Folk Tale is a sandbox fantasy citybuilder RPG game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while dastardly minions plot your downfall. Sound the rallying call and head out into the wilds with parties of heroes to fight back the tide of evil in a game of endless possibilities.
User reviews: Mixed (887 reviews)
Release Date: May 30, 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 maps (Grassland, Swamp and Snow) with varying degrees of difficulty. Editor tools are available for map creation - you can play your own maps and share them with the community in the forums - with plenty of kits and pieces available for world building. The amount of gameplay available is too broad to define, ranging from a few hours at one end of the spectrum, up to those with in excess of 1,000 hours.

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

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 Hangouts live streams where the community can join us to share ideas and follow progress while we play the latest dev builds. And then there are the monthly dev blogs.”
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Recommended By Curators

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight Game to date."
Read the full review here.

Recent updates View all (59)

May 21

Dev Hangout 20 May


Hi Folks,

Interested in following development of Folk Tale more closely? Did you know that for the last 9 months we've been streaming Dev hangouts?

In each stream we take a look at the latest internal dev build and cover work from the last week or so. Dev Hangouts provide a way for community players to chat with us live and have questions answered on air while catching up on the latest developments.

Where can I join live streams?


Where can I watch past streams?
For those who can't make the live hangout, we post videos to our YouTube channel:


Why do we stream?
  • To provide direct access to the dev team
  • To investigate current issues in the forum
  • It's an opportunity for us to test the latest code!
  • To raise awareness of the constant progress being made

Because we use the daily builds, please note that bugs are to be expected and streams don't always go smoothly and to plan.

Hopefully we'll see you in the next hangout!

8 comments Read more

May 5

Folk Tale Dev Blog 34



Folk Tale milestone Alpha 20 (Patch 0.3.0)

A New Release Cycle

This weekend we bid fair well to release cycle 0.2.x and welcomed in 0.3.x. Having massively expanded the scope of the 0.2.x cycle last year to make it by far the largest of all the cycles, we've had 17 monthly releases since. Many aspects of the game have matured including village building, economy, and the editor, which we use to design and deliver playable content. With the addition of Workbench - our visual modding tool - we're primed to deliver RPG content and gameplay in coming patches.

What can players expect in Alpha 20? As with any major milestone release, we have headline features to share, but also bug fixes which have an equally important role to play in improving gameplay.

Building Upgrade Tiers

Tier 1 buildings can now be upgraded to Tier 2 and Tier 3. Each tier delivers benefits, including support for more workers; 8 workers at Tier 2, and 12 at Tier 3. Each upgrade will expand a building's boundary bringing more resources into reach for workers. In later patches we'll introduce a pseudo tech tree with new research being unlocked at each tier; more complex production options that deliver additional benefit; and staggered crafting recipes bound to building tiers.







Workbench

With a limited feature preview of Workbench included in the last patch, in Alpha 20 we've more than doubled the node count, introducing 35 new node types. We'll be updating the Workbench Guide on the website to demonstrate how the new nodes can be used to deliver engaging gameplay and storyline. We'll add more great features to Workbench throughout the 0.3.x release cycle targeting RPG gameplay including quest rewards and faction standing.



Sandbox Tutorial

New players, and those returning to check progress can feel a little overwhelmed when experiencing sandbox for the first time. Using Workbench, we're adding a voice acted step-by-step tutorial to walk inexperienced players through early game mechanics. As the list of mechanics continues to grow, we'll continue to expand the new tutorial.



New Content For Level Designers

With each new patch we aim to add new kits and/or pieces so community level designers have something to play with. This release is no exception, with numerous additions. We have Mordrich's Factory kit, rusty pipework we'll be using to make his underground magic sandal factory; and the Grassland Caves kit for spider and dragon layers.

We've linked monster movement speed to their scale, so it's now possible to have giant skeletons and spiders that move naturally. Players can observe this in the spider lair added to the Crypts Level 1 map, which makes use of the Grassland Caves kit.

