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 (969 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 (61)

June 11

Folk Tale Alpha 21

PC, Mac

Major Changes
Player: Heroes: Added Ser Gregory And Special Abilities (Taunt, Shield Bash, Power Slam, Iron Skin, Decisive Victory)*
Player: Mechanics: Woodcutters Now Automatically Plant Seeds**
Player: Mechanics: Trees Have 100% Probability Of Dropping Seed When Felled**
Player: Character Portrait System Added***

Minor Changes
Player: Idle Characters Will Now Move Away From Other Characters They Intersect
Player: Salvaging Implemented
Player: Added Zombies
Player: Added Beetles
Player: Special Abilities Can Now Be Queued
Player: Special Abilities Now Have Cooldown Timers
Player: Weapons Can Now Apply Buffs On Hit (Positive Or Negative)
Player: Disabled Experimental Anti-Kiting Code
Player: Weapons/Shields Now Scale Properly Depending On Character
Player: Stun Implemented
Player: Modified Some Labels To Remove Silliness
Player: Added Poison Visual Effects
Player: Added Distance Culling To Corpse Sparkles
Player: Forced Characters To Rotate First Before Move When Requiring > 90 Degree Change For A More Natural Feel
Player: Beasts And Spiders Den No Longer Drop Seeds
Player: Decreased Culture Cost Of Tier 2 Buildings From 350 To 275
Player: Workers No Longer Walk Long Distances To Reach Work Points e.g. Fishing
Player: Beastmen No Longer Drop Treebane Or Rare Weapons
Player: Adjusted Soundtrack Volume Range And Default Volume
Player: Adjusted Keyboard Sensitivity Default For Faster Panning
Player: Added Setting For Ambient Sound Volume (Tweeting Birds, Howling Winds etc)
Player: Changed Mead And Honeycomb Production Amounts
Player: Villagers Need For Entertainment Enabled When First Tavern Is Built Rather Than Waiting For Culture Level To Be Reached
Player: You Can No Longer Sell The Supply Wagon/Storehouse If It’s The Last One
Player: Supply Wagon Capacity Now Properly Capped
Player: Tweaked Costs Of Bakery, Bee Yard, Butchery And Fishing Hut
Player: Disabled Medium And Severe Diseases Temporarily
Player: Only Announce Disease Outbreak If No Medicine In Stock
Player: Most Maps Updated
Editor: Light Intensity Can Now Be Changed In Inspector
Editor: Object Scale Factor Now Shown In Inspector
Editor: Added Missing Armor Crafting Recipes
Editor: Added Lots More Loot Items
Editor: Added Bone Kit Heaps And Decals
Editor: Added Beetles, Zombies, Alternative Spider, Spider Queen To Wave Spawner
Editor: Workbench: Added Node SetAllegiance
Editor: Workbench: Added Node Console
Editor: Workbench: Added Node InstantiateCharacterAt
Editor: Workbench: Added Node AddAttributePoints
Editor: Workbench: Added Node To Set Attributes On Spawned Character
Editor: Workbench: Added Node CameraMove
Editor: Workbench: Added Node InstantiateBuildingAt
Editor: Workbench: Added Node CharacterToWorldObject (Converts, Enabling Use Of Destroy)
Editor: Workbench: Added Support For Boolean Variables
Editor: Workbench: Added Active Output (Boolean) to Quest Node
Editor: Workbench: Added CharacterHealth Node
Editor: Workbench: Added CharacterAlive Node
Editor: Workbench: Character Portrait Can Now Be Set Via An Input On Conversation Nodes (However Implementation Will Change In Alpha 22)
Editor: Workbench: Modified Gate Node To Include Initial State Toggle
Editor: Workbench: SpawnedCharacter Can Now Get Character From Wave Spawner

Bug Fixes
#0182 Sandbox Player: Destroying Supply Wagons Leads To Unrecoverable Problems
#0184 Sandbox Editor: Entering Editor Second Time Breaks Bounding Boxes
#0185 Sandbox Player: Some Particles Are Being Affected By SSAO
#0186 Sandbox Player: Duplicate Civics Bars For Vegetables
#0187 Sandbox Player: Some Sounds Not Playing Or Very Quiet
#0188 Sandbox Player: Most Weapons, Rings And Necklaces Not Stacking
#0189 Sandbox Player: Scale And Halberd Recipes Not Unlocked By Blacksmith Research
#0190 Sandbox Player: Villagers Sometimes Get Stuck Outside Cottages
#0191 Sandbox Player: Peasants Near Cottages Ignore Command To Chop Tree

Known Issues
Crafting recipes found in loot aren’t showing their icons, but are appearing in the crafting menu.
Ser Gregory really needs a rage meter rather than taking power from the Mind stat.

