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.
Valutazione degli utenti:
Recenti:
Perlopiù positiva (35 recensioni) - 71% delle 35 recensioni degli utenti pubblicate negli ultimi 30 giorni sono positive.
Complessivamente:
Nella media (1,417 recensioni) - 1,417 recensioni degli utenti (68%) per questo gioco sono positive.
Data di rilascio: mag 2013

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Gioco con accesso anticipato

Ottieni l'accesso anticipato ed inizia a giocare ora; prendi parte a questo gioco mentre viene sviluppato.

Nota: i giochi in accesso anticipato non sono completi e potrebbero venire modificati in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“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.”

Per quanto tempo rimarrà in accesso anticipato questo gioco?

“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.”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“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.”

Qual è lo stato attuale della versione in accesso anticipato?

“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.”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“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.”

Come pensate di coinvolgere la Comunità durante il processo di sviluppo?

“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.”
Altre informazioni

Acquista Folk Tale

 

Aggiornamenti recenti Mostra tutto (97)

13 luglio

Experimental (0.3.26.0)



EXPERIMENTAL BUILD (0.3.26.0)

The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.

We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.

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

What's new?
Player: Added monster auto-levelling and challenge balancing; game is now harder
Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal
Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party
Player: Reduced hero revive time in village maps to 30 seconds
Player: Doubled health/power given by potions
Player: Added confirm button to the load saved game dialog and world map fast travel dialog
Player: Spider waves are now disabled on easiest difficulty setting
Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down
Player: Added some basic damage/miss/critical text during combat
Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score
Player: Made villagers a little less squishy by doubling their health
Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health
Player: Master volume now fades to 0 when the application loses focus
Player: All needs are now disabled until the supply wagon has been built
Maps: Campaign: All: Added minimap location markers for all quests
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players
Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns
Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves
Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines
Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith
Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory
Assets: Audio: Updated magic weapon impact sounds
Assets: Audio: Added fuse and explosion sounds
Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP)
Assets: Characters: Beastmen: Updated great weapon collapse animation
Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt
Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set
Assets: Characters: Grublins: Added Scruplez
Assets: Characters: McDougal: Updated knockdown animation
Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt
Assets: Characters: Ogres: Updated Ogre Zombie mesh
Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)
Assets: Characters: Toadkin: Added Sage
Assets: Kits: Props: Added faction crossbows (04-11)
Assets: Kits: Fishing: Updated textures and props
Assets: Kits: Buildings: Goblin Village: Updated textures
Assets: Kits: Buildings: Construction overhauled with more modular pieces
Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets
Assets: Loot: Added Grublin chainmail armor set
Assets: Loot: Added House Hraun chainmail armor set
Assets: Loot: Added Withering Dead leather armor set
Editor: Workbench: Added StatisticItem node to track how many resources are harvested
Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes
Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default
Editor: Workbench: Removed 'pointInWorld' input from all quest nodes
Editor: Workbench: Added IsAsset node
Fix: Fixed local rotations on levelup visual effect
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench
Fix: FOW stopped working after the world map was loaded
Fix: Beastmen were visible in fog of war
Fix: Set default faction on some humans to be correct
Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible
Fix: Rows were being duplicated in marketplace UI when reloading the map
Fix: Camera rotation could sometimes be restored incorrectly
Fix: Kenny now attacks after the warning conversation dialogs completes and not before
Fix: Kenny failed to flee if he was stunned when his accomplices were defeated
Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map
Fix: Reduced max distance from enemy to defeated hero to block revival of that hero
Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in
Fix: Destructible doors are now destroyed with one hit as intended
Fix: Population wasn’t expanding in sandbox maps other than the starting map
Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off
Fix: Floating grass can sometimes be left over when portalling to a different map

Known Issues
  • Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
  • Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign

Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.

SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.

As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.

The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.

10 commenti Altre informazioni

26 giugno

Experimental (0.3.25.0)



EXPERIMENTAL BUILD (0.3.25.0)

The primary changes are the introduction of the world map into portal travel.