The Systems kit receives three new pieces:

  • A new Point piece for marking locations where you want the command NPC's to go using Workbench. You can grab the position and rotation for exact placement;
  • Sphere and box triggers for triggering scripts such as NPC interactions, monster ambushes, and in time traps;

Previously missing pieces make a return in the now separate Water FX, Bones and Spider kits.

Environment lights located in the Lighting kit are now scalable, adjusting the light range. A word of caution though - large lights can get expensive.



Bug Fixes

We strive to fix bugs and gameplay niggles in each patch release. Small changes such as eradicating the delay when commanding peasants to clear resources and making them run instead of walk instantly feels more responsive.

Building research is working once again, including the Tailor who wasn't progressing research at all. We've also modified the Building Dialog production tab to separate our worker happiness (and it's effect on production) from bonuses provided by research and epic items to give a clearer picture of what's going on.

The Monastery Of The Mangy Wolf has all of it's navigation and chest issues addressed, including being able to cross the bridge that connects the Tall Tower to the main Monastery. The map has been updated to add additional resources in key locations, so you don't always have to start in the same location.

Many loot items that were previously cluttering inventory now stack properly.

What's In Production?

During game development it's usual to have lots of parallel tasks each month. Some of those are highly visible and make their way into the Dev Hangouts, while some do not. For months our character artist Allan and animator Tom have been working diligently behind the scenes on bosses, heroes, behemoths, and creeps. They are now ready to debut in-game, and we'll be adding them during this release cycle. So far we have fleshed out the Gladefolk, Withering Dead, Goblin Traders, and Toadkin factions.

The script writing for the Gladefolk and Withering Dead faction storyline is progressing well, and we'll soon be sitting with the recently cast actors to record the voice acting. Devin, our texture artist, has the task of producing the 3d weapons that can be equipped, and there's a small mound waiting to be added. Jen, our Illustrator is alternating between loot icons and NPC portraits that will appear during quest conversations.



Rich and Hayden recently finished adding the 34 building upgrade tiers, and have moved on to the lava zone. While the snow zone is my current favourite, the lava zone is a contender to take that crown.

Aron continues to be omnipotent. We've been eyeballing an upgrade to Unity 5.x for a while, and now seems like a good time. Then it's on to implementing heroes and all the RPG goodness.

As for myself, well I'm just here to make the coffee.

29 comments Read more
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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

Notice

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

About This Game

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

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

Planned Features


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

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

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

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

Get The Latest Dev News And Progress


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

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

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





System Requirements

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

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

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:OS X 10.7.5 or higher. OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Helpful customer reviews
1,711 of 1,893 people (90%) found this review helpful
1 person found this review funny
6.8 hrs on record
Posted: April 24
Early Access Review
I've had this game dusting away in my steam library for two years just waiting for the release announcement after the initial play to see how it looked. First impressions were very positive with good contrasts, interesting visuals for the animations and I've always generally liked this genre.

Well after two years I decided to give it another go and quite honestly there have been very little improvements I truly wish there was but there hasn't been. The interface is still just as awkward, the villagers are about as smart as a brick, the camera is slow, the amount of control you have feels very little and lack luster and overall it's just a big let-down on what I had imagined it would of become by now.

Now before someone throws the "It's an Early Access Game" I will say that I know this, I got it on it's initial release to Early Access and I had high hopes for it but within the two years, there hasn't been much in the way of progress. I'm quite tired of seeing games with this big blue sticker being slapped on them "Early Access Game" as if to be a kind of selling point like "We'll get better soon, promise!" but for it to never actually happen.

In it's current state the game is not worth it and if I knew how slow or none existant the effort to improve and develop this game would be, I wouldn't of bought it at all because it's just a wasted space in my steam library and money from my pocket that could of been spent on things much better.

Don't listen to the "Positive Reviews" all being spammed because they've all been encouraged to do it and it's really dishonest and terrible marketing on the developers part so please spend your money else where if you actually want a game.
Was this review helpful? Yes No Funny
497 of 569 people (87%) found this review helpful
1 person found this review funny
2.6 hrs on record
Posted: May 5
Early Access Review
This game has been in Early Access for 2 years now and, despite having very few updates that rarely add anything substantial, they've still somehow managed to aggressively deviate from their original goals.

