Folk Tale is a single-player fantasy village builder RPG game. Grow your village from nothing, recruit heroes, explore dungeons, battle bosses, and take home a big bag of sweet loot.
Väldigt positivt (38 recensioner) - 81% av de 38 användarrecensionerna från de senaste 30 dagarna är positiva.
Mest positivt (1,474 recensioner) - 71% av 1,474 användarrecensioner för det här spelet är positiva.
Utgivningsdatum: maj 2013

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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför Early Access?

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

Folk Tale has an established track record of regular 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 community 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.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“Folk Tale will be completed in 2017.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“More content mostly as we're rapidly becoming feature complete.

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

Hur är det nuvarande läget i versionen med Early Access?

“The videos at the top of the store page are a good reflection of the state of the game and will be updated every few months. Most of the mechanics are implemented, and we're focused on rolling out more content and fixing bugs.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“It's likely that the final price on completion will be higher.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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.”
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21 oktober

Experimental (


The primary changes include partial language support for German and Russian, Act II from start to finish for the Grublins (first pass), the Toadkin boss and behemoth battles, a new dungeon and several new critters.

Where can I get it?
Experimental Build:

What's new?
Player: Act II Grublin storyline now playable in entirety as a first-pass
Player: Bla’tu (Toadkin leader) boss battle encounter
Player: Mighty Rhog (Toadkin Behemoth) boss battle encounter
UI: Some layout reformatted to better support translated labels
UI: Settings: Game: Language setting added with partial support for German and Russian*
Maps: Campaign: Sunken Depths added (accessible from Bla’tu’s Temple)
Maps: Campaign: Bountiful Bog: Dr Murp’s added
Maps: Campaign: Shirebrook: Crabs added to shoreline
Maps: Sandbox: Stinking Swamp: Kobold group near the kobold village now spawns less often
Editor: Workbench: Added Buff node to apply buffs to characters (needs json file lookup)
Editor: Workbench: Added CharacterScale node
Assets: Terrains: Swamp Ruins: Statue Trap - see notes
Assets: Characters: Mighty Rhog: Run removed, he was moving stupidly fast, abilities added
Assets: Characters: Grassland Animals: Added cave and gladiator crabs
Assets: Characters: Swamp Animals: Added scorpion
Assets: Characters: Grassland Animals: Added cave crab and gladiator crab
Assets: Characters: Piranha: Added environmental (non-attackable) hazard; needs some bug fixes
Assets: Characters: Toadkin: Blotch: Updated to use a warhammer
Assets: Props: Characters: Toadkin: Bla’tu Shield static character added for instantiation via Workbench
Assets: Systems: Systems: Added sparkles (used to highlight things of interest)
Assets: Loot: Added 9 trinkets (Gladefolk: Cocoon, Magic Mushrooms, Wood Imp Wing, Toadkin: Amber Insect, Obsidian Tusk, Toad Carving, Withering Dead: Bottled Eye, Ritual Urn, Wishbone)
Assets: Loot: Added 7 new keys (Cult Of Pyros Key, Dwarven Key, Glacian Key, Gladefolk Key, Grublin Key, Toadkin Key, Order Of The Fang Key)
Fix: Opening world map would clear world specific files which would trigger all json files to be reloaded, breaking a lot of things
Fix: Characters with Auto AI disabled will no longer engage with the enemy without being provoked or other allies are fighting nearby
Fix: Tweaked animation blending at end of an attack order to prevent units gliding
Fix: Effects on abilities sometimes lost the information about which ability was being used
Fix: Nara can no longer be attacked while in her cocoon
Fix: AI now queries for nearby targets directly instead of relying on the combat system to keep an up to date list (which it sometimes didn't, e.g when the character was of type CharacterStatic such as a destructible column)
Fix: Swamp Ruins Kit: some doors weren’t working properly
Fix: Added support for male/female variants of last names (required for language support)
Fix: Characters were being initialized completely in the editor which could prevent them from using up to date info (e.g health/names/etc.)
Fix: Inventory items are now loaded synchronously when a location loads instead of asynchronously as that could cause some lag when the loot system needed to be initialized
Fix: Added wider dialog header image to support longer character names due to translation
Fix: Prevented damage text greater than 4999 appearing, which only happens in code cheats

Known Issues
  • Lilith is overpowered
  • Borgle is underpowered
  • Any level designers that have used Bla’tu will need to re-insert him into their map

Developer Comments
* Partial language support has been added for German and Russian. It’s ‘partial’ because only labels that are unlikely to change have been translated. Quest text is subject to change, and has therefore not been translated. Both languages were selected because of their character sets. Special thanks go out to Nori for the German translation and Psytoshgen for Russian.

