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.
Recenzje użytkowników: Mieszane (1,095) - 67% z 1,095 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania: 30 Maj, 2013

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Gra z wczesnym dostępem

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Od twórców:

Dlaczego wczesny dostęp?

“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.”

Ile mniej więcej czasu trwa faza Wczesnego dostępu?

“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.”

Czym różni się zaplanowana pełna wersja od tej z Wczesnego Dostępu?

“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.”

Jaki jest obecny stan wersji z Wczesnego Dostępu?

“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.”

Czy cena gry ulegnie zmianie podczas i po Wczesnym Dostępie?

“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.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“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.”

Kup Folk Tale

JESIENNA WYPRZEDAŻ! Koniec oferty: 1 grudnia


Rekomendowane przez kuratorów

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight Game to date."
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Najnowsze aktualizacje Wyświetl wszystkie (75)

25 listopada

Folk Tale Alpha 24

Alpha 24 combines all the experimental build patches from to (8 patches in total). For details on how to opt in to the experimental build (which is patched almost weekly), please visit the community forum.


PC, Mac

Major Changes
Economy has undergone major rebalancing
Needs have been replaced with overall happiness
Destructible props have been added (e.g. doors and barrels)
Campaign now includes two dungeons: Bandit Caves and Mordrich’s Sandal Factory
Civics dialog now includes an overview of all building activity in one place
Civics dialog now includes a breakdown of all villager happiness, and rationing controls
World Editor added for organizing multiple maps (portals can be used to connect them)
Terrain sculpting tool added to the Editor

Minor Changes
Player: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4
Player: New healthbars added (heroes’ have significantly changed)
Player: Reduced aggro ranges significantly
Player: Camera field of view reduced
Player: Tweaked colliders on all monsters for easier targeting
Player: Increased distance that characters will stand apart
Player: Ability points now have a greater effect on critical/evade chance (1 vit = 20hp, previously 10hp)
Player: Villagers and (some) monsters will now voice idle phrases
Player: Several monster loot profiles added
Player: If characters/monsters cannot surround a target, they should choose another target
Player: Trees are now felled on the first visit, dropping logs
Player: Fields are segmented into quadrants and individually cleared, dropping baskets and bushels depending on worker’s experience
Player: Needs system replaced by happiness
Player: If you promise villagers extra rations, then don’t deliver, they’ll become unhappy
Player: Outlining system (mouseover hover on interactable objects) improved to be better defined and less blurry
Player: Collectables including dropped logs and baskets of crops can be collected manually
Player: Heroes and City Watch can now wear armor below their best type
Player: Added visual warning (glowing civics button) when happiness is negative
Player: Research overhauled. Progress now automatic for up-front gold cost. Research restored in Barracks, Storehouse and Workshop. Research has not yet been balanced and needs a thorough review.
Player: Food Variety bonus now reflects what is in the inventory rather than what was previously eaten
Player: Camera follow mode disabled on heroes in dungeons
Player: Added carried bread for when Baker delivers completed loaves to supply wagon
Player: Enabled camera icon functionality on portrait wheel for following characters
Player: Villagers can now collect/consume goods from the nearest building, storehouse or supply wagon; whichever is closest
Player: If 'train' button on context menu is clicked when no characters are selected, a valid peasant will now be trained. Added 'command' sfx when training from building list
Player: Resources carried after gathering in many cases can now be dropped (if player commands character to do something else)
Player: Fishing now drops buckets of fish based on fisher’s level; now consistent with other resources
Player: Commanding a villager who is carrying a resource to do something will cause them to drop the resource, which can then be collected later
Player: When characters level up their health increases by the same amount that their max health increases
Player: Many research item bonuses now changed so that they have a meaningful effect
Player: Research items now tied to building tiers
Player: Right clicking on a partially constructed building with peasants selected will now make those peasants construct the building
Player: Clicking the train profession button under building options when you have another profession selected will now prompt for Yes/No answer
Player: Main Menu - Can now access all saves; Continue removed
Player: Main Menu - Direct links to Campaign, Sandbox and Tutorial; no temporal file browser screen but perception of longer load times
Player: Main Menu - Can now access Settings
Player: Main Menu - Soundtrack now starts
Audio: Added sfx for berry foraging and basket dropoff
Audio: Added sfx for villagers consuming food
Audio: Added sfx for opening sarcophagus chests
Audio: Added wolf, bear, boar, skeleton and zombie sound effects
Audio: Added wet cave ambient background track
Audio: Added sobbing woman voice over for campaign cutscene
Campaign: Bandit Caves map enhanced
Campaign: Mordrich’s Factory map enhanced
Campaign: Shirebrook: Added Desecrated Cathedral and access to Mordrich’s Sandal Factory
Campaign: Shirebrook: Added Beastman encounter
Campaign: Shirebrook: Added Beastman wave attacks
Campaign: Shirebrook: Added Withering Dead wave attacks
Campaign: Shirebrook: Added Spiders
Campaign: Shirebrook: Added Desecrated Cathedral and connected the entrance to Mordrich’s Factory
UI: Rationing, Taxation and Happiness tab added to the civics dialog
UI: Dampening on WASD/Arrow keys increased so camera comes to a stop almost immediately
UI: Camera no longer auto-locks and follows heroes in village maps
UI: Research completion now shows event notification icon
UI: ‘F’ key functionality restored
UI: Tab now cycles through units in control groups, including when character sheet is open
UI: Conversation dialog no longer closes and re-opens if there are no blocking nodes between
UI: Saturation control added to Ambience zone system
UI: Added civics building list to provide a village overview
UI: Added keyboard shortcuts: R for civics rationing dialog, B for civics buildings list
UI: Flashing civics warning increased when not enough food for next 2 minutes instead of 1 for earlier warning
UI: Removed common weapons from crafting options since units get them by default
UI: Rationing defaults now 1x instead of ½x
Mechanics: Weaver’s Huts now take time to process cotton into bolts
Mechanics: Destructible objects added (doorways, crates, barrels and urns)
Balancing: Economy: Increased priority for planting saplings slightly
Balancing: Reduced happiness bonus/penalty at different rationing levels
Balancing: Reduced happiness bonus for food variety at all levels
Balancing: Economy: Doubled yield of berries per harvest from 10 to 20
Balancing: Economy: Reduced max yield of fish per catch from 15 to 4
Balancing: Economy: 1 Fish now yields 4 Salmon Steaks
Balancing: Economy: Each bushel of wheat now produces a max of 3 sacks of flour
Balancing: Economy: 1 Sack of Flour now produces 2 Bread
Balancing: Economy: Increased satiation of each bread piece from medium to high (villagers eat less per trip)
Balancing: Economy: Increased conversion of bolts of cotton to basic clothing fivefold
Balancing: Economy: Increased interval between villagers needing food by 50%
Balancing: Economy: Reduced quantity of raw meat required to make a meat pie from 8 to 1
Balancing: Economy: Increased speed of meat pie production
Balancing: Economy: Reduced max yield of Honeycomb per visit to Bee Yard from 40 to 10
Balancing: Economy: Quantity of Honeycomb required to produce 1 Barrel Of Mead from 30 to 10
Balancing: Economy: Increased production speed per Barrel of Mead
Balancing: Economy: Quantity of Mead produced from Barrel Of Mead increased from 4 to 5


