Folk Tale is a sandbox fantasy citybuilder RPG game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while dastardly minions plot your downfall. Sound the rallying call and head out into the wilds with parties of heroes to fight back the tide of evil in a game of endless possibilities.
Análises de utilizadores: Neutras (660 análises)
Data de lançamento: 30 Mai, 2013

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Jogo com Acesso Antecipado

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Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

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

Folk Tale has an established track record of 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.”

Aproximadamente durante quanto tempo vai este jogo estar em Acesso Antecipado?

“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.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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 é o estado atual da versão de Acesso Antecipado?

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

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

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

“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.”

Como estão a planear incluir a comunidade durante o desenvolvimento?

“We've been in Early Access long enough to build a reputation for dedication to community engagement. You'll find us discussing posts and answering questions in the community forums on a daily basis. We also run a weekly or bi-monthly Dev Hangouts live streams where the community can join us to share ideas and follow progress while we play the latest dev builds. And then there are the monthly dev blogs.”
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3 Maio

Folk Tale Alpha 20 (0.3.0)



Platforms
PC, Mac

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

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

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

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

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

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

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

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

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

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

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

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4 Abril

Folk Tale Alpha 19 (0.2.16)



Platforms
PC, Mac

Major Changes
Sandbox Player: DirectX 11 Now Default, With Fallback To DirectX 9.0c
Sandbox Player: Woodcutters Receive Plant Sapling Ability (Consumes Seeds)*
Sandbox Player: Seeds Are Now A Resource, Dropped By Monsters
Sandbox Player: Topbar Changed To Add Resources; Removed Stockpile Dialog
Sandbox Player: Buildings Can Now Be Constructed Over Resources**
Sandbox Player: Advisor Queue Added For Priority Voices (e.g. Tutorial Quests)
Sandbox Player: Walls Are Now Easier To Place
Sandbox Player: Objects Blocking Building And Wall Placement Are Now Highlighted In Most Cases
Sandbox Editor: Workbench - Visual Modding Tool Added***

Minor Changes
Sandbox Player: Characters Get 30 Seconds Immunity After Recovering From Sickness
Sandbox Player: Roads Removed From Maps
Sandbox Player: Food Rations Removed From Wagon, Making Foraging More Important
Sandbox Player: Goods Are Now Only Removed From Inventory When Villagers Arrive At The Point Of Transfer Rather Than Removing Them Before They Set Off
Sandbox Player: Global Inventory Now Shows All Goods Be They In Storehouses, Being Carried, Or In Buildings
Sandbox Player: Character Collider Radius Increased To Make Selection Easier
Sandbox Player: Bakery, Butchery, Windmill and Fishing Hut Now Transfer Food To Storehouse. Food Now Bought From Storehouses.
Sandbox Player: Working Peasants Now Return Resources To Any Appropriate Building, e.g. Wood to Wagon, Woodcutter Hut or Storehouse
Sandbox Player: Need For Protein and Vegetables Starts When Culture Score Passes 30
Sandbox Player: Need For Firewood Starts When Culture Score Passes 35
Sandbox Player: Popup Confirmation Added When Save Game Successful
Sandbox Player: UI Tweaks (Font Change, New Text Rendering System For Improved Clarity, Button Hover States, Removed Background From Resource Proximity Locators)
Sandbox Player: Day/Night Cycle Extended, Crossfade Takes Longer
Sandbox Editor: Ice Palace Kit Overhauled
Sandbox Editor: 67 Kit Pieces Added (Ice Palace, Grassland Glade Props)

Bug Fixes
#0090 Sandbox Player: Trebuchet Class Deer As Enemies
#0149 Sandbox Player: Large Tree Stumps/Berry Bushes Not Cleared When Placing Building
#0153 Sandbox Player: Advisor Says Several Things At The Same Time
#0156 Sandbox Player: Woodcutter Harvests 5 Wood When Manually Ordered To Chop, Should Be Greater
#0157 Sandbox Player: Workers Don't Clear Closest Resources To Buildings First
#0158 Sandbox Editor: Bounding Box Doesn't Show On WorldObjects After First Selection
#0159 Sandbox Player: Building Walls After Placing Gatehouse Can Result In Perma-Smoke Cloud
#0160 Sandbox Player: Villagers Hammering Thin Air After Deleting A Wall Section Under Construction
#0161 Sandbox Player: Minimap Is White When Playing Crypts Map
#0162 Sandbox Player: When Constructing Walls, Removable Objects Under Walls Removed Even If Not Enough Resources
#0163 Sandbox Player: Small Ore And Stone Resources Not Giving Same Output

