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:
Mostly Positive (30 reviews) - 70% of the 30 user reviews in the last 30 days are positive.
Mixed (1,417 reviews) - 68% of the 1,417 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 (97)

July 13

Experimental (


The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.

We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.

Where can I get it?
Experimental Build:

What's new?
Player: Added monster auto-levelling and challenge balancing; game is now harder
Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal
Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party
Player: Reduced hero revive time in village maps to 30 seconds
Player: Doubled health/power given by potions
Player: Added confirm button to the load saved game dialog and world map fast travel dialog
Player: Spider waves are now disabled on easiest difficulty setting
Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down
Player: Added some basic damage/miss/critical text during combat
Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score
Player: Made villagers a little less squishy by doubling their health
Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health
Player: Master volume now fades to 0 when the application loses focus
Player: All needs are now disabled until the supply wagon has been built
Maps: Campaign: All: Added minimap location markers for all quests
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players
Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns
Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves
Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines
Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith
Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory
Assets: Audio: Updated magic weapon impact sounds
Assets: Audio: Added fuse and explosion sounds
Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP)
Assets: Characters: Beastmen: Updated great weapon collapse animation
Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt
Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set
Assets: Characters: Grublins: Added Scruplez
Assets: Characters: McDougal: Updated knockdown animation
Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt
Assets: Characters: Ogres: Updated Ogre Zombie mesh
Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)
Assets: Characters: Toadkin: Added Sage
Assets: Kits: Props: Added faction crossbows (04-11)
Assets: Kits: Fishing: Updated textures and props
Assets: Kits: Buildings: Goblin Village: Updated textures
Assets: Kits: Buildings: Construction overhauled with more modular pieces
Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets
Assets: Loot: Added Grublin chainmail armor set
Assets: Loot: Added House Hraun chainmail armor set
Assets: Loot: Added Withering Dead leather armor set
Editor: Workbench: Added StatisticItem node to track how many resources are harvested
Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes
Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default
Editor: Workbench: Removed 'pointInWorld' input from all quest nodes
Editor: Workbench: Added IsAsset node
Fix: Fixed local rotations on levelup visual effect
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench
Fix: FOW stopped working after the world map was loaded
Fix: Beastmen were visible in fog of war
Fix: Set default faction on some humans to be correct
Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible
Fix: Rows were being duplicated in marketplace UI when reloading the map
Fix: Camera rotation could sometimes be restored incorrectly
Fix: Kenny now attacks after the warning conversation dialogs completes and not before
Fix: Kenny failed to flee if he was stunned when his accomplices were defeated
Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map
Fix: Reduced max distance from enemy to defeated hero to block revival of that hero
Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in
Fix: Destructible doors are now destroyed with one hit as intended
Fix: Population wasn’t expanding in sandbox maps other than the starting map
Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off
Fix: Floating grass can sometimes be left over when portalling to a different map

Known Issues
  • Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
  • Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign

Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.

SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.

As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.

The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.

10 comments Read more

June 26

Experimental (


The primary changes are the introduction of the world map into portal travel.

Where can I get it?
Experimental Build:

What's new?
Player: World fast travel is now enabled - when exiting a dungeon players are given the option of exiting to the connected map, or opening the world map to choose another location - designed to reduce travel times; please note the button on the top bar will be replaced
Player: Sharpen graphics setting is now disabled on all but ultra and custom profiles
Core: Tweaked audio system to make more advantage of Unity 5.x engine
Core: All audio files moved out of StreamingAssets folder including voice files
Maps: Campaign: Bandit Caves: Simplified main path through to reduce chance of players getting lost
Maps: Campaign: Bountiful Bog: Updated Grublin village and added Toadkin Palace (only accessible via Editor atm)
Maps: Campaign: Bonefinger’s Lair: After defeating Bonefinger, fog of war is revealed around the portal into the desecrated cathedral so the player can see where to go when clicking the quest location hint next to the quest name
Maps: Campaign: Shirebrook: City Watch reinforcements now delayed by 60 seconds
Maps: Campaign: Shirebrook: More quest location markers added to help guide players
Maps: Campaign: The Glade: Modified the city to reduce the windy roads and removed unnecessary doors
Maps: Campaign: The Glade: Added cutscene interlude to reveal corruption of Everbloom to provide context
Assets: Kits: Ice Palace: Detail textures updated
Assets: Kits: Ice Palace: Throne, more props added
Assets: Kits: Props/Kobold Props: Added palisade doors
Assets: Kits: Fishing: New kit added for docks, texturing is still WIP so has placeholders
Assets: Audio: Added spear and pitchfork impact sounds, updated frost magic and shock
Editor: Workbench: Added MinimapDecal node to add/remove markers on minimap based on object’s position
Editor: Workbench: Added TrapGrid node (designed to be used with Spike trap)
Editor: Workbench: Added RevealOnWorldMap node
Editor: UI: Checkbox added to portal inspector to toggle whether world map travel option is presented
Editor: UI: Updated navmesh tool icon states
Fix: Sometimes players couldn’t right click to equip items after a conversation with a reward had been visible
Fix: Sounds using the 'Shuffle' play mode were only shuffled after all sounds in the group had been played once
Fix: 'Affects navmesh' toggle wasn’t playing nicely with doors and similar objects
Fix: Entering glade, exiting, then re-entering would spawn another Willow and Spider
Fix: Willow and Lilith are now revived once their confrontation ends so they aren’t delivering dialogue standing
Fix: Fixed exception in Format node
Fix: Tutorial: Player couldn’t enter kobold mine until they pressed continue in the conversation dialog
Fix: Added missing minimap location marker referred to in Tutorial
Fix: Numerous exceptions in edge cases ranging from combat, inventory to changing character factions
Fix: Memory leak when villagers with procedurally generated meshes are destroyed
Fix: Player camera angle was changing after cutscenes
Fix: Resolved a number of campaign scripting loopholes
Fix: Some hero abilities had the wrong targets (e.g. Freya’s heal healing enemies)

Known Issues
When entering and exiting dungeons a lot, sometimes the fog of war will become impenetrable. To resolve this, please save your game, exit to the main menu, and load in the save. Please let us know in the forum if you experience this as we’ve not managed to recreate it during QA.

When entering Bonefinger’s Lair, sometimes grass from the previous map can be left over. It’s purely a visual glitch, and can be resolved for now by saving and loading.

Some minimap location markers are re-appearing after quests have been completed.

Developer Comments
We’ve moved the location of streaming audio assets which will make this patch larger than usual.

8 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 chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

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

Get The Latest Dev News And Progress

Where to catch up on development:

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

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

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! Learn more
Mostly Positive (30 reviews)
Mixed (1,417 reviews)
Recently Posted
( 6.3 hrs on record )
Early Access Review
Posted: July 20
It's a little overwhelming at first but its very open in how you layout your city and it satisfies that city-building itch I get from time to time. Obviously has a lot of work but it runs extremely clean, no buggy early-access here, just lacking in a few key features at the moment. I can't say its worth all $25 just yet, but it's nearly there.
Helpful? Yes No Funny
( 19.5 hrs on record )
Early Access Review
Posted: July 16
Tl;dr version: Buy it if you are fine with it being Early Access for awhile, or if you want to get involved in the building/scripting tools. If you aren't cool with that, don't buy it or at least don't trash it when you knew what you were buying.

Folk Tale has popped up as a recommended game for a long time. I really liked the art style, which reminded me of Kingdoms of Amalur, The gameplay leans more towards guiding a hero around and city building than the unit/tactic juggling of RTS games. I held off buying it because of the negative reviews, but over the past few years, those reviews have gotten progressively better. The biggest complaints seem to be that it is very much an Alpha build, and that the Devs don't just finish it, already.

I took the plunge and played it during an open weekend and enjoyed what little there was to it at the time. I liked it enough to buy it after reading that this wasn't abandonware and that the Devs were releasing updates every week or so. Sure enough, the Experimental Builds are making a steady, if slow, march to a whole, satisfying game. The changes are enough that I check back in every few months, and the gameplay feels better and better. There's still some long-standing issues (ale, firewood, clothing) if you overbuild too fast, but the Devs have addressed other, more pressing issues.
Helpful? Yes No Funny
( 13.1 hrs on record )
Early Access Review
Posted: July 16
Fun to play, nice graphics, and a funny storyline so far.
Did not spend too much time playing Folk Tale yet, but I am sure I will spend some hours more on this game.
Helpful? Yes No Funny
( 114.9 hrs on record )
Early Access Review
Posted: July 15
Folk Tale is shaping up to be a very good game. The developer responds to posts on the forums, regular weekly and monthly updates on the progress of the game, a breakdown of what they are currently working on, and next weeks tasks.
The game is regulary updated, the developer asks for feedback on the the lastest patches, and responds to any issues discovered.