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

What's new?
Player: World fast travel is now enabled - when exiting a dungeon players are given the option of exiting to the connected map, or opening the world map to choose another location - designed to reduce travel times; please note the button on the top bar will be replaced
Player: Sharpen graphics setting is now disabled on all but ultra and custom profiles
Core: Tweaked audio system to make more advantage of Unity 5.x engine
Core: All audio files moved out of StreamingAssets folder including voice files
Maps: Campaign: Bandit Caves: Simplified main path through to reduce chance of players getting lost
Maps: Campaign: Bountiful Bog: Updated Grublin village and added Toadkin Palace (only accessible via Editor atm)
Maps: Campaign: Bonefinger’s Lair: After defeating Bonefinger, fog of war is revealed around the portal into the desecrated cathedral so the player can see where to go when clicking the quest location hint next to the quest name
Maps: Campaign: Shirebrook: City Watch reinforcements now delayed by 60 seconds
Maps: Campaign: Shirebrook: More quest location markers added to help guide players
Maps: Campaign: The Glade: Modified the city to reduce the windy roads and removed unnecessary doors
Maps: Campaign: The Glade: Added cutscene interlude to reveal corruption of Everbloom to provide context
Assets: Kits: Ice Palace: Detail textures updated
Assets: Kits: Ice Palace: Throne, more props added
Assets: Kits: Props/Kobold Props: Added palisade doors
Assets: Kits: Fishing: New kit added for docks, texturing is still WIP so has placeholders
Assets: Audio: Added spear and pitchfork impact sounds, updated frost magic and shock
Editor: Workbench: Added MinimapDecal node to add/remove markers on minimap based on object’s position
Editor: Workbench: Added TrapGrid node (designed to be used with Spike trap)
Editor: Workbench: Added RevealOnWorldMap node
Editor: UI: Checkbox added to portal inspector to toggle whether world map travel option is presented
Editor: UI: Updated navmesh tool icon states
Fix: Sometimes players couldn’t right click to equip items after a conversation with a reward had been visible
Fix: Sounds using the 'Shuffle' play mode were only shuffled after all sounds in the group had been played once
Fix: 'Affects navmesh' toggle wasn’t playing nicely with doors and similar objects
Fix: Entering glade, exiting, then re-entering would spawn another Willow and Spider
Fix: Willow and Lilith are now revived once their confrontation ends so they aren’t delivering dialogue standing
Fix: Fixed exception in Format node
Fix: Tutorial: Player couldn’t enter kobold mine until they pressed continue in the conversation dialog
Fix: Added missing minimap location marker referred to in Tutorial
Fix: Numerous exceptions in edge cases ranging from combat, inventory to changing character factions
Fix: Memory leak when villagers with procedurally generated meshes are destroyed
Fix: Player camera angle was changing after cutscenes
Fix: Resolved a number of campaign scripting loopholes
Fix: Some hero abilities had the wrong targets (e.g. Freya’s heal healing enemies)

Known Issues
When entering and exiting dungeons a lot, sometimes the fog of war will become impenetrable. To resolve this, please save your game, exit to the main menu, and load in the save. Please let us know in the forum if you experience this as we’ve not managed to recreate it during QA.

When entering Bonefinger’s Lair, sometimes grass from the previous map can be left over. It’s purely a visual glitch, and can be resolved for now by saving and loading.

Some minimap location markers are re-appearing after quests have been completed.

Developer Comments
We’ve moved the location of streaming audio assets which will make this patch larger than usual.

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Recensioni

"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

Informazioni sul gioco

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/





Requisiti di sistema

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
Recensioni dei giocatori
Sistema delle recensioni degli utenti aggiornato! Ulteriori informazioni
Recenti:
Perlopiù positiva (35 recensioni)
Complessivamente:
Nella media (1,417 recensioni)
Pubblicate di recente
C3ltic
( 6.3 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 20 luglio
It's a little overwhelming at first but its very open in how you layout your city and it satisfies that city-building itch I get from time to time. Obviously has a lot of work but it runs extremely clean, no buggy early-access here, just lacking in a few key features at the moment. I can't say its worth all $25 just yet, but it's nearly there.
Scallywanker
( 19.5 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 16 luglio
Tl;dr version: Buy it if you are fine with it being Early Access for awhile, or if you want to get involved in the building/scripting tools. If you aren't cool with that, don't buy it or at least don't trash it when you knew what you were buying.

Folk Tale has popped up as a recommended game for a long time. I really liked the art style, which reminded me of Kingdoms of Amalur, The gameplay leans more towards guiding a hero around and city building than the unit/tactic juggling of RTS games. I held off buying it because of the negative reviews, but over the past few years, those reviews have gotten progressively better. The biggest complaints seem to be that it is very much an Alpha build, and that the Devs don't just finish it, already.