Known Issues
Paths Aren't Saving In Map Files
Several Ice Palace Props Are Broken
Several Construction Kit Props Are Broken
Some Systems Kit Pieces Cannot Be Used Or Selected If Placed (Save And Reload Map In Editor)
Zombie in Undead Kit Is Broken - Don't Use

Developer Comments
We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/

* To plant multiple saplings, once the Woodcutter’s special ability is activated, left click will place one after another, until you run out of seeds or you right click to cancel.

** Resources that will be destroyed are highlighted in yellow. Blocking objects preventing construction are highlighted in red.

*** Workbench is the visual scripting modding tool integrated into the Editor. Press ‘Y’ to access it. We’ve written the Workbench Guide to help get you started, and you can watch the last two Dev Hangout videos on http://youtube.com/gamesfoundry.

We've iterated on the way economy inventory works to reduce player confusion. Crafting can now draw on goods in transit, so if peasants run off with all your Firewood, you can still craft items that require it as an ingredient (for example Plate Armor). We draw directly from the peasant’s carry load so their final delivery is smaller. Basically you can steal back your Firewood!

In March we cleared out the remnants of the old tutorial from the project, significantly changing the structure of the installation footprint. The patch size is therefore much larger usual.

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Análises

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

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

Notice

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

Acerca deste jogo

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

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

Planned Features


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

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

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

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

A Brief History Of Development


June-Dec following launch we focused exclusively on Sandbox Tech; very little work was done on the original tutorial because in time it will be scrapped and migrated to sandbox. Dec '13 we released 0.2.0 which included the Sandbox Editor, which has continued to improve in each of the 13 monthly patches since. Sandbox Player arrived at the end of Q1 '14, allowing players to play maps both we and the community had designed. While that was going on the Art Team were busy creating nearly all the buildings including 3 upgrade tiers, nearly all the human professions in both male and female forms, interesting monsters, hundreds of detailed icons, the UI, and 3 complete biomes including grasslands, snow and swamp. Our musician was busy composing a huge part of the soundtrack. Right now we're adding lots of gameplay mechanics and the game is becoming a lot more playable, before moving on to add more content to support the RPG side of the game.

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

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

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

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





Requisitos do Sistema

Windows
Mac OS X
    Minimum:
    • OS:64-bit Windows Vista®, Windows 7, Windows 8
    • Processor:Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
    • Memory:4 GB RAM
    • Graphics:DirectX 9 compatible with 512 MB video RAM or better (NVIDIA GeForce GTX 460 / ATI Radeon HD 5850)*
    • Desktop Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:64-bit Windows 7 or 8 (64-bit)
    • Processor:Intel® CoreTM2 Quad 2.7 Ghz or better, AMD PhenomTM II X4 3 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA® GeForce® GTX 560 or better
    • DirectX®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card
    Minimum:
    • OS:OS X 10.7.5 or higher. OS X 10.8.0 or higher
    • Processor:Intel Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:GeForce GT 650M 512MB, Radeon HD 5770 1GB, Alpha may run slowly on Intel integrated graphics chipsets*
    • Desktop Resolution:1280x720
    • Hard Drive:1.4GB HD space

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:OS X 10.7.5 or higher. OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Análises úteis de clientes
72 de 94 pessoas (77%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
4.8 hrs em registo
Publicada: 24 Abril
Análise de Acesso Antecipado
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.
Achaste esta análise útil? Sim Não Engraçada
36 de 43 pessoas (84%) acharam esta análise útil
40.2 hrs em registo
Publicada: 29 Abril
Análise de Acesso Antecipado
Folk Tale - Early Access Review

Folk Tale is a game that combines elements from a wide spectrum of genres including RTS, citybuilder, simulation, and RPG in order to bring gamers a totally new and unique experience. The game is still in Early Access and it already has an incredible history. I first began tracking this game during its successful Greenlight campaign. It reminded me of a modern take on The Settlers series but I was hesitant to jump on board until I could see whether it would follow the same path as so many of its predecessors or perhaps it would offer us something new. And it has.