The game is great, you get to build a township, fight the local beasts and enemies, now we are strating to get dungeon crawling as well. Recent patches have allowed you to build your township, pacify the area, then travel to the next area and build another township etc. You can send your heroes back and forth between sheets now.
There is a inbuilt editor to design your own sheets and campaigns, there have been some really impressive buildings posted on the forum, and community made sheets/maps are starting to take off.
The game is worth the price in my opinion, I am look forward to the next patch each time.
Helpful? Yes No Funny
( 2.8 hrs on record )
Early Access Review
Posted: July 14
Bought this game 3 years ago. Still in early acess and nowhere near complete. 10/10
Helpful? Yes No Funny
( 16.6 hrs on record )
Early Access Review
Posted: July 14
We were all dissapointed to see this game not come to a good roll out within the first 2 years... But I just did my thing hoping it would turn ok someday. I must say playing it again this week seeing a campaign that was pretty fun and a good populace building and thriving i am pretty excited. I did lose the campaign a few times till i realized i needed a butcher to make all that meet i was collecting into food... but i got there. Keep up the good work. is it worth buying? I just love this genre so much and there are so few good building games of this time period i would keep it in your to buy list for sure.
Helpful? Yes No Funny
( 1.1 hrs on record )
Early Access Review
Posted: July 12
Helpful? Yes No Funny
Zi Prophet
( 3.8 hrs on record )
Early Access Review
Posted: July 10
Its not bad, however it is not finished.
Helpful? Yes No Funny
Night Cat
( 8.2 hrs on record )
Early Access Review
Posted: July 10
I'll give Folk Tale a recommend.

I bought it during the 2016 summer sale, it's in a very playable state and gave me a few hours worth of fun I don't regret - for that - recommend. Below, rant.

The campaign was an alright 3 hour of slow action.The campaign was a mixed experience, it has positives- good story, jokes, voice acting, and negatives- pointless running between the same locations, no challenge, the fact that the city building didn't play a role in the whole affair.

The sandbox is not a challenge, there are only 3 maps, and I'm afraid the difficulty instead of giving you more enemies is dictated by constraining your building space. Too much. It sort of fails as a city builder. And on any map, the special resources and random rocks are everywhere, it's difficult to build especially large buildings like the barracks. You don't decide where to build the barracks, you wave the mouse around the screen until you see green, then plop it right there.

I wish there were waves of attackers (and not a spider every 5 minutes), perhaps raid sort of dungeons and all you could go to and run over and over for loot, with the heroes AND city watch or whoever you want to bring along (looking at you, campaign!). That'd improve the RPG aspect and give some replayability. There isn't much replayability, I built a city in the sandbox now, all the buildings are up, all enemies killed. The only joy is that one village of enemies is respawning, but they're oh so weak and don't move... I guess I'm done with the game. Hoped for a city builder to really get my teeth into.
Helpful? Yes No Funny
( 3.1 hrs on record )
Early Access Review
Posted: July 9
Still not half way to completion, and heading in the wrong direction with no further campaign development for three years. Was excited for this but now it's a fogotten game.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
7 of 10 people (70%) found this review helpful
7.4 hrs on record
Early Access Review
Posted: July 7
Love the spirt of the game, and really look forward to seeing it finished.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
114.9 hrs on record
Early Access Review
Posted: July 15
Folk Tale is shaping up to be a very good game. The developer responds to posts on the forums, regular weekly and monthly updates on the progress of the game, a breakdown of what they are currently working on, and next weeks tasks.
The game is regulary updated, the developer asks for feedback on the the lastest patches, and responds to any issues discovered.

The game is great, you get to build a township, fight the local beasts and enemies, now we are strating to get dungeon crawling as well. Recent patches have allowed you to build your township, pacify the area, then travel to the next area and build another township etc. You can send your heroes back and forth between sheets now.
There is a inbuilt editor to design your own sheets and campaigns, there have been some really impressive buildings posted on the forum, and community made sheets/maps are starting to take off.
The game is worth the price in my opinion, I am look forward to the next patch each time.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
1,372 of 1,434 people (96%) found this review helpful
29 people found this review funny
92.0 hrs on record
Early Access Review
Posted: December 13, 2015

This game has had quite the history on Steam. Before you buy into all of the negative or positive reviews on this particular game, allow me the opportunity to provide some enlightenment.

It is true this game has been an Early Access game for a couple of years now. It is true that it is still incomplete.