I actually remember voting for this game in Greenlight (on the first day of Greenlights release, no less) and I kept a close eye on the development process for a long while. I bought it when it was first released in early access and loved being part of the community development, but things quickly got WEIRD in the forums. The devs were eager to please EVERYONE and it quickly made me realize that they had no sense of vision at all, and it continues to show with each update.

I remember one example in particular, where the developers kept saying "Dragons are overdone and cliche, we want a medieval fantasy setting without them." This was pretty reasonable, and I liked seeing the guys stick to their guns and keep some sense of integrity and control over their project, but it didn't last long. What started as "we don't want dragons in our game" turned into "okay, what kind of dragons do you want in your game?" - what started as "this is going to be a story-driven city builder with RPG elements" turned into "yeah, I guess we could add a sandbox mode/scenario editor" which quickly turned into "oh okay, you guys want an open sandbox-only game, no problem!"

That patches aren't as infrequent as some of the reviews will lead you to believe, but by no means do any of them feel like significant process toward a finished product. Several months between updates should alter the game quite a bit, but what we get now are small features and bug fixes here and there.

In spite of all of this, I still look forward to the finished product. I don't play the game each update anymore because with as little playtime as I have on my account, I still felt burnt out on the product already. There's almost no content at this point, certainly not enough to justify your money. For now, I'm just waiting until one of the changelogs lists something of interest to me, or until release, before I try the game again.

If the developers had stuck with their original ideas, it could have come together quickly, and the game they promised would be done by now, if not very close to completion. The game they were hyping early in development WOULD have been cool, but it's clearly that that game will never be seen. Now, I haven't bothered following the game in a long time, so maybe they've learned how to handle community-involvement better by now, but as it was, the game will continue to get worse and more convoluted with conflicting ideas as they insist on implementing every suggestion that people whine loud enough for. Maybe we should all start screaming that we want them to stop listening and just work on the game.
Was this review helpful? Yes No Funny
264 of 346 people (76%) found this review helpful
2 people found this review funny
3.3 hrs on record
Posted: May 5
Early Access Review
I bought it when it was supposed to have some sort of story line only to find out months later they scrapped that to a sandbox type game, awesome. If I had known that you bet your ♥♥♥ I wouldn't have bought it.
The concept was pretty cool but now 2 years of early access and it somehow seems to have less features than before.
Don't waste your time or money, played a few hours on and off from time of release to now and it just has nothing going for it anymore.
Was this review helpful? Yes No Funny
173 of 238 people (73%) found this review helpful
6 people found this review funny
12.7 hrs on record
Posted: May 5
Early Access Review
This ♥♥♥♥♥♥ game...

I originally bought it a week after release on Early Access. It actually was a better game back then, compared to now.

The Devs are children. They have no set goals for the games, and let any swinging dik sway the games course. Which by the way, went from a story driven game, to now, nothing more then a sandbox story builder. They completely removed the story. They also removed the tutorial.

Updates are rare, and add almost nothing. Oh, sweet, you want to fix two or three bugs? Awesome, if you updated more consistently and actually provided content instead of you know, taking content away.

Interface sucks. I'm not even kidding. It sucks.

You feel like you have no real control. Its more of a point in the general direction and hope it gets done.

I'm sure you have read positive reviews that try and sway you to buying the game, but lets be completely honest here. This game had alot of potential, and originally, had my focus to buy it because of the story driven village mayor type feel it claimed to have. Now, the game is worse then it was when they first released it. They never update the damn thing, and when they do they dont fix sh it. So if you wanna waste $25, or in the case of the sale, $14 on a ♥♥♥♥♥♥ product created by crappy developers. Be my guest.

