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.
User reviews:
Recent:
Very Positive (18 reviews) - 88% of the 18 user reviews in the last 30 days are positive.
Overall:
Mixed (1,394 reviews) - 68% of the 1,394 user reviews for this game are positive.
Release Date: May 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why 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 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.”

Approximately how long will this game be in Early Access?

“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.”

How is the full version planned to differ from the Early Access version?

“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.”

What is the current state of the Early Access version?

“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.”

Will the game be priced differently during and after Early Access?

“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.”

How are you planning on involving the Community in your development process?

“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.”
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Recent updates View all (95)

June 11

Experimental (0.3.24.2)



EXPERIMENTAL BUILD (0.3.24.2)

The primary changes are the ability to visualize the navmesh both in the Editor and in the player (very useful for level design), and the addition of the character activation animations system so that skeletons etc. can climb out of the ground when approached instead of standing around.

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

What's new?
Player: Reduced health and power recovery per unit of time by 50%
Player: Added tooltip messages when when trying to drag/drop inventory items in invalid ways
Player: Disabled tooltip scaling effect as it was hard to read quickly and looks bad at lower FPS
Player: Console: Added ‘navmesh’ command to toggle navmesh visualization on/off
Editor: Added navmesh visualization for level designers (3-state button added to toolbar)
Editor: Added activations system (see Skeletons to begin with)
Editor: Workbench: Added SetNameOf node to set character names
Editor: Workbench: Quest giver nodes now have an option to show a minimap blip and an arrow
Assets: Fixed Axe11 having a huge offset from its pivot point
Assets: Kits: Ice Palace enhancements
Assets: Kits: Human Interior enhancements
Assets: Audio: Updated Axe, Claw, Club, Hammer, Mace impact sounds
Assets: Animations: Added/Updated skeleton activation animations
Maps: Campaign: The Glade: Cleansing The Glade merged into The Girl In The Glade quest
Maps: Campaign: Bonefinger’s Lair: Added some skeleton activation animations
Maps: Campaign: Sandal Factory: Added some skeleton activation animations in one room
Maps: Campaign: Stinking Swamp: Goblin Village added (map is WIP and only accessible via Editor)
Fix: Character inventories were breaking after trying to move items between different spots on the character sheet
Fix: When searching for the Rotwold Antidote, if players entered and exited Bonefinger’s lair, they couldn’t get back in
Fix: Two chairs and a rug are hovering by a fireplace in the Drunken Hog tavern map
Fix: Faction storylines no longer overlap; entering either faction dungeon will ally the player with them
Fix: The sprinklers in The Glade now only highlight when on the relevant Withering Dead quest
Fix: It is no longer possible to enter the Bandit Caves until after Kenny’s return
Fix: It is no longer possible to enter the Glade without first completing the Bandit Caves
Fix: It is no longer possible to enter the Desecrated Cathedral without first completing the Bandit Caves
Fix: Added Cloth Armor to some occupations that could previously not equip it
Fix: Fixed happiness being set to +100 in rare circumstances (e.g when no villagers were in a world when it loaded)
Fix: Corrected a typo when repelling the gladefolk that said ‘Repel The Undead’
Fix: Party wasn’t standing in front of Mordrich at the conclusion of the Withering Dead campaign
Fix: Peasants no longer deliver more farmed goods than farmers
Fix: Game state now saved to ‘Auto Save’ when portalling between maps instead of creating separate save games
Fix: Various bugs with navmesh additions relating to scaling and rotation (affects level designers)
Fix: Items that are normally hidden are now visible as conversation rewards (e.g. crafting recipes)
Fix: AddAttributePoints node now makes sure health/power percentages are as large as before
Fix: Conversation nodes now always use the name and portrait from the character input if set
Fix: Stopped grass moving around significantly when the navmesh changes (e.g. when a building is placed)

Developer Comments
When viewing the navmesh in the editor, it might not always be up to date. Moving an object with a navmesh cut on it will force an update. Alternatively, save and reload the level. Where the navmesh appears to be more opaque, this usually means you have overlapping navmeshes which is bad and can lead to pathfinding issues.