It is also true that this game has been consistently improved upon week after week, month after month. It is also true that the developers consistently respond to the Community feedback, and incorporate many ideas with the direction and focus of the game.

One thing a lot of people do not realize is that this game was one of the FIRST Early Access Games through Steam, and at that time, both the developers and the Steam Community didn't really have a set standard of production of how far a long a game had to be, before it was released into the Community. Folk Tale has paid the price with mixed reviews because the initial launch of the game was virtually unplayable.


This game has two builds, experimental, and public.

The Experimental build is the most active, up to date version of this game as it stands now. It is updated almost weekly like clockwork. More content and fixes are added in every single patch.

The Public build is a more stabilized version of the game for those who do not mind having a slightly slower updating schedule for a more stable platform. This build is the culmination of all of the successful experimental build patches, usually about 6-8 patches, that get rolled in all at once.

Both builds are extremely playable. Almost all of the negative reviews for this game have focused on issues that have been long ago resolved, or people that are sour about buying into an Early Access game, even with the full knowledge beforehand that it was incomplete, hence Early Access.

A fair assessment of this game would be that it has about 50% of its total content at the time of this writing. That DOES NOT MEAN it is only 50% playable.

The content that is available is well balanced, well executed, and with a mountain of community support behind it.

In my 25 years of gaming, I have never seen a more proactive, responsive development team that regularly updates and informs the community about the goings on of the current state of Folk Tale.

Should you buy this game? I would. Even with only half of its content available, this game kicks the ever living crap out of almost every other game in this same genre. I would not be surprised, if once all the content has been implemented, this game would be priced in the $60 range.

Don't let negative, EARLY ACCESS, reviews color your vision about this game. This will be a must have, and in my opinion, already is if for no other reason than the Community and Developers that stand behind it.

Try it for yourself, and find the magic of Folk Tale. Give this game a fair chance, and I promise you personally, you will not be disappointed.
Was this review helpful? Yes No Funny
1,847 of 2,062 people (90%) found this review helpful
41 people found this review funny
Not Recommended
6.8 hrs on record
Early Access Review
Posted: April 24, 2015
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.

:: Edit ::

I decided to indulge the comments about me apparently saying things that are untrue and sat down for a full two hour session to see the differences. Things they've added short list:

Upgradable buildings but they don't work even when you have necassary resources
More buildings that some are simply filler and the rest are extra for "needs"
More worker roles that are all equally slow at their given tasks
Diseases are a thing and the villagers are too stupid to use medicine you have stocked

I understand they reworked the game but the bare bones of the game from the original early access is still all there. Things the same short list:

Your NPC's are still as dense as a brick
No adjustable camera speed just slow and mildly faster by holding shift
Your militia are still generally very ineffective
Resources are painfully slow to gather
Amount of control still feels short in contrast to what it should be
Gameplay feels unengaging and lack luster just waiting on resources
Day - Night cycle still doesn't seem to change anything

Summary: It feels like a game that had high hopes in a lot of ways yet lives up to very little of them so I still don't recommend it.

P.S Everyones entitled to their opinion, don't try force feed your own to others.
Was this review helpful? Yes No Funny
711 of 837 people (85%) found this review helpful
263 people found this review funny
Not Recommended
7.7 hrs on record
Early Access Review
Posted: May 5
I bought Folk Tale within about the first week that it was available on Steam. I thought it looked like a cool concept, and I had no idea that the trailer was actually the entire scope of the game back then. In the time that this game's been in Early Access, I:

* Finished a Master's Degree
* Moved to a new city
* Moved to another new city
* Held three different jobs
* Witnessed the birth of four children among my friends' families
* Developed a hernia
* Had enough time for the hernia to heal without surgery
* Bought a new computer
* Beat The Witcher 3
* Beat The Witcher 3 AGAIN
* Read 14 different books (CORRECTION: 15)
* Watched approximately 1000 sunsets
* Deleted 20 duplicates of some crazy French stalker's comments on this review. Mon Dieu!

Pro Tip: Wait for them to finish it, then maybe take another look.


To be clear, before anyone throws the other obvious argument at me... Yes, I have played the game since those early weeks and, yes, it has advanced since then. But progress has been limited, and at this pace Folk Tale is more likely to die a slow death than ever realize the charming vision it had when it first came to Steam.