I took the plunge and played it during an open weekend and enjoyed what little there was to it at the time. I liked it enough to buy it after reading that this wasn't abandonware and that the Devs were releasing updates every week or so. Sure enough, the Experimental Builds are making a steady, if slow, march to a whole, satisfying game. The changes are enough that I check back in every few months, and the gameplay feels better and better. There's still some long-standing issues (ale, firewood, clothing) if you overbuild too fast, but the Devs have addressed other, more pressing issues.
Riesh
( 13.1 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 16 luglio
Fun to play, nice graphics, and a funny storyline so far.
Did not spend too much time playing Folk Tale yet, but I am sure I will spend some hours more on this game.
dwarfsbane
( 114.9 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 15 luglio
Folk Tale is shaping up to be a very good game. The developer responds to posts on the forums, regular weekly and monthly updates on the progress of the game, a breakdown of what they are currently working on, and next weeks tasks.
The game is regulary updated, the developer asks for feedback on the the lastest patches, and responds to any issues discovered.

The game is great, you get to build a township, fight the local beasts and enemies, now we are strating to get dungeon crawling as well. Recent patches have allowed you to build your township, pacify the area, then travel to the next area and build another township etc. You can send your heroes back and forth between sheets now.
There is a inbuilt editor to design your own sheets and campaigns, there have been some really impressive buildings posted on the forum, and community made sheets/maps are starting to take off.
The game is worth the price in my opinion, I am look forward to the next patch each time.
Cookiemonster
( 2.8 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 14 luglio
Bought this game 3 years ago. Still in early acess and nowhere near complete. 10/10
GammaRayth
( 16.6 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 14 luglio
We were all dissapointed to see this game not come to a good roll out within the first 2 years... But I just did my thing hoping it would turn ok someday. I must say playing it again this week seeing a campaign that was pretty fun and a good populace building and thriving i am pretty excited. I did lose the campaign a few times till i realized i needed a butcher to make all that meet i was collecting into food... but i got there. Keep up the good work. is it worth buying? I just love this genre so much and there are so few good building games of this time period i would keep it in your to buy list for sure.
ArdanS
( 1.1 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 12 luglio
Slow...................................................................................................................................................................................♥♥♥....................................................................................................................................................................................Developers.
Zi Prophet
( 3.8 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 10 luglio
Its not bad, however it is not finished.
Night Cat
( 8.2 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 10 luglio
I'll give Folk Tale a recommend.

I bought it during the 2016 summer sale, it's in a very playable state and gave me a few hours worth of fun I don't regret - for that - recommend. Below, rant.

The campaign was an alright 3 hour of slow action.The campaign was a mixed experience, it has positives- good story, jokes, voice acting, and negatives- pointless running between the same locations, no challenge, the fact that the city building didn't play a role in the whole affair.

The sandbox is not a challenge, there are only 3 maps, and I'm afraid the difficulty instead of giving you more enemies is dictated by constraining your building space. Too much. It sort of fails as a city builder. And on any map, the special resources and random rocks are everywhere, it's difficult to build especially large buildings like the barracks. You don't decide where to build the barracks, you wave the mouse around the screen until you see green, then plop it right there.

I wish there were waves of attackers (and not a spider every 5 minutes), perhaps raid sort of dungeons and all you could go to and run over and over for loot, with the heroes AND city watch or whoever you want to bring along (looking at you, campaign!). That'd improve the RPG aspect and give some replayability. There isn't much replayability, I built a city in the sandbox now, all the buildings are up, all enemies killed. The only joy is that one village of enemies is respawning, but they're oh so weak and don't move... I guess I'm done with the game. Hoped for a city builder to really get my teeth into.
Clmkx
( 3.1 ore in totale )
Recensione della versione ad accesso anticipato
Pubblicata: 9 luglio
Still not half way to completion, and heading in the wrong direction with no further campaign development for three years. Was excited for this but now it's a fogotten game.
Recensioni più utili  Negli scorsi 30 giorni
33 persone su 50 (66%) hanno trovato questa recensione utile
Sconsigliato
11.1 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 23 giugno
So that was hmmm... quick?

6 hours in and game completed and I think the longest part was the tutorial... How long has the game been in development? Campaign mode was easy and incredibly boring - the thing that took the time was constantly running back and forth over and over between locations. :(

I can see that this game could be really good! It's something I'm interested in definitely, especially liking games like anno and banished! I also like that I can go and explore and do separate missions! Awesome :)

Having said that, this game is so long in development and does not seem to be progressing anywhere at all :( I see people commenting on the campaign in 2015 and I don't see any other options or further storyline...

Paid research upgrades do not work so don't bother researching tech as it does NOTHING! Look at your production tab - you will see the base rate and it will never change - even if you have a fully upgraded and fully research building. Basic!

Don't bother whipping or paying people to work harder - again does nothing except cost you money.

Balance of the game is weird - I have 1000's of food - change from x1 - x2 consumption (100 pop) and within 5 minutes food is gone and people leaving and unhappy...