When Folk Tale originally applied for Greenlight status on Steam, it was planned to be a typical RTS citybuilder simulation with a full-length player campaign. And while many of the features had yet to be fleshed out, the core game structure was already in place. In order to give themselves the greatest chance of funding success, the game developers at Game Foundry decided to ask the Steam Community what they wanted to see in this game and an eventual Community Poll determined that most wanted to see Folk Tale as a sandbox game. I can't recall any other time when a game's development was halted mid-stream and completely shifted in a different direction based on our opinions. But here we are. The team from Game Foundry strapped in and accepted the challenge.

This has lead to some timely delays in the game's production and the developers have unfairly caught a lot of criticism for not releasing a finished product yet. Keep in mind, this is the game we decided on and they are doing their best to give us what we asked for even though it added a lot more work for them. There are still a ton of cool features they plan on adding to this game and they are very active in its production, providing constant updates and weekly progress blogs to keep us informed every step of the way. The game is already in a stable, playable state though. So getting the game now is not a bad idea. And, because the developers are so open and active with the Community, you could possibly help shape part of the game's future.

But what can you expect from Folk Tale right now? For starters, the graphics for this type of game are very rich and full of vivid detail. There is a fully-rotational 3D camera that operates smoothly and easily. The user interface is in place and functional, although many of the mouseover tooltips are still missing. Its not too difficult to figure out what each button does though. A majority of the sound effects and voiceovers are now finished. Most all of the buildings and economic/resource elements are in place and functioning properly. Multiple maps are available for play and editor tools have been included already so the Steam Community can already begin working on their own custom additions. The mobs of creatures have been released into the wild and will offer a bit of a challenge during your otherwise tranquil building experience. Loot and treasures can be gathered after defeating enemy threats, which can be used to equip your villagers and troops with better armor and such. A lot of research and upgrades have been added to the game already, but even more is on the way.

Many of the planned features are still being developed though. Building upgrades have not been implemented as of yet. Eventually, heroes will be added into the mix but are not available at this time. The villagers and troops have abilities and skill points to be distributed as they gain experience, but currently this feature is not working. All of the villagers still share the same facial image in the user interface when selected. Other units are expected to be added in the future as well (wizards, for example). And since changing from a story-driven campaign to a sandbox style of play, there is no longer a tutorial to get players started. I believe one will be added fairly soon, and if not, I strongly urge the game developers to consider including one in order to familiarize new players with the basic concepts of the game. While I thoroughly enjoy the game already, it is quite clear that there is still a lot of work to be done. If you're one of those players who are only interested in finished products then you might be waiting on Folk Tale for a while.

The Good:
=======
+ Rich and highly detailed graphics
+ Quality sound and voice acting
+ Fully-rotating 3D camera w/smooth controls
+ Variety of buildings and research
+ Well-designed economy and resource structure
+ Extremely mod-friendly w/editting tools included
+ Varying difficulty to offer greater challenge
+ Save game feature implemented and working
+ Friendly and active game developers


The Bad:
======
+ No tutorial included
+ No skirmish options or goal-oriented features
+ While stable, there are still a few bugs
+ Mouseover tooltips only half-complete
+ Many features still not implemented or under development


Final Thoughts:
===========
Folk Tale is still a long way from completion, but is highly enjoyable already. The team at Game Foundry laid out plans for a game that will offer a multitude of exciting features and they continue to work diligently trying to make it a reality. If they continue down this path then Folk Tale is sure to be a strong candidate for GOTY (whenever its fully released). For those who enjoy real-time citybuilding simulations, I'd encourage you to go ahead and buy the game now since its fully playable. Those who are impatient and only want to experience finished products should add the game to your Wishlist and wait for completion or else you will most likely have a negative experience given the game's currently un-finished form.