Komentarzy: 6 Więcej

20 listopada

Experimental Build (

ALPHA 23i (

This is an update to the experimental opt-in build.

The primary change is shared access to inventory from storehouses and the supply wagon. This means villagers can now deliver and collect goods from whichever source is closer, reducing the amount of walking required.

Where can I get it?
Experimental Build:

What's new?
Player: Villagers can now collect/consume goods from the nearest building, storehouse or supply wagon; whichever is closest
Player: If 'train' button on context menu is clicked when no characters are selected, a valid peasant will now be trained. Added 'command' sfx when training from building list
Player: Fishing now drops buckets of fish based on fisher’s level; now consistent with other resources
Player: Commanding a villager who is carrying a resource to do something will cause them to drop the resource, which can then be collected later
Player: When characters level up their health increases by the same amount that their max health increases
Balancing: Reduced quantity of raw meat required to make a meat pie from 6 to 1
Balancing: Increased speed of meat pie production
Balancing: Increased conversion of fish to salmon steaks from 1:3 to 1:4
Balancing: Increased satiation of each bread piece from medium to high (villagers eat less per trip)
Balancing: Increased conversion of bolts of cotton to basic clothing from 1:3 to 1:5
Editor: Added lots more to the Glade kit
Workbench: Added 'Continue' option to dialogues when no options are specified and audio (VO) is played
Workbench: Added music mood to cutscene node
Workbench: Added WaitForTrigger node
Workbench: Added WorkPointTrigger node (for attaching to levers and interactible doors)
Workbench: Added Door node
Workbench: Added AllDead node for checking if all spawnpoints/characters are dead; useful for feeding into WorkPointTrigger nodes for doors/levers to prevent players running through level without killing mobs at key choke points
Workbench: Lists are now properly supported instead of a dirty hack. Multi-selections (e.g. spawnpoints) can now be added to lists with one click
Workbench: Searching in workbench inspector for prefabs now take kit name into account
Core: Added 'salvageable' toggle to inventory items
Core: Added ability for devs to set whether units tilt or not on a per object basis (e.g. yes on terrain slopes, no on stairs)
Core: Loot can now be marked as non-salvageable to prevent destruction of quest items
Maps: Mordrich's Factory: Added levers to some doors
Maps: Mordrich's Factory: Prevented some doors/levers being accessible until nearby mobs killed
Fix: Hero view in top left corner was not removing heroes that change faction
Fix: Day/night cycle was progressing when game was paused and it didn't take into account timescale
Fix: Fisher’s weren’t able to work both bank sides of a double fishing point
Fix: Fixed farmer not having special ability for gathering 'field' type resources (could not right click on wheat bushels)
Fix: Destructible door in Dungeons > Bandit kit wasn’t working as intended
Fix: Serialization bug that was preventing some save games from loading
FIx: Demoting a woodcutter often left them standing around indefinitely even when there was work to be done
Fix: Heroes were being included in population count
Fix: Excluded some building specific sounds for the 'we are under attack' notification when characters are attacked
Fix: A new location's starting time was in the middle of the night
Fix: Workbench wires no longer go crazy when attached nodes are off-screen

