workbench: Added GetNumber, StoreNumber nodes for local context
Workbench: Added FailQuest node which cancels all subquests
Workbench: Added Exists node for checking if an object still exists in the world
Workbench: Added StoreGlobalList and GetGlobalList nodes
Workbench: Added StatisticDialog to track when a dialog was opened
Workbench: Added DialogOpen node the returns a bool if the specified dialog is open
Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting)
Workbench: Added CharacterSelect node to select a unit (for tutorial scripting)
Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds
Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default
Workbench: Added ToggleNeed node
Workbench: Added SetPartyFormation node
Workbench: Added yOffset to WorldText node
Workbench: Added CountAlive node
Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node
Workbench: Added GetParty and GetHero nodes
Workbench: Added Revive node to revive all fallen heroes
Workbench: Added SpecialAbility node to make a hero use a non-targeted ability
Workbench: Added GetHeroByAsset node
Workbench: Added GetHeroByIndex node
Workbench: Added OrderInteract node to send character to selected wp_animation
Workbench: Added SetCharacterBehaviour node
Workbench: Added duration scale field to WorldText node
Workbench: Added 'spawned' output (list of characters) to the TriggerWave node
Workbench: Added 'failed' output event to WorkPointTrigger node
Workbench: LockFactionStanding node now overwrites any previous locks
Workbench: Move node now stops character movement and matches character to object rotation
Workbench: Improved item search - can now search faction and material keywords
Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target
Workbench: WorldText node labels are now visible during cut scenes
Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones)
Workbench: Now saves the panning position during the session
Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench
Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not

Fix: Help link on Editor toolbar needed updating
Fix: Scale on daggers was too big
Fix: Scale on some bows was too big
Fix: Refined colliders on goblin village buildings
Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26
Fix: Stopped skeleton raids if player is allied to Withering Dead
Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene
Fix: Navmesh connection problem resolved on Glade kit ramps
Fix: Ability icons weren’t greying out when the hero lacked the power
Fix: Move node now sets ToMove object rotation to same as target
Fix: Trebuchet turning sound was set to 2D sound rather than 3D
Fix: Carding research at the Weaver’s wasn’t incrementing production output
Fix: Navmesh on drawbridge props now behave properly
Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell
Fix: Prevented heroes from gaining xp by just completing random workpoints
Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated
Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to
Fix: Reduced default master volume
Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks
Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed
Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options
Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame
Fix: Fixed weird info text in VSAllCharacters
Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname
Fix: After loading a location, the ambience manager is called to do blending immediately
Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string
Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists
Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node
Fix: Info text bug for RandomCharacter node now shows the correct value
Fix: Character names not being used in the conversation when setting them using the portraitCharacter input
Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation'
Fix: Skeleton Archer idle animation had broken bow string
Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set
Fix: Villagers marked as ‘Dead’ were revealing fog of war
Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input
Fix: Kobold hit reaction was incorrectly configured
Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip
Fix: A field wasn’t being serialized
Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies
Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction
Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop
Fix: Quest progress is now also hidden using numpad 0
Fix: Swamp ambience zone looks better once more
Fix: Chest of horrors not properly linked to its inventory holder
Fix: Crash reporter sometimes throwing exceptions
Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed
Fix: Freya’s abilities (House Hraun Paladin)
Fix: Removed Ser Gregory voice over from some other heroes
Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016
Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated
Fix: Swamp Ruin kit stairs had lost navmesh geometry
Fix: Defeated anim is now stopped when a character is revived
Fix: Music sometimes not working when playing from the editor
Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’
Fix: SetLoot node wasn’t working as intended
Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp
Fix: Renamed GlobalGetList node to GetGlobalList for consistency
Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out
Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes)
Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event
Fix: Goblin Berserk didn’t have a weapon configuration and did no damage
Fix: Camera zoom was enabled even when the mouse was over a UI element
Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location

Patch notes continue at:
http://www.gamesfoundry.com/patches/#alpha27

17 Kommentare Weiterlesen
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Reviews

"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

Über dieses Spiel

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 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 exploring 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;

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

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

Get The Latest Dev News And Progress


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

Join in the dev hangout live streams for gameplay coverage and Editor tutorials:
http://gaming.youtube.com/gamesfoundry