If I could get a refund, id demand it in a heart beat.
Was this review helpful? Yes No Funny
451 of 674 people (67%) found this review helpful
1 person found this review funny
4.0 hrs on record
Posted: May 5
Early Access Review
2 years on Early Acces...
Was this review helpful? Yes No Funny
79 of 121 people (65%) found this review helpful
2 people found this review funny
5.0 hrs on record
Posted: May 5
Early Access Review
So I bought this game WAAAY too early... and mainly because of its great visual style... but now it is becoming a micromanagement HELL!
So it went from unfinished to "lets make crazy elaborate systems and have the player micromanage every aspect of the game"... i don´t know wich is worse...

Why can´t they just finish the basic game and then work on automating boring stuff and let the player concentrate on macromanagement and expansion?

I would love to give this a thumbs up and i realy did believe in this but seeing all the unfinished small stuff they added (and yes i know its not finished but that would make it even worse, if they finished with the current systems in place)

I realy hope they will get the curve and reverse it to the simple, goodlooking and well polished game it should have once been.
Was this review helpful? Yes No Funny
42 of 68 people (62%) found this review helpful
1 person found this review funny
6.1 hrs on record
Posted: May 6
Early Access Review
When I first bought this game, it was very different, the campaign mode gave it some purpose and it had a lot of potential. I hope the campaign mode comes back. (Unless of course I'm thinking of a completely different game).

I'll review the game as it stands currently. There are fairly regular updates which is important for early access. But generally it doesn't feel like much progress is being made. Game still very buggy and unbalanced. There are like 5 basic sandbox maps (inc. tutorial).

While the general "Early Access" issues are forgiveable, so far gameplay wise there are a few week points:
1) Combat needs serious work
2) AI, why can't the city watch proactively defend the village?
3) Managing soldiers, and their items (and managing items in general) is janky as hell.
4) Managing your villagers is rather difficult, in that you have to go to each individual building, a general overview of idle workers and stuff and their statuses would be cool.

The art style is gorgeous even if the graphics generally look a few years out of date, it's not competing with AAA titles though so that's not too much of an issue.

Also, I discovered that the camera is actually useable if you hold shift while moving it. It actually moves at a decent speed. Cool feature, wish it was more obvious.

I like it, you may too. But I can't recommend it for everyone.
Was this review helpful? Yes No Funny
25 of 39 people (64%) found this review helpful
1 person found this review funny
61.7 hrs on record
Posted: May 7
Early Access Review
I really enjoy this game.
It combines some of my favorite gaming genres and elements - a singleplayer citybuilder game with crafting and economy combined with loot and level elements.

At this point the game is not complete and there are some obvious bugs that I'm sure they will fix eventually (can't trash items from you limited inventory, sometimes enemies are invulnerable for a short while, etc.).
However: the game get's a bit monotonous once you have established a town that can survive the attacking monsters. There is however talk about (re)implementing a quest system and maybe even a campaign, which would really awesome.

Despite this, I think it is a great game and if you like me enjoy citybuilder games and loot'n level games I think this game will be worth your time. I really look forward to any further development :)

Cheers
Was this review helpful? Yes No Funny
15 of 23 people (65%) found this review helpful
13.2 hrs on record
Posted: May 8
Early Access Review
What a great start. If this is the unfinished copy I can't wait to see the finished version and I'm happy to be part of the process. Has all of the best ideas from RTS and city builder games rolled into one. I love the way you can zoom in so close and look at the details of the little villagers working. No pixelated or tiny people like simcity games. Think more of the details in Warcraft 3.
Every single one of your villagers can level up and become a hero in his or her own right. Simple select one of your villagers, add epic loot taken from the local monster community and send them off to slay wolves trolls and necromancers in the hills.
Obviously it is still early days and many features are currently not operational. But the game is still loads of fun as it stands.
Was this review helpful? Yes No Funny
45 of 82 people (55%) found this review helpful
3.2 hrs on record
Posted: May 5
Early Access Review
On the beggining devs had a good idea of making simple strategy with avrege story but people had some wierd ideas to enchance the game. Sadly devs where open to sugestions and implemented their ideas for 2 years... Right now if you guys will want a hooker hause they will do it if there will be few people shouting idea on the game foundry. After 2 years of development there is 40min of game play right now do NOT buy it.
Was this review helpful? Yes No Funny
11 of 17 people (65%) found this review helpful
3 people found this review funny
15.5 hrs on record
Posted: May 6
Early Access Review
Ok definitely a good game. Actually it’s a phenomenal game! Some people complain about it being in alpha for a bit too long. Personally Idc, I'd rather they took t heir time to polish it than release it early and have it be incomplete. Before you read all the way through though, Ive only played the game for a few hours, and haven’t beaten any of the maps yet, so this review comes from limited experience and knowledge.