Both Bla’tu and Rhog battles make use of the new tagging system. Destructible Column 01 are tagged with ‘blatu_column’. As they are destroyed, falling debris will start landing on his magic shield. Statue Trap 01 are tagged with ‘blatu_statue’ and can be activated by Bla’tu’s magic to begin releasing fireballs. Finally, in the center of the room is a point tagged with ‘blatu_mortar’. This is used as the central point for when debris starts falling in the room, which the player must then avoid.

Rhog uses points tagged with ‘rhog_spawner’ to notify where whirlpools and piranha will spawn, and ‘rhog_scorpion’ where the scorpions emerge.

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23 september

Experimental (


The primary changes focus on code optimization, bug fixes, and further development of the campaign. For CPU bound machines (usually PC’s with high end graphics cards) we’re seeing a significant frame rate boost in large-population villages. We’re also opening up the next campaign act, with an in-game warning that it’s only really for a look around, and not for playing. Currently only the Grublin faction storyline is being worked on.

Where can I get it?
Experimental Build:

What's new?
Player: Campaign Act II is now partly accessible
Player: Heroes: Borgle’s abilities fleshed out
Maps: Campaign: Bountiful Bog: Grublin campaign extended inc. further level design
Maps: Campaign: Bla’tu’s Palace: Grublin campaign extended
Maps: Campaign: Shirebrook: You can now travel to the Bountiful Bog via a road sign near the starting point
Maps: Campaign: Desecrated Cathedral: Sewing machines are now malfunctioning as per the story, and Brom’s machine fixing has been part implemented (still needs his animation importing)
Editor: Workbench: Added AllWithTag and FirstWithTag nodes
Editor: Mordrich can now teleport to points tagged with mordrich_teleport to avoid jumping out of a room
Assets: Audio: Added magic missile release sounds for all magic types
Assets: Audio: Added some missing inventory item move sounds
Assets: Props: Replaced Quarterstaff placeholder textures with final textures
Assets: Props: Bones: Added Skeleton Interactible for scripting in Workbench using WorkPointTrigger
Assets: Props: Human: Added Journal Interactible for scripting in Workbench using WorkPointTrigger
Assets: Dungeons: Mordrich’s Factory: Skeleton sewing points can now be scripted via Workbench
Assets: Terrains: Swamp Ruins: Added a destructible column
Assets: Inventory: Updated icons for quarterstaffs
Assets: Inventory: Added icons for runestones (not implemented yet)
Assets: Inventory: Updated icon for grublin claws (not implemented yet)
Optimization: Increased thread count on pathfinding to avoid it crashing; could cause workers to stop moving
Optimization: Moved tile handling code (inc. grass generation) to run after rendering has completed
Optimization: Improved fast filtering of objects
Optimization: Pathfinding distance check for buildings and resources is now non-blocking
Optimization: OrderWorkPoint was running the work point filter more times than necessary
Fix: Enemies would sometimes not start to attack the unit that was attacking them using a ranged attack
Fix: Line Of Sight code was breaking pathfinding, ranged units could shoot through doors
Fix: Line Of Sight was causing units to not move to attack if they had a valid path but no line of sight
Fix: Bugs in balancing code that made difficulty increase way too quickly
Fix: Centaur portrait image is now correct
Fix: Updated Gregory's bash range to reflect what the ui indicator was showing
Fix: Workbench: LoopSlow node now correctly emits the index property; good for timers
Fix: World Editor: World Kit is now showing correctly
Fix: Assets: Doors have been updated to prevent characters getting too close and breaking line of sight
Fix: Prevented workers from trying to work with resources that often cause orders to fail, spamming log
Fix: Fishing Hut navmesh needed adjusting
Fix: Monastery attack points weren’t working

Known Issues
  • When using the world map, if you click back into the location where you currently are, resources will become decoupled and show zero on the top bar.

