Folk Tale is a fantasy village builder RPG 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.
User reviews: Mixed (1,064 reviews) - 67% of the 1,064 user reviews for this game are positive.
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 (68)

September 21

Experimental Build (

ALPHA 23d (

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

The primary changes are the addition of the world editor and support for portals to travel between maps.

Where can I get it?
Experimental Build:

What's new?
Player: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4
Player: New healthbars added (heroes’ have significantly changed)
Player: Reduced aggro ranges significantly
Player: Camera field of view reduced
Player: Tweaked colliders on all monsters for easier targeting
Player: Increased distance that characters will stand apart
Player: Added wet cave ambient background track
Player: Added lots more character portraits (so they’ll appear in conversation dialogs)
Player: Added wolf, bear, boar, skeleton and zombie sound effects
Player: Ability points now have a greater effect on critical/evade chance (1 vit = 20hp, previously 10hp)
Player: Villagers and (some) monsters will now voice idle phrases
Player: Several monster loot profiles added
Player: If characters/monsters cannot surround a target, they should choose another target
Editor: World Editor added
Editor: Added Map Entry and Exit Points To World Kit
Editor: Folder Structure Changed, location maps are now filed under a world folder
Editor: Added Skeleton Elite and Champion tests (blue and yellow rim shading)
Editor: Added Glade Kit
Editor: Starting Map Designer Will Load Into World Editor, Then You Select Map To Edit
Editor: Added Kindle (Hero, No Abilities Or Attacks Atm)
Editor: Added Tool Button To Topbar To Access World Editor
Editor: Modular Waterfall Pieces added to Water FX Kit
Workbench: Added SetFaction; Cutscene useful for preventing characters doing tasks during cutscene
Workbench: Added Notification node for adding icons/events into Events Notification system
Workbench: Health bars will no longer be shown when NPC has faction set to cutscene
Workbench: Added GetGlobalBool and StoreGlobalBool nodes; values persist across maps
Workbench: Added GetGlobalNumber and StoreGlobalNumber nodes; values persist across maps
Workbench: CameraPath node can use just a single camera position now for simple framing
Workbench: Added Move node for immediate relocation
Fix: Tile batching was broken a few weeks back
Fix: Start screen menu more responsive
Fix: Characters marked as ‘dead’ no longer count towards killed statistics, and don’t agro
Fix: Negative Scaling Props For Mirroring Now Works On Props With Navmesh Cuts
Fix: Fixed Cave Tile Alignments That Were Causing Some Small Thin Gaps
Fix: Peasants no longer lose their names when trained as workers
Fix: Characters marked as ‘dead’ now have permanent corpses
Fix: Event notifications no longer happen in non-village maps
Fix: Using Workbench node to change faction/allegiance during combat is now more reliable
Fix: Characters no longer play their hit animation if it’s already playing
Fix: Characters no longer move/glide if their hit animation is playing
Fix: Herb fields were too bright
Fix: Herbalists no longer carry surplus herbs to the storehouse
Fix: Hid some UI clutter that was showing in between screens loading
Fix: Workbench: Sound field in Conversation can now be cleared
Fix: Heroes that are out of range for ability use now run into range before activating
Fix: Hovering over corpses no longer causes mouse cursor to change to target mode
Fix: Rivers would sometimes turn an ugly green with no reflections

Note: to create a new map in a world, use the Location Pin prop in the World Editor kit. To import (copy) a map from another world, use the Location Importer prop in the World Editor kit.

Note: to mark worlds as sandbox (so a player can choose any map in the world to play, edit the file meta.json and remove the “startingLocation” entry (and everything between { }).

Known issue: Quests do not currently carry over between maps.

World Editor Guide
Following the patch release, we've added a World Editor guide to the website:

8 comments Read more

August 20

Experimental Build (

ALPHA 23c (

This is a update to the experimental opt-in build. Following a period of community testing, it will be rolled out to the public alpha.

The primary change is the way we now load assets for faster map loading, and the addition of quest givers.

Where can I get it?
Experimental Build:

What's new?
Core: Loading of assets changed; level loading may now be significantly faster and the overall memory footprint is a lot smaller
Core: Performance may drop slightly; should be temporary until a third-party text rendering component is updated to better support Unity 5.2
Editor: Undo should now work for more things
Editor: Right click should no longer open terrain sculpting prototype
Workbench: Added RandomFromList node
Workbench: Error messages for nodes now visible in editor
Workbench: Fixed category and description for AddQuestGiver and RemoveQuestGiver
Workbench: Fixed description on Store and Get nodes
Fix: Fixed civics dialog not hiding when subsequently opening construction options
Fix: Dungeon doors now work properly

4 comments Read more
See all discussions

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


"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 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 fantasy village builder RPG 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.

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 a dynamic story, Folk Tale really is a game of endless possibilities..

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:

Join in the weekly 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 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
    • 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
    • OS: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
    • 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
Helpful customer reviews
12 of 17 people (71%) found this review helpful
16.5 hrs on record
Posted: September 26
Early Access Review
I bought this game quite some time ago because I really enjoy city-builders and this one had real promise. A lot has changed in development but I'm not even remotely disappointed. Their character editor and map editor are both startlingly extensive and the main game mode is leaps and bounds beyond what it was when I first played. They've taken the advice and suggestions of their players and gone from a stiff but lighthearted citybuilter to something considerably more organic and immersive (and they maintained both the beautiful style and pluck of the initial concept as they did).

I was concerned back in the earliest builds that they'd make some ridiculous blunder and have the job assignments strictly gendered. I'm so glad to see that they didn't and that (aside from some questionable villager commentary that I assume will be updated or varied eventually, and the lack of variety in models which I also assume will be updated) there's a notable lack of sexist shenanigans.

There's still quite a bit they have to implement (in game mechanics, balancing, etc) but it's already fun and enthralling. This game is a delight and I expect it's only going to get better as development continues. Right now, even without full features, I feel satisfied that I've gotten my money's worth.
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1 of 1 people (100%) found this review helpful
3.0 hrs on record
Posted: October 10
Early Access Review
This game reminds me of the Settlers. It looks nice, and has some simple resource management in it. Some building upgrades are not implemented, and combat feels a bit clunky (my hero always dies - trying to micromanage him locks the screen onto him, which is fantastically annoying). Also, a speed up function would be nice for those long waits,

Other than that, the game feels pretty well polished, and there's a lot of fun to be had already. Haven't come across any game breaking bugs (so far).
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3 of 5 people (60%) found this review helpful
13.8 hrs on record
Posted: October 5
Early Access Review
I first purchased this game as "early access" in the VERY early days of it's availability, and quickly ran out of things to do. In fact, I used it as an example to others for why not to buy in to early access games. After recently DL'ing it to check out how far it had come I was very pleasantly surprised.

While the team behind it is obviously very small, and still has a ways to go before a full launch, the game is already very fun and has all the elements it needs to be an extremely well received title. *When* it's finished, I'll definitely be recommending it to my friends who enjoy RTS/city-building games.

I see that the reviews are showing up as 'mixed' and I can only assume that most of the negative reviews are from the early era where (like me) they were dissapointed at how little content/progress existed for the price asked. I hope those people give the game another shot, as I have.
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1,820 of 2,027 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.

:: 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.
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315 of 426 people (74%) found this review helpful
1 person 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.
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