The Good:
-It’s fun and challenging, especially after you've progressed past your basic buildings (woodcutter, stonecutter and a food source)
-Challenging, but not too challenging. ♥♥♥♥ wanders into your town to cause a bit of havoc and stretch your resources. But you don’t have Beholders and Owlbears coming into town to ♥♥♥♥ ♥♥♥♥ up with lasers from their ♥♥♥♥♥♥♥s on a regular basis. They took most of my favorite things from Age of Empires, and combined it with my favorite things from Banished (also a good game, check it out) and then threw in a pinch of Skyrim/Oblivion and Stronghold 2. The result is amazing. You can't just turtle-up and mass an army of foot soldiers to steam roll from one end of the map to the other like you can in AoE. However it’s not as stupidly infuriatingly wonderfully hard as Banished is.
-It has the added bonus of being actually able to create soldiers (unlike Banished), and gives you enemies that you can go fight and loot. But by no means do you have to. If you like, you can just focus on the drinking of ale, the smoking of pipe weed, and finding a love of gardening.
-If you do decide to go out and ♥♥♥♥ ♥♥♥♥ up, it’s a challenge. The ♥♥♥♥ you fight keeps, proportionally, 1 step above you. So you have to actually engage in your combat. Most games allow you to step on spiders and kill mice and call it experience. Folk Tale does not.
-Individuality of the peasants. Now 9 out of 10 times this doesn’t actually matter. The 1/10 of the time it does is in the army. You can, after you've killed something, loot it for gear and treasure! So ♥♥♥♥ing neat, cause with that gear, you can equip Joe the manure shoveling leper, with the Mithril Great sword of ♥♥♥♥off and the Diamond Chest plate of Not In My House ♥♥♥♥♥, and then make Joe the savior of the land, riding valiantly on the monstrous size of his own ♥♥♥♥ which he presumably discovered after finding out he was such a badass and could slay demons with his own ♥♥♥♥ and a can-do attitude. Each peasant can be leveled up uniquely and it’s ♥♥♥♥ing awesome. You can either take the equipment or divide it out between your forces, making a well-rounded security force that is to be reckoned with. Or pour all of your resources into one hulking behemoth that could fight and beat Zeus, god of gods.
-Visually pleasing to look at
-Audio is likewise pleasing (kind of reminiscent of LOTR [which is the best series of movies ever made by mankind])
-There's a great variety of building to be placed and they all do different things.
-Enemies get more difficult to beat the further you venture from your starting point. ♥♥♥♥ gets crazy yo'.

The Bad:
Actually I don’t like 'bad' cause really this game is a gem in the making. So we’re going to say the Mediocre.

