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.
User reviews:
Very Positive (37 reviews) - 81% of the 37 user reviews in the last 30 days are positive.
Mostly Positive (1,475 reviews) - 71% of the 1,475 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 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.”

Approximately how long will this game be in Early Access?

“Folk Tale will be completed in 2017.”

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

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

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

What is the current state of the Early Access version?

“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.”

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

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

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.”
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Recent updates View all (103)

October 21

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.

19 comments Read more

September 23

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.

7 comments Read more
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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

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

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:

System Requirements

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
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (37 reviews)
Mostly Positive (1,475 reviews)
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1,212 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
7 of 8 people (88%) found this review helpful
10.3 hrs on record
Early Access Review
Posted: October 23
I bought this game, about when it was first available, and back then it was Very, VERY Crude, but I felt it had a lot of potentiel, but uninstalled it and decided to check in on it a while later.

Then I kinda forgot about it, up until today when a friend of mine mentioned he had looked at it, and though about buying it, and I remembered I had the game. So I decided to reinstalled the Experiemental version, to see the latest results.

And my reaction was Astonishment... Everything had changed, and the crude game I once had a great hope for, have evolved into a game I already at this point, think I could end up sinking hours upon hours in.

What this have shown me up till this point, is the developers are very hard working, and take the feedback from their community very seriously. And I will recommend this for anyone, who wants a great experience now, and at some distant point in the future when they decide to pick it back up again.
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3 of 4 people (75%) found this review helpful
2 people found this review funny
23.8 hrs on record
Early Access Review
Posted: October 5
Product received for free
I never post on games but this game I have too say something. For a game thats still in alfa I have to tell everyone it is a great little game. They way they have married the adventureing and civ building is very cool. If they keep going doing such a great job with code writing I think this will be a game that is going to be a keeper. The 19.99 is worth it for such a cool game. Can't wait for the next patch.
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3 of 4 people (75%) found this review helpful
8.3 hrs on record
Early Access Review
Posted: October 7
Dear developers!
You have something here that is very, VERY promising. I ripped 5 hours straight last night and the game flows very well.
The gameplay is very addicting, the soundtrack and voice acting is also on point.
However, I have some things I was annoyed with.

1. I could'nt see that buildings where upgradeable until the 4th hour or so.
The indicators in the sidebar showing upgrades, research etc are just way to dark, so I did'nt even see them.
When I started upgrading, I had a much easier time to keep my villagers happy.

2. The Quest list is blocking the view of the inventory. I had a hard time seeing everything.

3. The hero is very weak. I had to bring a party of 12-16 soldiers just to stand a chance.

4. There is no settings for controls within the game. I didnt realize you could turn the camera until I played around with the keyboard.

5. The camera is very, VERY close when you reach higher altitudes on the map. You need to be able to zoom out more on those heights.

6. The mini-map. :D

But these are all minor flaws in an otherwise VERY promising game. It feels like the perfect spiritual sequel to Warcraft and has a perfect blend with Diablo infuences. I'm looking forward to see this down the line, and I will keep supporting it.
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3 of 4 people (75%) found this review helpful
8.4 hrs on record
Early Access Review
Posted: October 4
I've had this game for 2 years and only have 2.8 hours of playtime. That said, I have watched this game grow and dove back into last night to find that it has indeed improved. Might update with some pros and cons after a few more hours of playtime.
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2 of 4 people (50%) found this review helpful
8.8 hrs on record
Early Access Review
Posted: October 10
While I do recommend the game for what it is trying to acheive, in it's genre; I was somewhat dissapointed by it.

The game is fun, don't get me wrong, but it is nothing NEW. A lot of reviewers say it's a blend of a city builder, RTS, crafting game, etc... well, simply put, it is not a blend, it is just a plain old RTS game that has been done many times before since the days of Warcraft 2. The city builder part is a complete joke. And while, yes, you do need to build it, there is no micro managing, or strategic placements and very light balancing; Basically just plop what you need to unlock, or sustain the resources that your villagers demand.

I think my biggest gripe with the game had to be that each building has it's own upgrades. These upgrades seem very unique, with there own images (icons), and a breif description of what it does to the building. But in the end, all they do is produce a little more of the item you are making - nothing about what it really describes is unique. After this you realize the game is very simple.

It a very appealing game, pretty graphics, gameplay flows nicely, and is fun if; you're young, or someone new to RTS games all together. But if you are looking for something that is truely something new that contains city building and some strategic gameplay, unfortunately you won't find it here.
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1 of 2 people (50%) found this review helpful
8.2 hrs on record
Early Access Review
Posted: October 5
This was the first Early Access game I ever invested in back when EA first came to steam. I was excited for it. Couple years later the game went through a short phase that I was worried it wasn't going to make it. I'd check in every coulple of months to see how it was doing. Every time I was expecting to see it abandoned... but each time I was pleasantly surprised.

I can only recommend you invest In Folk Tale if it looks like a game you may be interested in, these guys deserve the support, and the game is worth the risk.
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1 of 2 people (50%) found this review helpful
54.9 hrs on record
Early Access Review
Posted: October 21
Absolutely love this game, and the direction it is going. Great humour and gameplay.
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2 of 5 people (40%) found this review helpful
7.1 hrs on record
Early Access Review
Posted: October 14
I brought this a long time ago.
It was bare. It felt very early access.
The developers were active and helpful at the time but I still felt the game was "too early access" at that time.