If you liked this review or want to see more recommended games, be sure to follow our curator group: Follow Original Curator Group

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Achaste esta análise útil? Sim Não Engraçada
4 de 4 pessoas (100%) acharam esta análise útil
7.8 hrs em registo
Publicada: 3 Maio
Análise de Acesso Antecipado
Folk Tale has been one early access game that at the moment I can say is really how all early access games should be made. The communication between the developer and the community is fantastic to say the least, probably the best I've seen yet. The game itself goes through regular substantial updates that actually add real content to the game (surprising I know). Even though right now the game has plenty of content to play and enjoy, especially with the recent 3.0 update, every update moves the game forward to being better and better. The game is great now and I honestly cannot wait until it's finished and is an amazing game!
Achaste esta análise útil? Sim Não Engraçada
3 de 3 pessoas (100%) acharam esta análise útil
1.2 hrs em registo
Publicada: 1 Maio
Análise de Acesso Antecipado
fun game, but needs to fix the issue where players cannot research in the barracks
Achaste esta análise útil? Sim Não Engraçada
7 de 11 pessoas (64%) acharam esta análise útil
47.3 hrs em registo
Publicada: 1 Maio
Análise de Acesso Antecipado
I have enjoyed playing this game, fully acknowledging it is a work in progress. It is obvious to me the devs are putting heart and soul into making it a great game. I normally don't write reviews but felt this one has taken an unfait hit.
Achaste esta análise útil? Sim Não Engraçada
19 de 36 pessoas (53%) acharam esta análise útil
1 pessoa achou esta análise engraçada
8.9 hrs em registo
Publicada: 5 Abril
Análise de Acesso Antecipado
I purchased this game around the time it first went into early access here on steam and fell in love with it. From then till now It's really great to see how much work and honest effort into this game. You can really tell the dev's love what their making you comes across so clearly with how attentive they are with updates and ways to keep players up to date on what their doing. I'm sure we've all seen many games on here over the years with a lot of promise and see them vanish. It's wonderful to see that this team is still working incredibaly hard.

If your on the fence about buying the game. I suggest you do, this isnt another greenlit money stink. These guys are doing work.
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1 de 1 pessoas (100%) acharam esta análise útil
17.3 hrs em registo
Publicada: 4 Maio
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I only bought in to the Early Access recently, i missed some of the earlier complaints so i can only speak of the game as it is right now, not how it was 12 months ago.

I have to say Folk Tale is looking good. The game is already playable and in the few months i have had it there have been 3 updates, each bringing more options and flesh to the basic engine. This is happening even as the Devs are adding Editing Options and Systems to ease modding.

The game as it stands is already playable to a similar degree as say 'Banished' (build your community and survive) but obviously the intention is to go much further and it is by no means polished enough for release as it is. It will be at least another year in Development i would assume.

As an Early Access is it doing what it is supposed to do; with regular updates, input from the community and system evolution.

If you understand the core concept behind Early Access then it is a recomended 'buy' - if not, 'wait' but put it on your Wish List.

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220 de 257 pessoas (86%) acharam esta análise útil
1 pessoa achou esta análise engraçada
13.4 hrs em registo
Publicada: 12 Janeiro
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Early Access Review (12/01/2015).

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

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

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

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

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

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

I will update this review as the game evolves and go into greater detail as the game changes. If you are unsure whether or not this is worth a purchase, at least add it to your wishlist to follow the games progress. I believe that any gamer who likes this genre, will see this product for the quality it is and consider it a worthwhile purchase.
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192 de 234 pessoas (82%) acharam esta análise útil
6 pessoas acharam esta análise engraçada
2.3 hrs em registo
Publicada: 29 de Dezembro de 2014
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I would definitely suggest this game. The developers are polite, kind, and really seem to listen to feeback. They update us as to what is going on every month, and they even redid a massive overhaul of their game almost immediately after hitting early access because they released a poll for the people who bought the game and found out we mostly wanted a sandbox type game. Everytime I visit the forums I see the devs responding to most threads, and they are incrediably professional, even when the posters get a bit aggressive. These are definitely the kind of devs I like to support, and this is definitely a game I cant wait to se in it's finished state!
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183 de 225 pessoas (81%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
14.0 hrs em registo
Publicada: 18 Fevereiro
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Review is heavily edited and long and out of the several comments posted, note that not even the developer has said that anything here is incorrect or an unreasonable expectation. Also, the store page is currently being spammed with pointless, uninformative positive "reviews" designed only to influence the game's review score, in accordance with the developer's request that this be done. See the recently unpinned and locked forum thread entitled "Concerning our mixed reviews".

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

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

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

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

So, let the text wall begin!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Until progress and direction improves over the long term I do not recommend this game.
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94 de 120 pessoas (78%) acharam esta análise útil
5.6 hrs em registo
Publicada: 5 de Dezembro de 2014
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Concept
The secret to writing a good review for an Early Access game is knowing that your rating directly impacts the potential of the game. To say that this game is currently not even close to the game I would like to play only serves to remind me that I very much want this game to be made.