When using the activation animations system, currently only the Skeleton prefabs in the Withering Dead character kit have animations, and the kobolds. We’ll be adding more in coming patches.

8 comments Read more

May 28

Experimental (0.3.23.0)



EXPERIMENTAL BUILD (0.3.23.0)

The primary changes are to sandbox. Heroes can now travel between sandbox locations and several dungeon locations have been added. There’s new kits, more kit pieces, and new workbench nodes.

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

What's new?
Player: Sandbox world is now interconnected allowing travel to other maps via road sign portals
Player: Increased power cost and cooldown time of Quixl’s shuriken throw and backstab abilities
Player: Hero health bars are now visible (at low alpha) when in combat even if they are not selected
Player: Users can no longer leave weapon or shield slots empty in a hero's inventory
Player: When hovering over buildings under construction with peasants selected the 'repair' cursor is now used instead of the default one
Player: Reduced the overall amount of loot that drops in crates, barrels and chests
Maps: Sandbox: Grassland: Renamed to Haven
Maps: Sandbox: Haven: Added Drunken Hog Tavern (dungeon WIP)
Maps: Sandbox: Swamp: Added Bla’tu’s Temple (dungeon WIP)
Maps: Sandbox: Swamp: Fixed characters being able to walk under temple where the zig-zag steps are
Maps: Sandbox: Swamp: Environment detail pass
Maps: Sandbox: Howling Tundra: Renamed to Cold Peak
Maps: Sandbox: Cold Peak: Added Spirefrost (dungeon WIP)
Maps: Tutorial: Fixed not being able to re-enter mine after exiting immediately after entering
Editor: Tile and prop locking is now saved between sessions
Editor: Painting no longer requires pressing the U key (instead selection is disabled while the paint tool is active)
Editor: Editor inspector is now cleared when objects are deleted
Workbench: Added highlightWhenDisabled to WorkPointTrigger node
Workbench: Added BuildingTier node
Workbench: Added Invulnerable node
Workbench: Added QuestDeadline. Added support for optional quests. Quests can no longer be restarted
Workbench: Nodes can now have variable width (improved layout)
Workbench: Fixed sound searching in workbench including a bunch of empty items. Improved searching accuracy slightly
Workbench: Tweaked behaviour of VSMoveCamera
Assets: Kits: Props: Updated spear meshes and colliders - level designers check in your scenes
Assets: Kits: Construction: Added door portal
Assets: Kits: Human Interior: Added more pieces including doors and portal
Assets: Kits: Props/Food: Added
Assets: Kits: Props/Sacks: Added
Fix: Older key binding files were throwing exceptions
Fix: Abilities that required a direction would sometimes fail when the character was standing in a slope
Fix: Fleeing only worked if the characters were dead instead of the other way around
Fix: Camera orbit point would sometimes not be updated when the camera was rotated
Fix: Minimap blips were appearing for CharacterEffectHolder instances (e.g Lilith's disease cloud)
Fix: Changed tooltip for training a blacksmith from 'Train Miner' to 'Train Blacksmith'
Fix: Resources consumed by buildings only start consumption once construction is completed e.g. cottages consuming firewood
Fix: Tweaked when camera position is set when loading a location to make sure it is set before workbench scripts are started
Fix: Changed shader on goblin warship to fix transparency not working
Fix: Yeti’s collider wasn’t correctly configured. Increased combat range
Fix: Special abilities such as shield bash no longer affect non-enemies
Fix: Negative buffs as well as damage over time is now cleared when teleporting to a new location
Fix: Reduced intensity of hover light on the road sign portal
Fix: Mayor Pootenberry’s name was showing as ‘Advisor’ in the campaign conversation UI
Fix: Kenny could sometimes glide when he fled if he was defeated
Fix: Goblin ambush in sandbox swamp
Fix: Navmesh issue in goblin village in sandbox stinking swamp map near green crystal
Fix: Navmesh cut added to barrels near kobold mine in sandbox haven map
Fix: Classic Dungeon FloorTile2x2 03 missing navmesh and/or collider
Fix: SetLoot node didn't trigger the 'done' event