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





Systemanforderungen

Windows
Mac OS X
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
Nutzerreviews
Nutzerreview-System aktualisiert! Mehr erfahren
Kürzlich:
Größtenteils positiv (53 Reviews)
Insgesamt:
Ausgeglichen (1,377 Reviews)
Kürzlich verfasst
xxkarma01xx
( 20.4 Std. insgesamt )
Early Access-Review
Verfasst: 29. Mai
I bought this game last night and I already have over nine hours play time. I love it so far and I haven't even tried campaign yet.
Hilfreich? Ja Nein Lustig
Issah
( 16.3 Std. insgesamt )
Early Access-Review
Verfasst: 24. Mai
Its buggy as ♥♥♥♥ but what do you expect for early access?

The pros:

Active dev and in the right direction. Seen real-time updates actually make it better and the level of fixes and adds per patch is awesome pace!
Graphics are "Decent" which makes it great that it's simple like WCIII feel which I like but I recommend better human face renders and textures.
supply management is "okay" - make them more challenging


The cons:

AI needs improvement. Villagers are slightly above ♥♥♥♥♥♥♥♥ level
Mission content is still in progress I think or at least buggy as hell that I cannot progress because my characters get stuck in stone forever or isn't able to walk down a hallway for no reason...
Content
Content
and really just content. Its new though so it's not so bad right now.

Just buy it. Yeah it costs more than your porn subscription but think of the trees (tissue).

Cheers
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Maxus Gottren
( 50.9 Std. insgesamt )
Early Access-Review
Verfasst: 24. Mai
Both the sandbox and campaign games are fun. I've played a good few hours. The gameplay action is easy and seamless, whilst the depth and resource balancing make it fun to play. This is still early access so some of the elements of the game are not yet installed, which makes me think this game will become compelling (all being well). If you like townbuilding sandbox games this is right up your street. I like the graphics too, light hearted and a little catoonish, making it a relaxing but strangely absorbing experience. My guess is that this game is designed to appeal to the 'teens' and upward audience, but dont let that put you off if you are ...erm ..more mature like me ... I like it.
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Drazon
( 3.7 Std. insgesamt )
Early Access-Review
Verfasst: 23. Mai
I'm loving the development in this game so far. It's refreshing to play an Early Access Game, one that was fun to begin with, and come back months later and see that further progress has been made. It's definitely worth a play and I can see this being a game I come back to over and over.
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Erinelda
( 3.4 Std. insgesamt )
Early Access-Review
Verfasst: 22. Mai
LOVE! I had to say I was getting mad at this game for waiting so long to do anything. At first the tutorial (like 2 years ago whew!) was fun enough to buy. It was like Settlers 7 with a bit of on rails exploration. But unlike the massive steps back Settlers 7 took in placing things and game play, Folktale stepped forward and took the exploration off the rails and allowed free placement of buildings. You are going in the right dirrection!! I would say it is a mash of the the good old Settlers where you actually got to build your town, combined with a bit of Diablo-esk exploration and game play. Keep it up!
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The Trax
( 26.8 Std. insgesamt )
Early Access-Review
Verfasst: 22. Mai
Monthy Python's Settlers...
Warcraft 3 meets Beasts and Bumpkins...

Just buy this game...
Even for a early access game, so old as my son... its worth the money ! ( the game, not my son ! )

If u don't like it...well...u should see a shrink. (like my wife did)