The Mediocre:
-The Elasticity leaves something to be desired
This is one big category cause every problem I have comes back to this blanket criticism. What I mean is that the game doesn’t flow as smoothly as it could have.
1. Buildings= There's a variety of buildings, which is good yes, but I feel some of them could be condensed. For instance I had run out of clothes and my villagers began to complain as their nips were starting to fall off from frostbite. Tight. Places Cotton field. Good. Places Tailor. Good, clothes will start to be produced. Wrong. Turns out you also had to place a “Weavers Emporium”. So my warehouse had stockpiled like 50 stocks of weaved cotton, that I then had to go into overtime to catch up on both rewarding and lashing the weavers to get them to work as fast as possible. It just seems to me, that since the only thing you use cotton for is clothes, it seemed kinda silly that you needed 3 ♥♥♥♥ing building to make one product. Placing, monitoring and upkeeping and extra building took away from the flow of the game.
2. Your army/security force (4 people isn’t really an army). I have no problem with the small size, in fact I prefer it, it emphasizes tactics over brute strength. I have a slight issue with the equipping of your soldiers. If there was an ‘equip all’ button, that’d be fantastic. Having to click on the guardsmen, open their inventory, open your inventory. Click boots, move boots, click mail, move mail, click gloves, move gloves, click coif, move coif, then do that 3 to 7 more times is more than a lot tedious and it takes away from the game. Like ♥♥♥♥ I got wolves eating Jim the peasant and ♥♥♥♥ing the stonecutters just caught fire I gotta take care of this but noooo first I gotta do this painfully slow process.
3. Researching Tech is a pain. It has a AoE feel of spending resource to research new tech, which is legit. Don’t fix what’s not broke right? Well you can go ahead and buy as many upgrades as you can afford at once, the problem is that once one is done, it won’t bounce to the second one. Say you research Chisels, hammers and masonry. Once Chisels is done, it’ll stop there, till you re-click the building, go to the tech tab and select the next tech to research. It leads to a lot of needles bouncing form building to building to check and recheck what tech is at what progress in what building then bouncing back to select the next tech to research even though you’ve already purchased it. Long story, anyway. It would be nice if, once you’ve bought a tech, it got automatically researched in the order they were purchased.
4. Assigning peasants a job. This one has two in one. So 1.1 you build a building, tight. Assign 3 peasants to chop wood so you can leave your last one to keep foraging berries. Then later, when you have more peasants you go back to the building, assign a 4th peasant. Jim the farmer dies from a goblin attack, go to building and take 1 woodcutter and unassign him. Go to farm, assign new farmer. Now this doesn’t sound TOO annoying and honestly it’s not. This is my smallest beef with Folk tale. It’s nearly remedied by the ability to check a box on each building titles “auto-assign” which automatically makes sure the building is full of workers if able. You do however, have to go to each building and check the box off. Otherwise no luck. It’s be nice if the box was automatically set to autoassign or you could go to the options menu and make it so. Another (preferred) solution would be to do what “Banished” and have an entire menu that shows all the jobs, how many workers could be there, and how many workers are there currently. It accommodates the fast pace of “Banished” where the east section of your village can just die from a surprise earthquake. I think it would do well here In Folk tale to.
1.2 This, logically, should be my smallest beef, but it’s not. I like knowing where my peasants are. Like, in Aoe, you have a button to select all inactive peasants, in Stronghold they gather around the fire. In Folk Tale, I’ve got no ♥♥♥♥in’ clue where they are. And that bothers me immensely, as Im more than slightly anal-retentive and I like to specifically assign individuals to certain jobs. When I have to find four free peasants to turn into herbalists by scouring every nook and cranny of my town, its slightly annoying.

Anyway. That’s all. Sorry for the long post but I do really love this game already and wanted to offer every thought I had on the matter. As of now, I give it a solid 8.5/10. With some improvements to the flow and elasticity of the game I’d easily and happily give it a 10/10.
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8 of 12 people (67%) found this review helpful
11.6 hrs on record
Posted: May 10
Early Access Review
At the current stage the game is fun to play.

It is a mix of city builder with RPG elements.

There is one fundamentally nice thing - in other games as Your population grows, their deamands also grow and if suddenly You run out of certain supplies - You have the game end because everyone leaves or dies.

Here it is a bit more balanced - You will be noticed about lacking resources but Your village will not die out - the happiness and some other attributes will degrade, but You still have a chance to recover.

I really like this aproach.

There are rough edges and bugs, but nothing game breaking.
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9 of 14 people (64%) found this review helpful
6.5 hrs on record
Posted: May 13
Early Access Review
Love it. Yes, it's early access but it's really good! There is still enough functionality to have a good time. The devs are very responsive and continually working on the game, so you know your feedback is being listened to and incorporated.

I wouldn't recommend paying $29 for it, I got it during the 40% of sale and even then was apprehensive about bying an early access game with mixed reviews. However it's been worth the $20 or so I paid. Can't say with certainty that it's worth $29 though, sorry!