"Salvaging" does nothing but just make your items disappear - you can't craft anything of value and you have to MANUALLY distribute all your crappy loot individually to each separate workhouse... I appreciate having more control on your loot and items and what you do with them but why not just be able to place in warehouse and let your villagers best arm themselves? Of the 6 hours it probably took me about an hour to distribute loot...

Many items are unexplained in their purpose or what they do - rare item - X ring but that's it... OK so what do I do with it?

I really want to like this game but I can't :( If I see how long the game is in alpha dev (more than 2 years...) and how little you can actually do with the game I have a feeling I just wasted 6 hours and 20 bucks... If it was more fun with less irritations I would say meh... but it wasn't a great 6 hours!

So I recommend to you if you have 20 bucks free and 6 hours to really "waste" and not enjoy it that much... I figure most don't or won't so I unfortunately cannot recommend this game!






Questa recensione ti è stata utile? No Divertente
6 persone su 8 (75%) hanno trovato questa recensione utile
Consigliato
7.4 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 7 luglio
Love the spirt of the game, and really look forward to seeing it finished.
Questa recensione ti è stata utile? No Divertente
1 persone su 1 (100%) hanno trovato questa recensione utile
Consigliato
114.9 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 15 luglio
Folk Tale is shaping up to be a very good game. The developer responds to posts on the forums, regular weekly and monthly updates on the progress of the game, a breakdown of what they are currently working on, and next weeks tasks.
The game is regulary updated, the developer asks for feedback on the the lastest patches, and responds to any issues discovered.

The game is great, you get to build a township, fight the local beasts and enemies, now we are strating to get dungeon crawling as well. Recent patches have allowed you to build your township, pacify the area, then travel to the next area and build another township etc. You can send your heroes back and forth between sheets now.
There is a inbuilt editor to design your own sheets and campaigns, there have been some really impressive buildings posted on the forum, and community made sheets/maps are starting to take off.
The game is worth the price in my opinion, I am look forward to the next patch each time.
Questa recensione ti è stata utile? No Divertente
Recensioni più utili  Complessivamente
1,371 persone su 1,433 (96%) hanno trovato questa recensione utile
29 persone hanno trovato questa recensione divertente
Consigliato
92.0 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 13 dicembre 2015
DO NOT LET THE MIXED REVIEWS SCARE YOU AWAY. READ ON!

This game has had quite the history on Steam. Before you buy into all of the negative or positive reviews on this particular game, allow me the opportunity to provide some enlightenment.

It is true this game has been an Early Access game for a couple of years now. It is true that it is still incomplete.

It is also true that this game has been consistently improved upon week after week, month after month. It is also true that the developers consistently respond to the Community feedback, and incorporate many ideas with the direction and focus of the game.

One thing a lot of people do not realize is that this game was one of the FIRST Early Access Games through Steam, and at that time, both the developers and the Steam Community didn't really have a set standard of production of how far a long a game had to be, before it was released into the Community. Folk Tale has paid the price with mixed reviews because the initial launch of the game was virtually unplayable.

THIS IS NO LONGER THE CASE.

This game has two builds, experimental, and public.

The Experimental build is the most active, up to date version of this game as it stands now. It is updated almost weekly like clockwork. More content and fixes are added in every single patch.

The Public build is a more stabilized version of the game for those who do not mind having a slightly slower updating schedule for a more stable platform. This build is the culmination of all of the successful experimental build patches, usually about 6-8 patches, that get rolled in all at once.

Both builds are extremely playable. Almost all of the negative reviews for this game have focused on issues that have been long ago resolved, or people that are sour about buying into an Early Access game, even with the full knowledge beforehand that it was incomplete, hence Early Access.

A fair assessment of this game would be that it has about 50% of its total content at the time of this writing. That DOES NOT MEAN it is only 50% playable.

The content that is available is well balanced, well executed, and with a mountain of community support behind it.

In my 25 years of gaming, I have never seen a more proactive, responsive development team that regularly updates and informs the community about the goings on of the current state of Folk Tale.

Should you buy this game? I would. Even with only half of its content available, this game kicks the ever living crap out of almost every other game in this same genre. I would not be surprised, if once all the content has been implemented, this game would be priced in the $60 range.

Don't let negative, EARLY ACCESS, reviews color your vision about this game. This will be a must have, and in my opinion, already is if for no other reason than the Community and Developers that stand behind it.