Known Issues
  • This experimental hasn’t undergone much QA gameplay testing, only regression testing
  • Two ‘throne’ chairs and a rug are hovering by a fire in the Drunken Hog tavern map
  • Travelling to new sandbox maps can leave grass floating. To workaround, move the camera far away then back again

7 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Reviews

"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

About This Game

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

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

Planned Features


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

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

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

Get The Latest Dev News And Progress


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

Join in the dev hangout live streams for gameplay coverage and Editor tutorials:
http://gaming.youtube.com/gamesfoundry

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





System Requirements

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

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

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (18 reviews)
Overall:
Mixed (1,394 reviews)
Recently Posted
scharger99
( 7.9 hrs on record )
Early Access Review
Posted: June 25
Will be a really great game when it's finished. Very good right now.
Helpful? Yes No Funny
⎝Stevepunk⎠
( 0.7 hrs on record )
Early Access Review
Posted: June 25
I started the game and a supply wagon was requested with no instruction on how to build it.

I discovered a mine full of bandits and wiped them out getting a lot of loot in the process but there was no challenge and the combat was quite dull. I got a second hero unit but only one can be selected at a time and the UI only let's you use the abilities of one character at a time which is poor for an RTS game.
I equipped all my units with new items from the mine then everyone left the village and took my items with them!

I got 3 new guards and 3 new villagers but no sooner had I assigned them all jobs and equipped them all again and made sure they were happy, they all decided to leave again at once!

Looks like this game is still not ready for release unfortunately.
Helpful? Yes No Funny
NealieGotcha
( 3.9 hrs on record )
Early Access Review
Posted: June 24
Excellent concept, a mixture of WoW and AoE, City builder one minute then dungeon hunting for loot and questing the next. pretty in depth city builder however lacks some core features than gives a virtual village emersion, the main harp i have is that villagers seem to be be sprawled out al over the town, i would love to see pathways added as a construction feature to add some organisation to the chaos that it is currently. Am very interested to see where this goes !
Helpful? Yes No Funny
elderlover-ezioufo
( 3.2 hrs on record )
Early Access Review
Posted: June 24
Could use some more work but overall its pretty solid in concept and good gameplay
Helpful? Yes No Funny
jordan.peter.cox
( 11.1 hrs on record )
Early Access Review
Posted: June 23
So that was hmmm... quick?

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

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

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

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

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

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

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

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

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

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






Helpful? Yes No Funny
Sojiro
( 2.2 hrs on record )
Early Access Review
Posted: June 23
لعبة جميلة, انصحها لمحبي ألعاب الاستراتيجية القديمة مثل warcraft 3 و cultures

فيها عمق كبير لدرجة انه كل جندي تقدر تختار الدروع حقه

والمطورين ينزلون تحديثات شبه اسبوعيه
Helpful? Yes No Funny
Ishivesion
( 23.5 hrs on record )
Early Access Review
Posted: June 20
Really nice game.
If you love RTS games but don't like early access games atleast follow it!
♥♥♥♥♥♥♥♥s of potential!
Helpful? Yes No Funny
UltraVi0l3nce
( 8.2 hrs on record )
Early Access Review
Posted: June 19
Definitely the clash of RPG and SIM you're looking for. Development is steady and shows great promise.
Helpful? Yes No Funny
armordonio
( 37.1 hrs on record )
Early Access Review
Posted: June 18
Development is slow but developers will not abondon this project. It gets better overtime however and will most certainly be worth the asking price.
Helpful? Yes No Funny
Kilaelya
( 8.4 hrs on record )
Early Access Review
Posted: June 16
There are very few games like this anymore. A mix of RPG and city builder (like Spellforce or Warcraft) that I wish there were more of. So, if you desparately miss those types of game this is worth a go.