I've already paid for it, so I'll certainly give it another look from time to time to see if anything ever becomes of it, but the whole premise of this review is that this game's a terrible risk compared to most other Early Access titles. What exists right now is still a bit of a mess, and not worth the price, and there's a very good chance that that's all you'll ever get for your money. Anyone who doesn't already have money riding on it should definitely wait.

I'm not wishing doom on Games Foundry, and I'll eat my own words if they ever manage to turn this ship around, but... don't put money on that, either.

Edit #2:

In my continued drive to live at 3.82x the speed of Early Access development, I just finished another book..... "A Great and Terrible King: Edward I and the Forging of Britain" by Marc Morris. Lots of fascinating historical anecdotes, and Morris is also an incredible narrator.

Edit #3:

Three of Folk Tale's most loyal minions went through and downvoted... every single review I've ever written, even ones that no one had ever voted on before. I would like to thank these brave heroes for taking the time to read my previously-unnoticed reviews.
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517 of 609 people (85%) found this review helpful
42 people found this review funny
Not Recommended
14.5 hrs on record
Early Access Review
Posted: February 18, 2015
3-12-16 Edited to mention that Folk Tale is now pulling up on it's 3rd year in early access (5 years in total) and has reached.... lol... "Alpha 26". - End of edit

Since I'm tired of editing this review everytime Simon Dean tweaks a spider spawn or adds a couple boards to a cottage, bored with the game and unconcerned about how accurately it describes it's current progress... or lack thereof... I deleted everything previously written here and decided to ramble on about mostly nothing. I figure if it's okay for the positive reviewers to do, it oughta be okay for the negative reviewers also.

Suffice it to say that whatever condition the game is in when you read this it's development track has been been slow as molasses in January and plagued with poor design choices, many to the point of being laughable if not shameful. It doesn't appear that the development team has an iota's worth of talent, relying almost solely on community feedback to not only determine the type of game it will be but also how to simply implement features in a sensible, intelligent way.

The game's (currently) "Mixed" review score is well-deserved in comparison to many other early access games with a similar amount of time in early access. For both the rabid fans and the developer this amount of time is the go-to excuse for why it has such a poor score but this is certainly not the case when we look at the glowing review scores of many other games with two or more years of early access development. Some examples include Prison Archirect, Kerbal Space Program (released) and Invisible Inc. (released). Sure, some negative reviews are based on this and others do take it into account but it is not the sticking point for the majority of Folk Tale's negative reviews. Rather, the problem is and has always been what the game has to show for those two years, most of which has been broken features, utterly horrid design choices, some of the worst AI on record and the complete absence of key game components like load/saves and management abilities. And for your information, two years of early access development is half or less of Folk Tales total development time. THisis a quite a significant factor when you understand how woefully lacking this game is/was just a few short months ago. To have even called it an alpha would have been generous.

It's also worth noting that a large number of positive "reviews" for this game are simply shill reviews, written at the behest of the developer who begged, in a long since unpinned forum thread, that they be written to increase Folk Tale's review score. Read them. What you will find is that they say little or nothing about the actual game. They just ramble on about how active the developer is in the forum and the game's potential. Why is this the case? Simple. There was just nothing good to say about the game itself.

How is the game now? I don't know and frankly, I don't care. I still don't recommend that you buy it though. Why? Because the developers clearly have no idea what they're doing. The game looks great. It pretends to be even greater. Unfortunately, the actual game has never done much but spun it's wheels. Buy it when it's finished, assuming you aren't old and grey by then. It may, at that point, bear some resemblance to what it's described to be... and perhaps it will actually work, the AI won't be dumb as a bag of hammers, every building will work as intended and managing your citizens won't be tantamount to trying to herd a flock a kittens thru a bird sanctuary.
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265 of 334 people (79%) found this review helpful
10 people found this review funny
Not Recommended
7.3 hrs on record
Early Access Review
Posted: February 24
I supported this game very early on when it was released into early access almost 3 years ago. 3. The progress is extremely slow and I think at the very least their price point needs to lower. They had to have known just how slow their progress would be and if not they should be more transparent about the issues.

If they continue at this rate of progress what will it take? Two or another three years at the most? At that point how outdated will the final product look? I suppose it could be magnificent, but I doubt it. Highly.

This game has plenty of potential, for sure, but you can say that about many games in early access. They would be more deserving of your investment than Folk Tale. This game should not have been released into early access with nothing but bare bones, I remember that it was. I didn't mind supporting the development, but time and time again, I come back and barely see anything different from the last time I checked in.