Try it for yourself, and find the magic of Folk Tale. Give this game a fair chance, and I promise you personally, you will not be disappointed.
Questa recensione ti è stata utile? No Divertente
8 persone su 8 (100%) hanno trovato questa recensione utile
Consigliato
4.4 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 21 dicembre 2015
Senza dilungarmi troppo nel testo, vi porto in visione questo video in cui cerco di parlare degli aspetti principali di questo gioco andando anche a creare una serie così da poter mostrarvi in più filmati quello che il titolo riesce ad offrire allo stato attuale.

https://www.youtube.com/watch?v=yr-ZwjjI3Wc
Questa recensione ti è stata utile? No Divertente
8 persone su 9 (89%) hanno trovato questa recensione utile
Consigliato
6.0 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 25 novembre 2013
Ancora troppo presto per acquistarlo e giudicarlo. Aspetterei almeno la versione con il sandobox definitivo. Il potenziale è notevole, ma il lavoro da fare ancora molto. Da acquistare, ma in futuro.
Questa recensione ti è stata utile? No Divertente
1,847 persone su 2,062 (90%) hanno trovato questa recensione utile
41 persone hanno trovato questa recensione divertente
Sconsigliato
6.8 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 24 aprile 2015
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.

:: Edit ::

I decided to indulge the comments about me apparently saying things that are untrue and sat down for a full two hour session to see the differences. Things they've added short list:

Upgradable buildings but they don't work even when you have necassary resources
More buildings that some are simply filler and the rest are extra for "needs"
More worker roles that are all equally slow at their given tasks
Diseases are a thing and the villagers are too stupid to use medicine you have stocked

I understand they reworked the game but the bare bones of the game from the original early access is still all there. Things the same short list:

Your NPC's are still as dense as a brick
No adjustable camera speed just slow and mildly faster by holding shift
Your militia are still generally very ineffective
Resources are painfully slow to gather
Amount of control still feels short in contrast to what it should be
Gameplay feels unengaging and lack luster just waiting on resources
Day - Night cycle still doesn't seem to change anything

Summary: It feels like a game that had high hopes in a lot of ways yet lives up to very little of them so I still don't recommend it.

P.S Everyones entitled to their opinion, don't try force feed your own to others.
Questa recensione ti è stata utile? No Divertente
1 persone su 1 (100%) hanno trovato questa recensione utile
Consigliato
13.2 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 4 maggio 2015
Eng: This game have unique genre mechanics, pretty good for an early access.. and developers are working hard, fast, and VERY well!! conclusions.. imo this game will be a great game. "just shut up and take my money!!" :)

Ita: Questo titolo ha meccaniche uniche nel suo genere... ben fatto per un accesso anticipato, gli sviluppatori lavorano duro, molto velocemente e bene! in conclusione ragà... per me questo sarà un bel giocone. "just shut up and take my money!!" :)
Questa recensione ti è stata utile? No Divertente
1 persone su 3 (33%) hanno trovato questa recensione utile
Consigliato
60.9 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 18 dicembre 2014
Bel gioco! Mi è piaciuto dalla prima volta che l'ho visto, amo i citybuilder e lo consiglio a tutti quelli che vogliono passare le vacanze natalizie in compagnia di un gioco interessante. :D
Questa recensione ti è stata utile? No Divertente
6 persone su 17 (35%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
Sconsigliato
6.2 ore in totale
Recensione della versione ad accesso anticipato
Pubblicata: 11 gennaio 2014
Ho comprato diversi giochi in early access ed è la prima volta che mi capita di trovare un gioco così scarso di contenuti all'alba di oggi 11/01/2014 dopo che è uscito il 30 maggio dell'anno scorso.Spero che gli sviluppatori si diano una mossa perchè questo è davvero irrispettoso nei confronti di chi si è trovato di fronte al modico prezzo di 16,99 euro un gioco ingiocabile dove a distanza di tutto questo tempo l'unica attività praticabile è uno scarsissimo tutorial ancora zeppo di bugs.Non comprerò mai più nessun gioco futuro sviluppato Games Foundry e spero che la gente apra gli occhi e non comprino più copie di folk tale..o fanno uscire il gioco o che non si becchino più un soldo.
Aggiornamento ad Alpha 26 11/03/2016:
Il gioco incomincia a dare qualche barlume di speranza, diversi miglioramenti sono stati apportati anche se a mio parere non giustifica i 3 anni di early access e sopratutto non si avvicina ancora alle promesse fatte dagli sviluppatori.. Ho giocato a guild 2,warcraft etc ( da loro stessi citati come esempio)e non ha nulla a che fare con essi, e rimangono titoli nettamente più validi rispetto a questo.
Per adesso la recensione rimane negativa ma da 3/10 si può dire che siamo passati a 5/10.
Questa recensione ti è stata utile? No Divertente