Keep up the good work Games Foundry, i see a bright future ! (better than mine...)
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LordSilverline
( 4.8 Std. insgesamt )
Early Access-Review
Verfasst: 22. Mai
It's a fun game, with a mix of RPG and city building, with the focus on RPG. You can easly play the campain without spending any attention to your city. It would be nice to make city building part of the campain and part of hero evolving.
Hilfreich? Ja Nein Lustig
Rex01234
( 12.5 Std. insgesamt )
Early Access-Review
Verfasst: 22. Mai
Produkt kostenlos erhalten
its fun
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Miroslav
( 4.4 Std. insgesamt )
Early Access-Review
Verfasst: 21. Mai
Loving the game!
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cas2013
( 15.9 Std. insgesamt )
Early Access-Review
Verfasst: 21. Mai
I bought this game when it came out a long time ago, at the time I was quite disappointed with the game as it still felt like buying an engin without a car. I decided to pick it up again yesterday after reading the recent reviews. So far, I love it, the game is challenging and paced well, I played for 7 hours straight and did not feel bored even playing the sandbox mode. There is alot of potential here to make a good mix of warcraft 3 and the settlers games, and be vastly superior to both. That said, it is just that, potential. The game is still lacking pieces and feels bare at times but I see alot of promise. Based on what I have seen, the money I spent was well used.
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Jupp
( 0.5 Std. insgesamt )
Early Access-Review
Verfasst: 21. Mai
This game will never finish!
Never have seen such an ultra slow DEV team...

Don't waste your money on this!
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WorldsGr8stBoss
( 12.7 Std. insgesamt )
Early Access-Review
Verfasst: 21. Mai
I've played the game for about 10.5 hours in Sandbox mode and I think I'm in love. The Stream description does a great job of letting you know ahead of time what you're in for -- "If you ejoy Warcraft, The Settlers, Banished...."
I really like Banished but think the game needs more depth to hold my attention. I've also always loved games like Warcraft and Age of Empires except I've always wished I could spend more time on the survival elements of those games.
For anyone who has felt the same way, I prescribe Folk Tale by Games Foundry.
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iisnabcake
( 8.3 Std. insgesamt )
Early Access-Review
Verfasst: 20. Mai
So im writing this on the 20th of May, and i can say that this game has been making slow progress, but progres indead. I am giving it a good review sinse I like were the game is going but as the dev time is taking forever I would have to say that you should not buy it at this time.
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slivanus99
( 12.0 Std. insgesamt )
Early Access-Review
Verfasst: 20. Mai
I have had this game for 2+ years and it is still not finished. Hurry up and will rewrite review
do not buy early access
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Gadwynllas
( 13.1 Std. insgesamt )
Early Access-Review
Verfasst: 19. Mai
This could be, and likely will be, a fun game. As it stands, it is not. The campaign is half baked and poorly implemented, with multiple, long stretches of running back and forth across the same terrain just killing time. It plays like early ♥♥♥♥♥♥ther quests where you run around, kill things, come back, run back, kill some more, return, rinse, repeat, rinse repeat.

The sandbox mode is interesting, but also broken and woefully incomplete. Each resource can be gathered/created in exactly one way, and if that way is not present, too bad. No animals around to hunt so you can gather hides? You lose. Want to buy it at the market? It takes 50 of those non-present resources to build a market. The economy cannot recover from the absence of a single critical component and your time has now been wasted.

I expected the game to be rough and in need of polish. It is not ready for polishing--it needs some core development, some tuning and THEN some polishing. This game could be good in about a year.
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jerebear
( 15.7 Std. insgesamt )
Early Access-Review
Verfasst: 19. Mai
possibility of being a great game but still early access as of 5-19-16
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ImprobableEagle
( 22.4 Std. insgesamt )
Early Access-Review
Verfasst: 19. Mai
It's actually pretty awesome. Unlike some games that are alike this function to some degree as a realistic village. You can't just spam units because you can only support the population of your town which makes it far more realistic than some other RTS games. The game is just really limited. The campaign is alot of running between two places to talk to someone, but the gameplay overall provides enough to keep you busy. In addition, the sandbox mode needs some work. It includes the same people as the campaign but no one is good or bad, you have to kill everything on the map for some reason, no one is your ally. And sandbox is very limiting because after you annihilate your opposition with your one soldier, there's nothing else to do. No one attacks or anything. But overall, I love the economy system of managing a village and is why I recommend this game.
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h3retic
( 1.9 Std. insgesamt )
Early Access-Review
Verfasst: 18. Mai
It's been progressing quite slowly but lately the game has improved significantly (I dont play this as much but I am following the game news closesely).
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jackel32
( 11.1 Std. insgesamt )
Early Access-Review
Verfasst: 18. Mai
Great potential but still has issues. Reminds me of warcraft 3 - my favorite game.