Known Issues
Control groups are not currently restored from save games
Heroes are showing in the population count on the top bar (fixed for next patch)

Komentarzy: 7 Więcej
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"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

Experimental Build

Like many games, Folk Tale uses an opt-in experimental build to test features ahead of releasing to the main public version. This ensures more stable public releases for the vast majority of players. We encourage active community members to use this version to try out the very latest features and content, and to provide constructive feedback in the Community Forum.

***The experimental build can at times be several patches ahead of the main build.***

Accessing the Experimental Build

1. In your Steam Library, right click on Folk Tale and select Properties
2. Click on the "Betas" tab
3. Click on the dropdown list, select experimental and click close
4. Wait for Steam to auto-update
5. If the update fails to download, quit and restart the Steam Client

O tej grze

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:

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

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

Wymagania systemowe

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

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

    *Intel HD 4000 cards have a known problem and are not supported
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Pomocne recenzje klientów
11 z 16 osób (69%) uważa, że ta recenzja jest pomocna
17.6 godz. łącznie
Zamieszczono: 31 października
Recenzja Wczesnego Dostępu
Ive been looking for a fun game to play and I had been tracking this game for a while, finaly I bought and tried it and it went beyond my inital expectations, The game has advanced resource, production, and crafting systems, there is also a fun city management mechanic, I only slightly touched on the rpg side (killed a bear and some koblods with a hero) of the game and from what I tried it has expetional potential, I would recomend it to anyone looking for a city building game with rpg and rts elements.
Czy ta recenzja była pomocna? Tak Nie Zabawna
9 z 14 osób (64%) uważa, że ta recenzja jest pomocna
8.6 godz. łącznie
Zamieszczono: 29 października
Recenzja Wczesnego Dostępu
I want to take a moment to comment on 'Folk Tale'. I have been watching since it first appeared and became extremely interested in it after watching some videos and visiting the developers' website. I wrote a comment before I purchased the game and then waited til it was playable to buy it.

Folk Tale is an immersive City Builder type game, but with a twist of RPG and some of the real-time civ games I've played. I really like the game overall. It has great graphics (which are not my main point of interest), a deep building system and plenty to do while you're waiting on new villagers to arrive. You can craft, battle, follow a guy or gal around and watch them work, lash the workers into a working frenzy, and even research upgrades on each of the buildings you've created.

I cannot end this comment, however, without bringing to attention a few bugs I noticed in the most recent update--the experimental build which came out on Saturday. First off, before this latest version, the battle system worked flawlessly, but now, I notice that not even Sir Gregory can damage the foes (like the goblins outside of the human woodland area or even the bandits at the beginning of the campaign). This makes the campaign-mode unplayable again and further makes it lose some of its greatness in the sandbox mode. I would recommend that the developers take the time to fix whatever could be causing the issue at once and then release another update (so I can kill things again!) Also, the new happiness system is pretty cool. It is MUCH BETTER than the old repeated warning about food supplies being low and such. The only thing is, with the happiness system implemented, it is difficult (nearly impossible) to keep folks happy at the beginning of the game. By the time you build a farm, a fishery and send a person off to gather up berries, the people are already leaving because of low food supplies. I would say the easiest fix to this problem would be to change the amount of food each villager eats when they are hungry. I know you can alter the 'rations' meter, but it just isn't enough to keep folks around. Besides, making them eat less than they want to automatically makes them mad. I even went as far as to give them extra amounts of firewood to offset the issue, but I could never draw in the new villagers I needed to make the town continue to grow.