If you're looking for a full on campaign to play through with more features then you can shake a stick at then you might want to go play the new Anno game while you wait for this one to be finished. Otherwise get in there, get invovled and help make it into something really special.
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14 of 24 people (58%) found this review helpful
1 person found this review funny
16.4 hrs on record
Posted: May 8
Early Access Review
After having cleared out all of the initial maps, I can say it was worth the $15 I got it for. I hope development continues because I really would like to see what it's like as a finished product.

By "clearing the map" I mean establishing a stable economy, setting up the villages defenses, and then taking a team out to explore the entire map and clear out all enemy camps.

I enjoyed solving the puzzle of stabilizing the economy, but once I found a formula for it I was able to recreate it on every map. The pattern I used on the easy map also worked on the medium and hard maps. The differences were that the resources were less conveniently placed from one map to the next, so the village was more spread out. Also, as maps got harder, enemies would attack from more directions and in larger numbers, so the point where there was a bear den that continually spawned bears right in the middle of my village on the final map. Nothing a dedicated crossbow tower couldn't handle though.

At the moment, enemies are pretty weak, and only pose a threat to non-combatant villagers. Once soldiers have half-way decent equipment, even the hardest of enemies are pushovers. The defense towers make short work of them as well. They can mess up your town pretty bad if you aren't prepared for their attack though. Hopefully the balance gets worked out here.

While very basic at the moment, arming my soldiers, sending them through enemy camps, getting loot, and leveling up is always fun. There are pages on each character profile for (not yet implemented) traits and abilities, which I can't wait to see. Every once in a while an enemy would drop a weapon that is like 5x stronger than any others I could get, which was pretty fun, but further contributed to combat being easy.

There is another map which shows a different kind of game-play. You start with only 4 peasants and some equipment and have to fight your way out of a crypt. It was pretty easy, but if monster balance and traits/abilities get worked out, I can see that as being another fun game mode. I can see the map editor mode being used to make fun maps similar to this one especially.

I'd say I got my money's worth as is, but am excited to see what it turns in to.

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3 of 3 people (100%) found this review helpful
5.2 hrs on record
Posted: May 19
Early Access Review
I bought this game in EA. Am I glad I bought it?

Wooooorddddddd. This is the reason EA exists. I'm having a bit of fun with the game. Am exceptionally eager for each step of the road map. Dev team is responsive and absurdly engaged - how is it big budget games are less responsive than a small team?

You get to impact the evolution of a game, and it seems to be on excellent track to a final state.

The game - Current State

Build a Age of Empires complex town, get some sweet visuals, throw your population at problems and secrets, have a teasing sip of the coming standout gem - the hero system. Lack of some functions currently implemented in dev client thingamajig can be frustrating - not being able to look around while paused - but, ya know, it's called EA for a reason.

10/10 - more excited for this than Heavensword, Tacos, or my sunburn to go away
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4 of 5 people (80%) found this review helpful
16.9 hrs on record
Posted: May 7
Early Access Review
This game deserves a much higher score than it has. Also I might add that ALL the comments about the game not changing much is Rubbish. This game is the perfect example, like Star Citizen, of developers consitantly listening and iterating to the community and leveraging new funds to expand the game to something much greater than it was. They have just gotten to the tail end of actually developing the engine technology and will be building the RPG content and story. I highly recomend this game for I support their vission, which they have done nothing but prove they are consistantly achieving and moving towards through frequent updates. They also stream several times a week and interact with the community often.
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5 of 7 people (71%) found this review helpful
5.7 hrs on record
Posted: May 6
Early Access Review
Pleasant graphics with soft colour tones , and splashed with the charm I loved in Settlers . I thought this may have a bit of Majesty Fantasy Kingdom but so far I have beaten off gnolls and spiders with my villagers . When I saw the upgrades in each building I was excited to think of all the different enhancements the villagers would get but unfortunately , most are just a 10% increase in efficeincy . Nothing wrong with that but , even a little variety in the upgrades would be a bit more interesting . Maybe the hunters could get increased range , butchers could get stronger with a bit more damage , same with woodcutters .... I geuss what im trying to say is when panning over the upgrades a building offers only to see 10% efficeincy on ALL of them in the upgrade window ...meh ... variety is the key ...