Issue #1 ... I have to buy shirts from market because I can't build the necessary buildings. Took me a 2 games to figure this out because everyone eventually left the village which is frustrating.

Issue #2 ... The campaign got stuck when I went to talk to Nara. It created a permanant Willow character stuck at the throne room and an additional one that became playable. I could get the antidote for the quest but when I returned nothing happened and the stuck Willow was still there with "talk to Nara and return to Nara" both remained unable to be checked off.

Issue #4 ... If a non hero character dies any inventory dies with them.

Issue #5 ... Many of the buildings and upgrades are not supported yet which makes balancing economy and defence semi difficult.

Issue #6 ... If you craft weapons at the blacksmith for a proffession (in my case woodcutter) you are unable to unstack them. - I created 8 axes for 2 different camps (4 woodcutters each) and was forced to drop all 8 in the camp inventory. Additionally once an item is placed in a building inventory - it is unable to be removed while in use even if only 1 item on a multiple item stack is being used.

Issue #7 ... The carrots harvest value is too low. I had 6 fields of carrots with 50 population and couldn't keep carrots in inventory.

Issue #8 ... Berries stop being able to be harvested as soon as you build any other type of food harvest building.

Issue #9 ... I wiped out the camp of Tauren type creatures but they would randomly spawn an attack - either have them respawn in the camp so you can guage when an attack will come or eiliminate them once they are gone.

Issue #10 ... Better defined use of gems, rings, charms etc... I can equip them but there is no indication of what they do. Same for many lootable items... spider webs etc .

Issue #11 ... I chose to leave the goblin in the cage in Kenny's hideout but then it was permanantly there... possibly an option to come back and release him later.

All in all a good game and I understand it's still somewhat in development. Hope this helps!

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Roger 🐱
( 12.5 Std. insgesamt )
Early Access-Review
Verfasst: 18. Mai
Produkt kostenlos erhalten
Both good and not. Took to fast before the game was over and a message came up "we havent done the story further that this"
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Hilfreichste Reviews  In den letzten 30 Tagen
639 von 754 Personen (85 %) fanden dieses Review hilfreich
213 Personen fanden dieses Review lustig
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7.7 Std. insgesamt
Early Access-Review
Verfasst: 5. Mai
I bought Folk Tale within about the first week that it was available on Steam. I thought it looked like a cool concept, and I had no idea that the trailer was actually the entire scope of the game back then. In the time that this game's been in Early Access, I:

* Finished a Master's Degree
* Moved to a new city
* Moved to another new city
* Held three different jobs
* Witnessed the birth of four children among my friends' families
* Developed a hernia
* Had enough time for the hernia to heal without surgery
* Bought a new computer
* Beat The Witcher 3
* Beat The Witcher 3 AGAIN
* Read 14 different books (CORRECTION: 15)
* Watched approximately 1000 sunsets
* Deleted 20 duplicates of some crazy French stalker's comments on this review. Mon Dieu!

Pro Tip: Wait for them to finish it, then maybe take another look.


Edit:

To be clear, before anyone throws the other obvious argument at me... Yes, I have played the game since those early weeks and, yes, it has advanced since then. But progress has been limited, and at this pace Folk Tale is more likely to die a slow death than ever realize the charming vision it had when it first came to Steam.

I've already paid for it, so I'll certainly give it another look from time to time to see if anything ever becomes of it, but the whole premise of this review is that this game's a terrible risk compared to most other Early Access titles. What exists right now is still a bit of a mess, and not worth the price, and there's a very good chance that that's all you'll ever get for your money. Anyone who doesn't already have money riding on it should definitely wait.

I'm not wishing doom on Games Foundry, and I'll eat my own words if they ever manage to turn this ship around, but... don't put money on that, either.

Edit #2:

In my continued drive to live at 3.82x the speed of Early Access development, I just finished another book..... "A Great and Terrible King: Edward I and the Forging of Britain" by Marc Morris. Lots of fascinating historical anecdotes, and Morris is also an incredible narrator.
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26 von 38 Personen (68 %) fanden dieses Review hilfreich
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15.8 Std. insgesamt
Early Access-Review
Verfasst: 2. Mai
Campain Mode seems to be progressing well.