Anyway, I really love the game and will continue to watch for updates. You guys are building a dynamic game here. I know there are nay-sayers, but I think it's coming along well enough and offers quite a bit of humourous detail to offset the small downsides to the project.
Czy ta recenzja była pomocna? Tak Nie Zabawna
3 z 5 osób (60%) uważa, że ta recenzja jest pomocna
0.9 godz. łącznie
Zamieszczono: 15 listopada
Recenzja Wczesnego Dostępu
I just want to say, this game isn't finished, but the devs are very VERY good at listening to people and letting the public preview their builds. They seem to release major builds every 2-3 months, sometimes they let us preview them early to see what we think, then make changes. These guys just know how to make a game for us. What they are tackling is very ambitious, and I was worried at first if they could pull it off, but I'm confident they will make it happen.

I get more of a settlers feeling when I play this game, although you can tell they deffinitely want to do more with the game by the time it's done. If you want to support them buy the game, it's already good albeit small (still in development). But it's a good game.
Czy ta recenzja była pomocna? Tak Nie Zabawna
3 z 5 osób (60%) uważa, że ta recenzja jest pomocna
7.4 godz. łącznie
Zamieszczono: 16 listopada
Recenzja Wczesnego Dostępu
This game has come a long way. I am very impressed with the progress being made. It seems the developers are bringing in many new features with each patch. It is an early access game so we have to remember that the devs can only make it better from here. It may not be done now, but when it is finished it'll be a true gem! The game play is smooth, entertaining, and fulfilling. I suggest you give it a try ;)
Czy ta recenzja była pomocna? Tak Nie Zabawna
1 z 2 osób (50%) uważa, że ta recenzja jest pomocna
3.4 godz. łącznie
Zamieszczono: 13 listopada
Recenzja Wczesnego Dostępu
Having watched this game for a while, I boticed that the reviews had taken an upswing recently, so finally purchased. Whilst it is an entertaining game with some very lofty ideals and far-reaching concepts, many of these have either not been fully implemented yet, or they need a lot of polish and balancing. But even as it stands, the game is playable and enjoyable, albeit frustrating at times. Yes, it has been EA for a long time, but this is a game slowly forming and maturing and can only improve with the more interest and input and backing it receives. I do recommend this game to others, but the biggest negatives thus far:

* No in-game pause. There is a lot to do in the game, but it all has to be done in real time, and many of the micromanagement elements (talked about later) are left undone as you rush around, trying to keep everything going, especially in the early game. You can stop the game by opening the settings menu, but you're unable to do anything
* Combat is very unformed. Without the pause function to regroup and refocus troops, you often find yourself throwing everything you can at enemies, with your heroes lost in the very early game, with no way (that I've so far found) to revive or replace them. Enemies also tend to wander in a little too often at times, often undoing lots of hard work.
* Building placement and world interaction is pretty basic. Building placement is touchy (to say the least), with every building requiring quite a bit of space, or just refusing to go into places you would excpect it to go. So far, there's also no way to remove or add any in-world items beyong buildings, either. This results in a wide spread of buildings placed down with little thought, just wherever they'll fit; and with no roads and no decorations, there is little visual cohesion to help turn it into a real town.
*Micromanagement needs to be dropped or nerfed until it's more fully-formed. The RPG elements of leveling up, making and finding better equipment, researching new things for buildings is great, but there's so much to do and precious little time. Did I mention there's no workable pause yet? Pretty sure I did. Defeating a group of enemies can result in some little bits of armor that your workers can use, or you can begin crafting armor and weapons for troops and workers, but these have to be handed out individually, piece by piece, a tedious process you quickly tire of. There seems to be no way to queue research for buildings and upgrading buildings can be a really expensive option for (at the moment) little gain in many cases.

It sounds bad, I know, but I do recommend this game. It's playable, it's enjoyable and it is slowly coming together. Many other people have complained about the lack of a serious campaign so far, but, for my tastes, I would much rather they focus on getting the city-building and micromanagement elements streamlined and rock-solid, then they can begin to flesh out campaigns and really bring the RPG elements to life. There's so much potential here and the developers are moving in the right direction. I just hope they don't lose faith in the game before it's done.
Czy ta recenzja była pomocna? Tak Nie Zabawna