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

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

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

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

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

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

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

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

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

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

I expect that lots of streamlining will be done along the way and the vast majority of the things I've noticed are far too obvious to be accidental. Features will be implemented and, when enough of them are stable, the devs will start paying attention to the desperate need for balance. Until then, I'm content leaving Folktale in my library for a future date.
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124 de 166 pessoas (75%) acharam esta análise útil
1 pessoa achou esta análise engraçada
114.5 hrs em registo
Publicada: 14 de Novembro de 2014
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TL;DR: beautiful game, fun to play and totally worth the money.

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

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

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

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

You can read all their devblogs (they post one a month) on their blog, where they've also compiled a Roadmap which shows what they're currently working on. This game is totally worth the money right now and, considering all the content that will be in when the game is released, it will be worth 50$ without any doubt.
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99 de 135 pessoas (73%) acharam esta análise útil
1 pessoa achou esta análise engraçada
36.2 hrs em registo
Publicada: 2 Janeiro
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Folk Tale has come a long way and is now very playable. In it's early access, there are only a few maps as of Jan.2015. But I still find myself playing over and over again.
The Developer releases a Blog every week and listens closely to players critique.

Looking really good!
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363 de 564 pessoas (64%) acharam esta análise útil
1 pessoa achou esta análise engraçada
5.1 hrs em registo
Publicada: 12 Janeiro
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While I do appreciate the consistant flow of updates from the development team on this project, I'm still very disappointed. As someone who isn't at all interested in 'sandbox' style game play, hearing that it has changed its course from the original intention of campaign play and humorous cutscenes makes me feel that I was promised something, but then it was taken away from me after I paid for it. My money was meant to help aid in the creation of a game that interested me. When playing through the tutorial, it was that style of gameplay (specifically that it had an engaging story and memorable character development) that set Folk Tale apart from the rest of the generic mess of simulation games in this community.

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

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

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

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

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

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

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

If you're into blank slate gameplay with some customization quirks, do support them as the quality of gameplay will be worth its pay for you. I won't deny that they work hard on Folk Tale; regardless of opinion. However, if you're supporting it in hopes for something more, be advised to take your money elsewhere.
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84 de 120 pessoas (70%) acharam esta análise útil
1 pessoa achou esta análise engraçada
22.7 hrs em registo
Publicada: 2 Janeiro
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DON'T BE FOOLED BY THE RATING!
Most of the poor ratings are from the early , early stages since release and the game has come a long way since then.
If you scroll down you will see that everyone who has played Folk Tale recently would reccomend it!

Folk tale is a unique game that incorporates RTS , RPG , and city building together. Despite currently being in early developement , it is actually quite amazing and you will get at least 10 hours in its current state. However i felt that what's as great as the game , is the developement team. Every week the developers release updates to the game and keep us informed on how the game progresses with Blog , Videos and streams. I have to admit that when i first brought the game , there was little content other than the tutorial but in a few short months , it has become one of my most aniticipated games for this year. I highly reccomend you give this game a chance and help these great new developers!
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66 de 96 pessoas (69%) acharam esta análise útil
3.6 hrs em registo
Publicada: 14 de Novembro de 2014
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This game is great in many ways

Let me explain!

If you love games like "Settlers", "Knight and Merchants", "Majesty" and "Age of Empires" you will love Folks Tale even more:

Regarding city life:
- It has a detailed city to grow and expand with people that you can custom their items and fulfill their needs.
- Many decorative parts
- city defences that come near to Stronghold and work much better than the crap in "Settlers 6"
- Citizen will take you part of their private life

Regarding fights:
- you will need to explore the map with your troops or heroes in order to fight monster.
- monster will also attack the city
- monster drop loot which you can give your people. It uses a similar system than most RPG, for example like World of Warcraft.

Regarding exploring:
- Folks Tale has a game breaking new feature:
Your map is actually just a part of a whole world. You can take your heroes, all with special skillable abilities to other places.
- There are desserts, dungeons, swamps, boss fights, snow lands.
- Each map has allies or enemies, you can choose to smelt alliances.

Why did this game stay in early access for a long time?
- Well the development team changed their plans aprox. 1 year ago from campain to sandbox. Since then the progress on sandbox has been enourmous and continued.