However, that being said I only give a yes recommendation tentativly. Playing in sandbox mode I fould to be quite challenging. The happiness of your citizens are way too demanding. As well they are way too fickle. You cannot seem to go beyond 40 villagers without them all leaving due to unhappiness. Its a viscous cycle, you can't maintain your happiness level without villagers to provide what your villagers are unhappy about and so on and so forth.

I do see great potential in the game however to those who like citybuilding type games but this game also has an RPG element to it as well, so I found it quite enjoyable.

To sum up: Villagers get unhappy too quickly, tough to maintain. Great potential though.
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31 von 49 Personen (63 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
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24.8 Std. insgesamt
Early Access-Review
Verfasst: 11. Mai
I had originally given the game a good review about a year ago. It had potential, yet that potential has gone nowhere. The game is no closer to being finish now as it was then.

The amount of progress in this early access is nearly neglibile compared to what other developers have done in early access. You can find dozens and dozens of similar complaints, more than other early access games. In fact this is one of them early access games that has given early access games a bad repuation about producing results.

There is a lot of complaints on why this game has taken so long. I can tell you exactly why that is. The developer is too busy playing with social media than producing results in the game. Think about how many hours a week a developer spends playing with social media, now multiply that by four for a month, then ten times that for a year. That is a lot of lost manhours for what?

About six months ago the developer deleted one my posts in the forums. It was a topic where someone was bashing the game the game and throwing insults. My post was deleted yet the topic remained unlocked and the posts with insults by the troll were allowed to remain.

Then last weekend I run across this topic when trying to find out why towers stopped working and if these quests in the campaign are implented yet.

http://steamcommunity.com/app/224440/discussions/0/364040961436251211/?ctp=2

The original poster was allowed to insult people giving the game a bad review repeatedly. I spoke up about how it was wrong to trivialize the terrorist attack tragedies and compare the developers to being the terroist victims. The fact a developer was involved in that topic and allowed the post to remain made it even worse. My post saying it was wrong and offensive to use a terrorism comparison was deleted, yet the post making the comparison was allowed to remain.

It could probably be a good game if the developers stopped trying to be social media stars and did their real jobs, producing video games. If you think I am wrong take a look at some of your favorite games and see exactly how much social media interact those developers do, not much if at all.

This is definitely one of them early access titles you do not touch until the game is completed. Even then I would be wary because at the rate of development you can be pretty sure the game will be released too soon (funding issues) and will be full of bugs to be patched later.
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26 von 42 Personen (62 %) fanden dieses Review hilfreich
2 Personen fanden dieses Review lustig
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932.9 Std. insgesamt
Early Access-Review
Verfasst: 4. Mai
I have been playing this game and watching it develop for a while now. It has been a delightful experience. The game is progressing beautifully. The small team of developers are responsive and update the game regularly and I have no complaints or regrets about backing this unique game.

I say unique deliberately. I often look through the Steam lists for games like this (because I enjoy this kind of thing) but I can honestly say I have found nothing to compare with Folk Tale's general standard of excellence and with this developers dedication and refusal to compromise on excellence. Even though it's not yet finished there is still a reasonable amount of content and more being added all the time.

Let me also mention the editing tools that come with the game and are improving all the time. I have almost 900 hours on this game and the vast majority of that time has been spent using the Editor. There will be a keen group of Workshop map makers who will gaurantee the longevity of Folk Tale so we need never run out of content.

Yes, I have seen some of the negative reviews and frankly most of them are simply garbage. They certainly don't represent the game I know. Everyone is entitled to their opinion of course but I suspect that some of the negative reviews have simply nothing to do with rational opinion. At least, that's my opinion.

Great game, great future, not finished yet but getting there.
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13 von 18 Personen (72 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
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11.7 Std. insgesamt
Early Access-Review
Verfasst: 9. Mai
It's early access and good games take time. That being said i love the direction it has taken and the concept of it, even in its current state its a fun lil game. Just remember it's EARLY ACCESS dont buy it unless you want to help the dev's make a wonderfull little game, buying it expecting a polished product then knocking it will only snowball a problem that should not exsist. When ppl see all the bad reviews (mostly over the time it has taken, not the game itself) it only knocks a game that is not even done yet and hurts the dev's and the process.
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19 von 30 Personen (63 %) fanden dieses Review hilfreich
Nicht empfohlen
5.8 Std. insgesamt
Early Access-Review
Verfasst: 11. Mai
Folk Tale takes many great elements from other games (Warcraft, Stronghold, etc) but does not improve them or bring anything fresh to the table.

