Folk Tale is a single-player fantasy village builder ARPG game. If you enjoyed Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 or Black and White 2, we hope you'll like Folk Tale. Village building, economy, heroes, combat and adventuring with both campaign and sandbox play.
İncelemeler: Karışık (1,097 inceleme) - Bu oyun için yazılan 1,097 adet kullanıcı incelemesinden %67 kadarı olumlu.
Çıkış Tarihi: 30 May 2013

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Erken Erişim Oyunu

Hemen erişim sağlayın ve oynamaya başlayın; oyun gelişirken siz de içinde olun.

Not: Erken Erişim aşamasında olan bu oyun geliştirme boyunca önemli ölçüde değişebilir ya da değişmeyebilir. Eğer oyunu bu aşamada oynamak için can atmıyorsanız o zaman oyunun geliştirilme sürecinde ilerlemesini beklemek isteyebilirsiniz. Daha fazla bilgi edinin

Geliştirici ürün hakkında ne diyor:

Neden Erken Erişim?

“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.”

Bu oyun ne kadar süre için Erken Erişim'de olacak?

“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.”

Erken Erişim versiyonunun tam versiyonundan ne kadar farklı olması planlanıyor?

“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.”

Erken Erişim sürümünün şu anki durumu nedir?

“The village building, economy and RTS aspects are maturing rapidly and provide plenty of challenge with three different sandbox maps (Grassland, Swamp and Snow) with varying degrees of difficulty., and 3 linked maps forming the start of the campaign. Editor tools are available for map creation - you can play your own maps and share them with the community in the forums - with plenty of kits and pieces available for world building. The amount of gameplay available is too broad to define, ranging from a few hours at one end of the spectrum, up to those with in excess of 1,000 hours.

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

Erken Erişim sırasında ve sonrasında oyunun fiyatı değişecek mi?

“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.”

Topluluğu, geliştirme sürecine nasıl dahil etmeyi düşünüyorsunuz?

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

Folk Tale Satın Alın

SONBAHAR İNDİRİMİ! Geçerlilik süresi:


Küratörler Tarafından Öneriliyor

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight Game to date."
İncelemenin tamamını buradan okuyun.

Son güncellemeler Tümünü görüntüle (75)

25 Kasım

Folk Tale Alpha 24

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


PC, Mac

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

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


10 yorum Daha fazlasını oku

20 Kasım

Experimental Build (

ALPHA 23i (

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

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

Where can I get it?
Experimental Build:

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

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

9 yorum Daha fazlasını oku
Tüm başlıklar

Tartışma forumlarında bu oyunun hatalarını paylaşın ve geribildirim bırakın


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

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

Experimental Build

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

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

Accessing the Experimental Build

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

Bu Oyun Hakkında

Folk Tale is a fantasy village builder ARPG game in which you lead a ragtag band of peasants in growing a thriving market town, while dastardly minions plot your downfall! Recruit heroes and head out into the wilds to fight back against evil. Or, you know, to get sweet sweet loot. Either or.

Players are comparing Folk Tale with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG.

Planned Features

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

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

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

Get The Latest Dev News And Progress

Where to catch up on development:

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

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

Sistem Gereksinimleri

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
Yararlı müşteri incelemeleri
19 kişiden 13 tanesi (68%) bu incelemeyi yararlı buldu
1 kişi bu incelemeyi komik buldu
kayıtlarda 17.6 saat
Yayınlanma: 31 Ekim
Erken Erişim İncelemesi
Ive been looking for a fun game to play and I had been tracking this game for a while, finaly I bought and tried it and it went beyond my inital expectations, The game has advanced resource, production, and crafting systems, there is also a fun city management mechanic, I only slightly touched on the rpg side (killed a bear and some koblods with a hero) of the game and from what I tried it has expetional potential, I would recomend it to anyone looking for a city building game with rpg and rts elements.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
9 kişiden 6 tanesi (67%) bu incelemeyi yararlı buldu
kayıtlarda 0.9 saat
Yayınlanma: 15 Kasım
Erken Erişim İncelemesi
I just want to say, this game isn't finished, but the devs are very VERY good at listening to people and letting the public preview their builds. They seem to release major builds every 2-3 months, sometimes they let us preview them early to see what we think, then make changes. These guys just know how to make a game for us. What they are tackling is very ambitious, and I was worried at first if they could pull it off, but I'm confident they will make it happen.