How is development doing at the moment:
- The dev team is really hardworking. Everything they have on their dev roadmap is coming along well.
- The dev team has a very clear strategy since they changed to sandbox
- They even respond to the community in the forum within hours
- They have Sunday Life streams where they present in over 2 hours !!! what they developed in the last 7 days. Progress each time is astonishing. And it is on sunday, their freetime...
- They have once in a month a big patch update and once in a month a big blog update.

If you like to know what is still to come:
Check the dev roadmap:
http://www.gamesfoundry.com/roadmap.aspx

I personally have never seen such a transparent and clear formatted roadmap, see what already has been established!!!

This game is definitely worth to buy. Either now to support them, or later.
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38 de 51 pessoas (75%) acharam esta análise útil
4.1 hrs em registo
Publicada: 9 de Dezembro de 2014
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My play hours on this game do not reflect how much time I've put into this game. Living in an EXTREMELY rural area, I lose internet often and Steam tends to not recognize how much time I've been on this game.

Anyway, I've had this game since a few months after it was released on Early Access, and I only have one thing to say about this game. SUPPORT IT!!

There are mixed reviews and I don't know why. After seeing so many Abandon Ware game from EA, I adore these devs. All they have done is listened to their players and upped their game every-single-time. If you don't agree, go to their dang website and see how much they do. Look on the forums here to see how often you can get a response from them. This game will truly be amazing when it is complete.

To keep this review from being pages long, I'll simply say this. This game in INCOMPLETE (Durr), but continually gets better. IT IS WORTH THE MONEY, because the price will only go up as it gets better. Buy now, support devs who care more about you than about pre-sales and enjoy watching a game as it develops; especially getting to be a part of having a voice in the development of this game.

I definantly recommend this game to any and all.
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30 de 38 pessoas (79%) acharam esta análise útil
1 pessoa achou esta análise engraçada
12.8 hrs em registo
Publicada: 1 Fevereiro
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The potential for this game is brilliant. The devs have big plans but seem to be taking their time over it. If they can sustain the love and get the balance between RTS/Sim/RPG right, this could be rather special. At the moment, it's hard enough feeding the villagers bread, clearing trees and conquering mighty berry bushes. A long way off where it could be, levelling up your blacksmith so he can craft an epic rolling pin for your baker.

Don't buy if you don't have patience.
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38 de 52 pessoas (73%) acharam esta análise útil
1 pessoa achou esta análise engraçada
2.1 hrs em registo
Publicada: 27 de Dezembro de 2014
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Ok, so here are the things to know......