Developer Comments
We’ve spent a fair bit of time optimizing the code for larger villages where performance was dropping. While population is uncapped, there is always going to be a point where this happens, but now it should happen a fair bit later.

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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

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight game to date"
- Original Curators Group

Om detta spel

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

Manage villager needs and happiness

Train a garrison of Spearmen, Crossbowmen, City Watch and Cavalry

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

Explore a rich and diverse world including dungeons

Take direct control of your villagers and heroes similar to RTS games

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

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

Campaign and sandbox modes

Endless hours of sandbox fun with random events

ARPG - no pausing means pressing battles

Free-building - no fixed plots

Boss Battles

Difficulty settings to support players of all ability levels

Download new worlds via Steam Workshop

Create and share your own world using the integrated editor

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:


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
Kundrecensionssystemet uppdaterades september 2016! Läs mer
Väldigt positivt (38 recensioner)
Mest positivt (1,474 recensioner)



Visa som:

(vad är det här?)
9 recensioner matchar filtren ovan ( Mest positivt)
Mest hjälpsamma recensioner  Totalt
1 av 3 personer (33%) fann denna recension hjälpsam
4.0 timmar totalt
Early Access-recension
Upplagd: 16 november, 2014
Looking promising and the devs listen to the community.
Var denna recension hjälpsam? Ja Nej Rolig
1.6 timmar totalt
Early Access-recension
Upplagd: 21 februari, 2014
A Indie RTS with some RPG influences. Still in early access but looks good so far, a sandbox mode in promised witch makes the game re-playable where you also can just fool around!
Var denna recension hjälpsam? Ja Nej Rolig
14.0 timmar totalt
Early Access-recension
Upplagd: 2 januari, 2014
A Good game which could be much better with time
Var denna recension hjälpsam? Ja Nej Rolig
2.3 timmar totalt
Early Access-recension
Upplagd: 28 februari, 2015
Fun! can't wait for real launch!
Var denna recension hjälpsam? Ja Nej Rolig
22.7 timmar totalt
Early Access-recension
Upplagd: 24 juni, 2015
Var denna recension hjälpsam? Ja Nej Rolig
20.9 timmar totalt
Early Access-recension
Upplagd: 22 juni, 2015
I really like this game, even if it is early and it's an alpha game. I loved settlers games. But this is a great building game and it's funny too. There are cool maps, and foes like spiders, goblins and giants. You build an army and have a hero. you collect armour from goblins and use them on your soldiers. They are really on to something great and funny here. Keep building and finish the game! I just love it!
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas inte
5.5 timmar totalt
Early Access-recension
Upplagd: 6 maj, 2015
I once was hyped about the promise of a mix of rpg and settlers.
Now i look at it in my game libary and wonder what happend to it. id personly recomand people not to spend any money on it. it feels like a game that will never really reach the goal it promised.

I belive the developers took on more then they could chew.
Var denna recension hjälpsam? Ja Nej Rolig
9.0 timmar totalt
Early Access-recension
Upplagd: 13 oktober, 2015
i want you to fix the bugs in the latest patch. I have restared my computer 5 times now becaus of these bugs. i would be great to have a market so you can bye products. it would allso be great with more maps in sandboxmode and i realy want to scoose my oponents och how many they are.
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas inte
5.4 timmar totalt
Early Access-recension
Upplagd: 20 maj
Började bra tills jag klarade av skiten på några timmar bara, började spela igen och gjorde anndra delen av storyn så att säga och det sög det med.
kul bygg och hero spel MEN kort som fan och inge alls variation på färdiga spelplan alls. jättelite att göra inga direkt byggquest utöver det i början så man lära sig hur man ska bygga.
Några spelmoment är bökiga och mycket prylar man får som gör så man måste klicka så jäkla mycket för att sätta dem på gubbarna. Onödig tid. Svårt att hitta sida fajtgubbar med. går att hitta via byggnaden man gör dem i men borde finnas en lista, lika så en lista med arbetarna.
Slösade 150spänn på rea på det här och ångrar mig lite. Den är dock inte klar än vad jag förstår men hinner dom göra mer det här året som det är planerat att bli klart? nja jag vet inte. Det återstå att se.
Var denna recension hjälpsam? Ja Nej Rolig