I get more of a settlers feeling when I play this game, although you can tell they deffinitely want to do more with the game by the time it's done. If you want to support them buy the game, it's already good albeit small (still in development). But it's a good game.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
2 kişiden 2 tanesi (100%) bu incelemeyi yararlı buldu
kayıtlarda 13.7 saat
Yayınlanma: 24 Kasım
Erken Erişim İncelemesi
beautiful elements, but it needs some meat on the bones. It needs the RPG element to shine and the threats to loom for good reason. Also for a city building element I'd like more control over building of castles etc.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
6 kişiden 4 tanesi (67%) bu incelemeyi yararlı buldu
kayıtlarda 7.4 saat
Yayınlanma: 16 Kasım
Erken Erişim İncelemesi
This game has come a long way. I am very impressed with the progress being made. It seems the developers are bringing in many new features with each patch. It is an early access game so we have to remember that the devs can only make it better from here. It may not be done now, but when it is finished it'll be a true gem! The game play is smooth, entertaining, and fulfilling. I suggest you give it a try ;)
Bu inceleme yararlı oldu mu? Evet Hayır Komik
1 kişiden 1 tanesi (100%) bu incelemeyi yararlı buldu
kayıtlarda 5.4 saat
Yayınlanma: 29 Kasım
Erken Erişim İncelemesi
When I first purchased Folk Tale a couple years back I thought it showed some great promise with it's concept - a fun city builder with a few RPG elements thrown in. I played it for a couple hours and thought to myself: "Well I supported the project, I guess I'll just wait and let the developers work." I have not been disappointed with the progress that has been made coming back to it a couple years later.

Building is rather enjoyable and watching your town grow into a bustling city is a rewarding experience. As your city grows you're constantly devising ways to improve people's 'happiness' by offering more rations or creating new jobs to keep the populace content and working away. All of the jobs work and the villagers carry out their tasks with little prodding from the player, allowing you to focus on city planning and defending. The jobs themselves are varied and all play a role in how well your city will run. There are also research trees for each profession to improve productivity or expand the area in which they will work.

There is a fair amount of building options to make for some interesting town ideas. Buildings are also upgradeable to improve their capacity as well, allowing the player to go for a more minimalist approach if they so desire. Many of the structures work in tandem with others (A hunting lodge will have villagers collect meat, but in order to feed that meat to your citizens you must also build a butcher, etc). I like the idea of this because it makes the player have to do a small bit of planning in order to maximize efficiency of these professions. The buildings are all unique as well and visually different so smart building placement allows for some beautiful looking towns and cities. You can also place buildings nearly everywhere and rotate them as you see fit, allowing lots of freedom in where you want your town to be located as well as how you want it to look.

As for the game itself: The UI is simple and easy to get into. There are tooltips for beginners that explains what each building does, and what other buildings compliment them so that they work properly. You can also assign jobs to individuals without having to click each villager and send them off to the proper buildings, and it's easy to switch a villager from one profession to the next. There is also some layer of complexity with the research and upgrading systems, to allow players some freedom in which areas of production they wish to improve. Everything works great and I have experienced very few bugs outside of a single crash on the tutorial, which worked later when I tried again. The game runs great and is very stable for an alpha build, and it's optimized well and has no frame rate issues.

The heroes portion of the game breaks the mould a bit as you can use them to go adventuring. You can also train some soldiers to aid your heroes along in whichever endeavours you want them to have, adding a sort of real time strategy feel to the game. The heroes also have unique abilities and can even be fully equipped from head to toe with various armors and weapons (As can every villager or soldier in the game), allowing the player to make them as strong or weak as you want.

All in all Folk Tale is a lot of fun, and I can't wait to see what's in store for the future of the game.
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