I have recently played this game and now there is a game behind it. It is playable and most of all it is a lot of fun.

Plays differently to most RTS town builders available right now, this one has more of an RPG feel with nice quests and hero interaction.

This game is and was definitely worth my time.

I just want to say a BIG thank you to the developers for all the hard work they have done on this title. It has came a long way and I look forward to playing the finished game.

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2 of 5 people (40%) found this review helpful
24.5 hrs on record
Early Access Review
Posted: October 13
THIS REVIEW IS FOR SANBOX MODE: I haven't spent much time in campaign.

I don't usually review games as I feel that, unlike most other entertainment mediums, video games are grossly personal experiences. However, I would like to say that I strongly recommend this game to anyone interested in city building and management type games. The interface and controls are very intuitive once you learn the basics, yet still give you plenty of flexibility later in the game. And, in my opinion, later in the game is where things get fun. Starting new villasges on the other maps while your first village continues runnung is a fun challenge. I also really enjoyed the RPG aspects such as clearing zones and leveling your hero/heroes, training up your troops and doing the basic quests, as well as looking for the other heroes.

Again, I know games are very subjective in nature, however when a game is done right, I beleive the developers should be recognized for their work. This early access game is on par, or better, than many of the "full release" games I've purchased. If you are looking for a very scripted, linear experience, this game probaly isn't for you. But, if you like crafting your own experience in a well made sandbox, I belive you will find this game very enjoyable.

Sorry for long winded review, just felt that this developer deserved a thumbs up from a long time gamer, I'm an old man compared to most of you, lol. Thanks for reading and hope you enjoy this game as much as I continue to do.
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1 of 3 people (33%) found this review helpful
2.5 hrs on record
Early Access Review
Posted: October 10
I fell in love instantly. The tutorial is the mostive creative and hilarious one ive ever seen. If you like the game Townsmen, then youll love Folk Tale. Ive only notice a couple bugs and a few things that could be improved. This is an all around well put together, great game.
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Recently Posted
4.9 hrs
Early Access Review
Posted: October 27
I'd say the game's pretty good, reminded me a lot of Spellforce, but better, and less focused on military. I had some trouble keeping villagers around at the start, once they don't get what they want for so long they all just kinda leave and as far as I can tell it's impossible to get them back, making your village just, dead...

Spiders were pretty much a plague until I figured out the walls you can place can have arrow thingies set up on the towers and that pretty much negates any issues the spiders once caused... The military aspects to the game certainly seem lacking right now that's for sure, but I love the style and everything.

What's given of the campaign so far is short as hell, takes like an hour to get through if you're not focusing on building.

Is it worth 20 dollars as is though? Eh... I wouldn't say so, not yet anyway, if you want a city builder type game I'd say go get Banished, if you want a RTS/RPG type game, try out Spellforce...

But I think once this game evolves, gets bigger, etc, it'll be a damn good game, because what's here, so far, is pretty damn nice, worth supporting imo.

Totally recommended to anyone that typically would consider getting into an early access game, for sure.
Helpful? Yes No Funny
15.4 hrs
Early Access Review
Posted: October 26
The game has come a very long way from when I first bought it and it looks amazing. I had a lot of fun with the campaign level and the sandbox. No crashes and it is actually pretty challenging. I highly recommend this now!
Helpful? Yes No Funny
Grim Reaper
8.4 hrs
Early Access Review
Posted: October 23
Ok, this review will be short and will be a living review because as the game progresses things will change.

Would I recommend buying this game? Absolutely! Brings all the fun elements of an RTS, RPG in one game.

Is it still too early in development? Considering the game has gone through many iterations. I believe the design, content and actualy game development has come a long way. So, yes the game isn't 100% complete (missing features) but, def worth the price tag and on the right track.

Some of my favorite aspects is the game has a Diablo, Warcraft 3 vibe to it. Graphics are interesting and unique. Factions might be limited but, I can feel they will change over time to have and have a more robust feel to them.

To Be Continued
Helpful? Yes No Funny
15.0 hrs
Early Access Review
Posted: October 23
offline hours...sorta a diffrent take on the norm..been playing it for maybe a year on and off..i recommend it
Helpful? Yes No Funny
8.2 hrs
Early Access Review
Posted: October 20
Honestly I've only been able to play it for an hour so far. I can't seem to be able to get it to play for any extended period of time without crashing or even sometimes loading a game from the title/menu screen.
The gameplay works pretty well though, I have to admit. Wish there was a way to select all of your combat units at once hoerver.
I think there would be much added value if there were randomly generated maps.
Helpful? Yes No Funny
11.5 hrs
Early Access Review
Posted: October 17
Just want to say I am absolutely Very happy with the developers progress so far with Folk Tale !!
Beautiful Game very detailed !!
Helpful? Yes No Funny
20.9 hrs
Early Access Review
Posted: October 17
Super sloppy game play. You would think this game was in early alpha. The hero mechanics are so bad that they make this game unplayable. Trying to fight with multiple heroes is a joke. Switching between heroes and spells in the middle of battle is so terrible it ruins the game. This game has so much potential but after three years of tweeks I would expect a much more polished game. The heroes need an autocast feature. It's so frustrating trying to click on a hero click on the spell you want then click on the monster, by the time you get that all done your team is dead.
Helpful? Yes No Funny
7.9 hrs
Early Access Review
Posted: October 15
Great game so far, I really enjoy the city building / CRPG dynamic. Looking forward to more updates!!
Helpful? Yes No Funny