great game . i love it . i dont mind the slow pace at all . It can take a bit to figure out how many villagers are prone and not working ... because at first I wanted to see a ratio of villagers with no assignments and then quick key to them but it's actually not that bad whatsoever .

keep up the bug fixes . I did get an odd item off spiders , common venom sac I think but in my inventory it was just a white box ... oh well , Im going to start again because Im envisioning a different layout for my buildings .....

if you like settlers , even Majesty ,,, give this a try
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6 of 9 people (67%) found this review helpful
16.2 hrs on record
Posted: May 10
Early Access Review
I do really like this game and I see that it has come along way.It is like banished but a lot deeper. There are still quite a lot of actions that have buttons but not active yet. looking at all the options they give you but are not currently available its obvious that the creators intend to do a lot more with this game and it makes me really hopeful. That being said, it does still have a lot of glitches like sometimes certain fields are not active until you sell them and rebuild them and the barracks wont let you research anything so they cant improve for combat. When you click on a villager, it shows you their picture but no matter who you are looking at, the icon is a bald man. I can only play so far until i cant really progress any farther since so much is unfinished but i do really like this game and i hope the developers continue working on it so it can be even better. If you like banished then you will like this game.
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6 of 9 people (67%) found this review helpful
4.1 hrs on record
Posted: May 14
Early Access Review
After a few hours of play, I thought I would write a small review of the game as it appears at the moment.

Positive
- It has a full editor to make lots of worlds, and dungeons that you can play in, or share online for others to play too!
- There are 100's of free items to build with to make amazing looking worlds or dungeons
- The game looks really polished and reminds me of Fable, with its hand painted artwork approach
- If you play the tutorial, it is like a 3D version of a city management game, with crafting and building upgrades etc
- You can move the camera anywhere in 3D, even following the peasants and workers around the village.

Negative
- It needs balancing. Once, I managed to have zero villagers left. How could I manage the village with no peasants? Yep, needed to start all over from scratch.
- I was in a dungeon, and the peasants got hungry during battle. I couldnt loot any food. The game said "Your villagers are leaving" and they disappeared from the dungeon IN THE MIDDLE OF COMBAT! So there I was in a dungeon looking at some baddies and without any peasants. Yep, needed to start all over from scratch.

Summary
Buy the game. I did. Why? To give this coder, and his army of artists and other helpers, a bit of cash to hopefully in some years, get to a point beyond alpha. He has a great idea, and the helpers are doing what they can to support him. With a bit more cash, they might succeed and I really hope they do.

Also, if you buy the game, you get the sandbox tools (which is built into the game), with 100s of items to build with and decorate your dungeons or landscapes. There is also an included visual script tool to make spawns, and quests and NPC dialogues. Its like a free game maker even inside this game!
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10 of 17 people (59%) found this review helpful
1.2 hrs on record
Posted: May 6
Early Access Review
I just bought the game on May 5th, 2015 so I have not played a lot yet. I will update when I put more time in, but so far I enjoy the game. Lets keep in mind I bought it even though there are mixed reviews. It is an early access game that has been early access for a long time, but so are many other games I currently play. To me that isn't a deal breaker so long as there have been updates made.

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It reminds me of Banished, but adds another layer to your townspeople that was lacking. I like that I can research new armor to equip onto each person and learn new ways to make my farming or mining more successful. It feels like I have many more options to customize my town how I want. Plus there is even combat and looting!

I was confused at first how I was supposed to find anyone in my town when I needed lets say my Hunter. Reading reviews this was a major concern to others as well. After a little while I did figure out a simple way in locating anyone that is assigned to a building. Just go to that building and it will list your workers with a little button that selects them. Not the easiest way ever. This isn't something pointed out to you in the tutorial either, so I am guessing there is plenty more that I will have to discover for myself.

Even still I like the look of the game and the music as well. The voices used are pretty solid, but don't vary a ton.

I am looking forward to future updates and playing the game more myself to get a better feel for it!
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