I purchased Folk Tale when it was barely playable, and after several year it is still very lackluster and mechanically weak. I still have high hopes, and I would love to recommend this game, but for now it's got a long way to go.
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12 von 18 Personen (67 %) fanden dieses Review hilfreich
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3.6 Std. insgesamt
Early Access-Review
Verfasst: 15. Mai
About a year ago I gave this game a review that did not reccomend it, my reasoning was I felt the story had been abandoned for an open world sandbox game that had not been the intention of the game at the time. However because this should be about whether or not I reccomend the game to new buyers I've decided to change my original review to a positve one. Folk Tale now has a very clear goal in it's continued development as an early access game. With an art style remeniscent of Fable and gameplay like that of Black and White it's good fun to play for a few hours at a time making use of each new update and keeping track of the development bloggs. If your new to the game you'll know what they are offering you from the trailers and enjoy it for those reasons. Whilst I hope that when the game is finished it will have a full story mode that still holds all the great humour that I enjyed two years ago.
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11 von 17 Personen (65 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
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9.4 Std. insgesamt
Early Access-Review
Verfasst: 4. Mai
3 years out and this game is finally beginning to look like something worth playing. I used to make a Warcraft III mod/map that is basically this game (city builder RPG), but this game does it much better. It still feels like an alpha, but now with the campaign and everything, it's really looking to be something. Progress is steady, somewhat slow but picking up. Now all we need is the ability to conquer other regions...
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5 von 6 Personen (83 %) fanden dieses Review hilfreich
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12.7 Std. insgesamt
Early Access-Review
Verfasst: 21. Mai
I've played the game for about 10.5 hours in Sandbox mode and I think I'm in love. The Stream description does a great job of letting you know ahead of time what you're in for -- "If you ejoy Warcraft, The Settlers, Banished...."
I really like Banished but think the game needs more depth to hold my attention. I've also always loved games like Warcraft and Age of Empires except I've always wished I could spend more time on the survival elements of those games.
For anyone who has felt the same way, I prescribe Folk Tale by Games Foundry.
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5 von 6 Personen (83 %) fanden dieses Review hilfreich
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3.4 Std. insgesamt
Early Access-Review
Verfasst: 22. Mai
LOVE! I had to say I was getting mad at this game for waiting so long to do anything. At first the tutorial (like 2 years ago whew!) was fun enough to buy. It was like Settlers 7 with a bit of on rails exploration. But unlike the massive steps back Settlers 7 took in placing things and game play, Folktale stepped forward and took the exploration off the rails and allowed free placement of buildings. You are going in the right dirrection!! I would say it is a mash of the the good old Settlers where you actually got to build your town, combined with a bit of Diablo-esk exploration and game play. Keep it up!
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3 von 3 Personen (100 %) fanden dieses Review hilfreich
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15.9 Std. insgesamt
Early Access-Review
Verfasst: 21. Mai
I bought this game when it came out a long time ago, at the time I was quite disappointed with the game as it still felt like buying an engin without a car. I decided to pick it up again yesterday after reading the recent reviews. So far, I love it, the game is challenging and paced well, I played for 7 hours straight and did not feel bored even playing the sandbox mode. There is alot of potential here to make a good mix of warcraft 3 and the settlers games, and be vastly superior to both. That said, it is just that, potential. The game is still lacking pieces and feels bare at times but I see alot of promise. Based on what I have seen, the money I spent was well used.
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7 von 11 Personen (64 %) fanden dieses Review hilfreich
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15.6 Std. insgesamt
Early Access-Review
Verfasst: 3. Mai
Slow progress but seems to be picking up, when its done i think itll be an awesome game. Just hope it doesnt take to much longer.
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8 von 13 Personen (62 %) fanden dieses Review hilfreich
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3.6 Std. insgesamt
Early Access-Review
Verfasst: 16. Mai
So far ive really liked the game. i did the campaign and it was alot of fun. only downer for now is that the campaign is rly rly short. so the game ended rly fast. if they woud expend the campaign fully the game wil be alot more interesting then it is now. gues id have to wait for a while til there are more updates.
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8 von 13 Personen (62 %) fanden dieses Review hilfreich
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17.5 Std. insgesamt
Early Access-Review
Verfasst: 1. Mai
I wish there was more content. I wish the different races were playable that would be cool.. Took me a minute to get a grasp on the fact that you need to produce every possible type of resource as quickly as possible. The game is pretty much Stronghold with Warcraft III graphics and interface. Worth buying when it's on sale, with out a campaign $25 is a alot to as for it.