I don't think anyone will get their money's worth from this title at this point and fear a Spacebase kind of situation happening here. Do not purchase this game at this point in time.
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A developer has responded on Mar 11 @ 9:34am
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97 of 112 people (87%) found this review helpful
6 people found this review funny
20.9 hrs on record
Early Access Review
Posted: December 17, 2015
If you want to see the game, watch the videos. My opinion is that it has a solid foundation now and has already begun implementing many of the big items that many of us have been waiting for. I have read a lot of negative reviews like anybody else looking at a mixed review game and there are many older reviews that really did make sense at the time they were posted, but this is now and that was then.

The game?

In short...
Your the hero looking for treasure chests, killing enemies, and progressing through a story. Your also the one controlling the growth of the town, building walls, and making troops to travel with the hero and guard the town. However, the game is made so you can set up your town and use a summary to see whats needed or if anything is. That leaves you free to focus on your hero at times without your town falling apart. Make sure you have guards though.

Few more details...
The game looks just like the videos, smooth and tranquil. Your townspeople walk everywhere to do their job. (transport goods, plant trees, hunt animals, eat, etc.) So you will not see somebody working a farm non-stop and you gather food over time. It is easy to get caught up watching your people and forget that you need to clear our enemies from a nest or go look for treasure chests. Do not be fooled though. Enemies are hard and your hero is not an unstoppable force. Nests and such also grow over time if not destroyed. That means larger numbers and can quickly wipe out everything you have worked for. You should also make or find better equipment for your hero, guards, and citizens. Don't want to micro manage? Make the gear, move it to your inventory, put it into the citizens place of employment, and they will equip it if they can. There is a lot more than just your city building and townspeople. (i.e. story line, settements, other heros, etc.) I will let the videos, images, and devs cover the rest.

The devs?

In short...
Watch a recorded live feed to get a feel for them. They will look at and test things simply because a player mentions it. So yes, they work very close to the players. You can see the peer to peer communication in the live feeds all the time. Updates are pushed out as quickly as possible and content is always being adjusted to find the best settings, look, and/or feel.

In detail...
Do you think the game is how it is now because the devs said it will be this way? If so, you are wrong. Countless things have been adjusted because of player comments and many times they are tested on the spot during a live stream. The devs are normally guys. They do talk to people but they do not talk down to people. Some of the reason things move slower than you may like is because the devs are working so close with the players to revise anything from NPC spawn rates to graphics, but don't be shocked if they say no.
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221 of 292 people (76%) found this review helpful
7.1 hrs on record
Early Access Review
Posted: May 29, 2014
I'm not one to write up a review for an early release game as I feel that Steam shouldn't even allow a review till full release but they do anyways for early access games. So after reading a lot of the outdated reviews I decided this game needed one.

First for you impatient people, do not buy an early release game. Some devs prefer quality over quantity and these devs are just that. Yes the process is slower then most of the games I have snagged in early release but it's been worth it.

So far the demo in game shows a ton of promise and I can't wait for the RPG elements to get added into this game. But as of right now they've done a really good job with adding sandbox, character editor, and a map editor. I've monkeyed around with all the features and have enjoyed it.

Personally I could say yes buy the game now but we all have different preferences and patience levels. So where the game sits at the moment if you enjoy editing and messing around with sandbox games it's worth more of a look into for you. If your steam library is lacking sandbox like games this probably isn't the game for you.

I will update this every once the game comes out of early access.

You can get more info at the devs blog here
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493 of 686 people (72%) found this review helpful
1 person found this review funny
Not Recommended
21.1 hrs on record
Early Access Review
Posted: November 28, 2013
Folk Tale has been available since the 30. May 2013, and since the release very little has changed aside from bugfixes and the addition of a savegame feature. In my opinion the game was released on Steam too early.
It has a very nice art style and the concept for it looks great - but the available playable content is very, very limited.

The plan is for this to be a sandbox experience type of game with stuff like building your own town, crafting, sieges, characters that gain experience and equip items that monsters on the map/in dungeons drop, and much more. Together with the overall graphical/sound quality of the game and the chosen theme, this would make for a great experience.

But only a tutorial for one of the races is available for now, and even though the developers are commited to communication and bugfixes, the available content does not warrant the purchase of the game at the time of writing this - 28 November 2013. There is also no set date for the release of new content to the game.

You can read blog posts and news about what the developers eventually plan to add to the game here:

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