However, the sandbox mode is not currently what I'd consider true sandbox (the three maps are pre-determined, never change, aren't procedurally generated). Also, many production chains don't exist (just place holders). You quickly reach the end of what you can build within a few hours. The campaign is in rough shape with plenty of bugs and is only partially completed. In current state the amount of play time you'll get will be limited.

I hope that development continues/picks up so this game can fill this game genre gap.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
9 of 11 people (82%) found this review helpful
Not Recommended
11.1 hrs on record
Early Access Review
Posted: June 23
So that was hmmm... quick?

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

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

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

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

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

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

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

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

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

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






Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
Recommended
17.9 hrs on record
Early Access Review
Posted: June 11
This game has been in Early Acess for a long time, and the development is very slow.
But.

This game not only has a great potential because of it`s rather original idea (a RPG and city management mix), but i`ve noticed a lot of good things in this game

First of all, there are many different models for the villagers (and i think you can create more?), and knowing the amount of roles in this game, each one providing different outfits for the villagers, is very impressive. It helps showing that even though the developers are slow, if they continue like this, this game will be very detailed and diversified.

But when it comes into the gameplay, it`s not really great. It`s everything but begginer friendly, and you will have to do a few tries to make your town survive.
The game also appears to have a lot of depth, but it`s unlikely that you will see all of it. not because there`s loads of it, like The Binding of Isaac, but because a lot of things arent implemented and the things that are are sometimes only possible to get in certain levels/modes or using cheats. Pretty annoying if you ask me.

The soundtrack is something in between alright and good. it`s not bad, but it isnt something you will remember.

Overall, i recommend it, but if you have other options, i`d sugest you to wait until the game is more developed
(Although i wouldnt count on that. 3 years have passed already)
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
8.4 hrs on record
Early Access Review
Posted: June 16
There are very few games like this anymore. A mix of RPG and city builder (like Spellforce or Warcraft) that I wish there were more of. So, if you desparately miss those types of game this is worth a go.

However, the sandbox mode is not currently what I'd consider true sandbox (the three maps are pre-determined, never change, aren't procedurally generated). Also, many production chains don't exist (just place holders). You quickly reach the end of what you can build within a few hours. The campaign is in rough shape with plenty of bugs and is only partially completed. In current state the amount of play time you'll get will be limited.

I hope that development continues/picks up so this game can fill this game genre gap.
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
Recommended
22.1 hrs on record
Early Access Review
Posted: May 29
I bought this game last night and I already have over nine hours play time. I love it so far and I haven't even tried campaign yet.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
26.4 hrs on record
Early Access Review
Posted: June 3
The new Folk Tale is a massive improvment over the old one, and while it still far from reaching its potential I would call this a worth while game to play.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Not Recommended
0.7 hrs on record
Early Access Review
Posted: June 25
I started the game and a supply wagon was requested with no instruction on how to build it.

I discovered a mine full of bandits and wiped them out getting a lot of loot in the process but there was no challenge and the combat was quite dull. I got a second hero unit but only one can be selected at a time and the UI only let's you use the abilities of one character at a time which is poor for an RTS game.
I equipped all my units with new items from the mine then everyone left the village and took my items with them!

I got 3 new guards and 3 new villagers but no sooner had I assigned them all jobs and equipped them all again and made sure they were happy, they all decided to leave again at once!

Looks like this game is still not ready for release unfortunately.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
8.2 hrs on record
Early Access Review
Posted: June 19
Definitely the clash of RPG and SIM you're looking for. Development is steady and shows great promise.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
23.5 hrs on record
Early Access Review
Posted: June 20
Really nice game.
If you love RTS games but don't like early access games atleast follow it!
♥♥♥♥♥♥♥♥s of potential!
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
9.4 hrs on record
Early Access Review
Posted: June 3
This Game is taking massive shape!! and has loads of potential!! for the 8 hours that i have spent into this promisimg gem! i think the price is about right!!
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
37.1 hrs on record
Early Access Review
Posted: June 18
Development is slow but developers will not abondon this project. It gets better overtime however and will most certainly be worth the asking price.
Was this review helpful? Yes No Funny