Oh I forgot to mention the cost of upgrading buildings far outweighs the benefits.
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2 von 2 Personen (100 %) fanden dieses Review hilfreich
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4.8 Std. insgesamt
Early Access-Review
Verfasst: 22. Mai
It's a fun game, with a mix of RPG and city building, with the focus on RPG. You can easly play the campain without spending any attention to your city. It would be nice to make city building part of the campain and part of hero evolving.
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3 von 4 Personen (75 %) fanden dieses Review hilfreich
Nicht empfohlen
13.1 Std. insgesamt
Early Access-Review
Verfasst: 19. Mai
This could be, and likely will be, a fun game. As it stands, it is not. The campaign is half baked and poorly implemented, with multiple, long stretches of running back and forth across the same terrain just killing time. It plays like early ♥♥♥♥♥♥ther quests where you run around, kill things, come back, run back, kill some more, return, rinse, repeat, rinse repeat.

The sandbox mode is interesting, but also broken and woefully incomplete. Each resource can be gathered/created in exactly one way, and if that way is not present, too bad. No animals around to hunt so you can gather hides? You lose. Want to buy it at the market? It takes 50 of those non-present resources to build a market. The economy cannot recover from the absence of a single critical component and your time has now been wasted.

I expected the game to be rough and in need of polish. It is not ready for polishing--it needs some core development, some tuning and THEN some polishing. This game could be good in about a year.
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3 von 4 Personen (75 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
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26.8 Std. insgesamt
Early Access-Review
Verfasst: 22. Mai
Monthy Python's Settlers...
Warcraft 3 meets Beasts and Bumpkins...

Just buy this game...
Even for a early access game, so old as my son... its worth the money ! ( the game, not my son ! )

If u don't like it...well...u should see a shrink. (like my wife did)

Keep up the good work Games Foundry, i see a bright future ! (better than mine...)
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3 von 4 Personen (75 %) fanden dieses Review hilfreich
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50.9 Std. insgesamt
Early Access-Review
Verfasst: 24. Mai
Both the sandbox and campaign games are fun. I've played a good few hours. The gameplay action is easy and seamless, whilst the depth and resource balancing make it fun to play. This is still early access so some of the elements of the game are not yet installed, which makes me think this game will become compelling (all being well). If you like townbuilding sandbox games this is right up your street. I like the graphics too, light hearted and a little catoonish, making it a relaxing but strangely absorbing experience. My guess is that this game is designed to appeal to the 'teens' and upward audience, but dont let that put you off if you are ...erm ..more mature like me ... I like it.
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3 von 4 Personen (75 %) fanden dieses Review hilfreich
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3.7 Std. insgesamt
Early Access-Review
Verfasst: 23. Mai
I'm loving the development in this game so far. It's refreshing to play an Early Access Game, one that was fun to begin with, and come back months later and see that further progress has been made. It's definitely worth a play and I can see this being a game I come back to over and over.
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16 von 30 Personen (53 %) fanden dieses Review hilfreich
2 Personen fanden dieses Review lustig
Nicht empfohlen
16.6 Std. insgesamt
Early Access-Review
Verfasst: 5. Mai
I want to love this game. Bought it THREE YEARS AGO when it came out.

This was going to be the greatest game in history. This had everything I wanted in a game...

But I've done so much in three years. Played so many other games...

I want to love it.

It's playable. You can have a lot of fun with it. But I can't recommend this game. I'm really sorry.
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