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

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

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

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

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

If you are looking for a game that holds a lot of promise, and potential... this is the one to support.
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53 de 78 pessoas (68%) acharam esta análise útil
170.5 hrs em registo
Publicada: 22 de Novembro de 2014
Análise de Acesso Antecipado
Before starting this review, I think I might need to make it clear what it is, I am actually reviewing.
Folk tale is very much a work in progress. The early access that allows you to play the game is in
fact very much as early access as you could possibly imagine. It is not a PR stunt, where the
game is only merely missing a few balance changes before being released. No, the game is as
basic as you could possibly imagine. With features such as saving the game, changing keybinds
etc not in the game you can imagine what stage of development it is in. Half the developer
options are even still turned on, such as controlling enemy npcs, speed up speed, and no such
thing as unhappiness or other negative effects turned on.
The only thing you are getting, buying the early access is pretty much a very easy city builder and
a preview of some of the system and mechanics being shipped in the main game. Well you also
get the chance to participate in the development in the game, which I guess is a plus in some
very dedicated players books. The developers are even borderline begging for community
feedback and participation in their videos and streams, so I guess that if there is anywhere to
leave your mark this would be the game to do it in.
Despite only getting a third of the things that are on the list of features, it should be somehow
possible to predict what kind of game it is, or rather what it is going to be. And I do believe it is
going to be the game that they say it is going to be. A mix of rts, rpg and city building. I would not
personally give it the rts category, but if games like league of legends is a rts, then this sure is as
well. Obviously having this huge scope one is tempted to say that it is not going to master any of
them, but instead provide a more watered down experience of all the three categories. I do believe
that this also true for folk tale, but despite not mastering the categories, then I will admit, that the
blending of the three could most likely not be done in better way, no matter who tried it. It is
definitely a jack of all trades, although not mastering any one of the categories individually.
The city building definitely seems to be the strongest side currently, and bear in mind that this is
with all systems implemented, not the present version, where you just build with no
consequences and with no goal what so ever. It does provide you with plenty of customization of
your little medieval society. You can decide Who works where, should you whip or or bribe the
workers for increased activity. You can even look at the individual peasents stats and features,
and decide in what profession that peasent would be most suitable, but that is really only if you
are an micro masochist. On the flip side, you can be as casual and as macro oriented as you
want, you place down a production facility, say a mine, windmill, or a tavern,, the peasents will
automaticly build it and you can put it on auto recruit and forget everything about, maybe only
returning once in a while to upgrade the shop to another tier. So there is definitely something for
all the city builders out there. The graphics have a certain aesthetic quality, which provide your
small town with a sense of cozyness and innocent lovability no matter how horrid you are at city
building. So it is always a pleasure to return to your village, and make sure life goes on as it
should be. But as I stayed earlier, it is not a master city builder, it is not a sim city simulation, but
something closer to titles such as stronghold, although quite a bit more advanced, but it is
definitely leaning more towards that category.
When it comes to the rpg aspect, the game does quite a good job with that as well, especially
when it comes to costumizing your units with gear, stats and abilities. All enemies drop loot, with
different rarities, stats and requirements. And seeing as all the hundred people in your village got
inventory and levels you definitely have your work cut out for you. If you really have a lot of time
to spare, and love to makes things just the way you like it, you will definitely love it.. See it as a
normal rpg, but you grab loot for an entire city, although once again not required. Furthermore it
even does have crafting, where you create crafting faculties such as the blacksmith and then use
the resources collected in your mines and field, combining them with loot that drops from
monsters to make equipment and potions. That aspect of rpg is definitely being taken care of, but
when it comes to the lovely characters and humorous personalities, the game does have a long
way to go, and I consider it quite unrealistic to hope for anything major coming up in that
apartment. They are going to implement heroes and words from the grapevine are telling me that
they are going to have a bit more personality that city watch nr 32. However in this game format I
doubt you will find yourself making any real connection with any of the characters, at least not
more than say a hero from dota or league of legends or a character from the star wars prequels.
So the gearing, progressing aspect is taken care of, but when it comes to the characters, I do not
doubt, that that is the place it falls very short of traditional rpgs.
The rts side seems the weakest to me. It is not that it does not have potential, but the current
state is rather clumsy and leaves much to be desired. For any kind of micro when it comes to
control, requires and obsessive amount of camera twisting, turned and panning. The camera that
does give you pretty much completely control, is also somewhat clunky and impossible to control
precisely due to control delay and smoothing. Furthermore much of the information you really
want is very hard to come by. Such as health bars on individual units only showing if you have
them selected, making any kind of micro of your units a complete pain, especially adding the fact
that there is no collision and they just randomly clump up on each other. In fact there is quite
many things that is really not speaking to me as a rts player. Luckily though many of these things
seems easily fixable, such as simply always enabling health bars, removing camera smoothing
etc. So although the rts is one of my biggest quarrels, many of the things seems easily fixable,
but it obviously depends on design decisions moving into the future. So while the current version
shipped is somewhat lack luster, I will not rule out the possibility that the end product could
actually be on pair with the other aspects of the game, but currently there is just a vast many tiny
things, that simply stands in the way of it being a positive experience. I am by no means asking
for starcraft 2 quality control, but at least something that gives more options than simply sending
in your fighters and simply hoping for them to get out on top. As I mentioned earlier, the combat
and the entire game is sped up considerably comparing to the actually release, and a slow down
in the game play mechanics would definitely alleviate the clunky camera and controls, although
not exactly making it nearby perfect.
Overall I must admit that the game speaks to me, not in the current version, but the actual
release,, which seems very doable. You should take a look at the development plan, and consider
the current game play with the future features in mind.. To me it looks like a solid product,
although I am understanding the many mixed reviews with the current content in the game. I will
not lie, but folk tale is hardly the first priority for me when logging on to my computer in its
current state, but looking into the future I definitely see myself playing it and having fun with it.
One of the crucial parts is definitely going to be the editor, allowing for user created content. It is
definitely going to be the one thing that the game has going for it. The current editor is pretty
much a 3d editor and a wide array of lego blocks, which I find very simple
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