Developer Comments
Alpha 21 has a strong focus on heroes, special abilities, and combat improvements. It includes all the code to support heroes including queueing abilities, applying buffs on hit, combat AI

*Level Designers please note that Ser Gregory should be created via workbench using the new InstantiateCharacterAt node, which also allows you to set his allegiance.

**Automatic seed planting is now in. Woodcutters will plant saplings if there are 5 or fewer trees within the boundary of the Woodcutter Hut, or if you have an abundance of seeds. Felled trees automatically grant 1 seed, at least until we implement the Marketplace building. We have removed seeds from monsters and spider dens.

***Everything but profession uniforms are in. There’s a missing male beard, and the female herbalist hairstyle which are known issues.

24 comments Read more

June 11

Folk Tale Dev Blog 35

Ser Gregory, the first hero built on a growing RPG code base, Dwarven culture, and the terrain randomization tool.

Well met Ser Gregory

While the last release cycle was all about village building and economy, the team are now focused on expanding the RPG side of Folk Tale. As you explore the world you'll meet heroes entwined in an evolving story. Help them with their goals, and they'll become available for selection in your adventuring party.

Building on existing RPG mechanics including inventory and stats, our first foray into RPG adventuring begins with the addition of hero systems, and in Alpha 21 we're introducing Ser Gregory. As a heavily armoured tank, Ser Gregory's abilities place him at the heart of melee action. His abilities are designed around defence (Iron Skin), crowd control (Taunt and Shield Bash), area of effect damage (Power Slam) and being able to finish off opponents with low health (Decisive Victory). Each ability is detailed on the website (link above). Abilities can be queued to be executed one after another, have cool down timers, and power costs to prevent you from spamming special abilities which would be totally OP. We've added all the supporting systems for character states including stunned and knockdown, and will be rolling these out across new and existing characters in Alpha 21 and beyond.

For now we've enabled all Ser Gregory's abilities for community feedback, but in a future release you'll unlock abilities as Ser Gregory levels up, and then level up each ability to make it more powerful. For now, pick your battles carefully and save regularly as there's perma-death. We'll be adding revival to respawn dead heroes back in your village, but that's not in yet.

Combat feels a little smoother now we've reduced the interval between attacks from 3 seconds to 2 seconds. The anti-kiting code has been removed so there's no more insta-heal enemies, and characters no longer stand on top of each other, moving apart if it occurs. We've also made characters rotate before running in a direction. It's a subtle change, and it might feel a little different for a few minutes, but ultimately adds a little bit of extra quality.

And what to do with all that junk loot? Salvage it of course in exchange for a little gold! You can now drag unwanted inventory items onto the salvage icon.

Character Portraits

The days of looking at the bald male villager placeholder in the character wheel are over. We now have a new portrait system showing the actual appearance of villagers in a nice hand-painted portrait. While heroes, bosses and behemoths all have their own unique beautifully hand-painted portraits, villagers are a little more challenging. Due to the number of permutations of hair - including beards and moustaches on men - we layer up the features and use tinting. We start with the background and uniform, then add skin (ranging from light to dark), beard, moustache, head hair and finally any hats/helmets. For now, villagers will all have the peasant uniform. We expect to have the other profession uniforms including hats added for Alpha 22.

Death By Deforestation

If you've played a long session, you'll be familiar with the impending doom that awaits due to deforestation. We previously added seed drops to spiders, bears and boars, but your feedback told us this didn't really solve the problem. So in Alpha 21 each felled tree now drops a seed (added to your inventory), and when a Woodcutter's Hut has 5 or fewer trees in it's boundary, Woodcutters will automatically plant a seed. This completely removes the micromanagement burden, however you can still use the Woodcutter ability to plant saplings where you please. In time we may link this ability to the Forestry research. We'll have to see how well this scales with a Tier 3 upgrade.

Village Building And Economy

Attaining Tier 2 building upgrades needed to happen a little sooner in gameplay, so we've reduced the culture cost from 350 to 275. We've still got to implement the reasons for upgrading, including tying research with better bonuses and effects to higher building tiers.

One community reported issue was that workers could end up walking a long way to reach a workpoint within a building's boundaries. For example, a Fisher may have to walk a ways to reach a bridge to cross a river to get to the other side. This could take them into enemy territory leading to their death. We now check journey distance to determine if a work point should be used or not.

Mead and Entertainment were bugged in Alpha 20. For the next release, we've made sure that villager need for entertainment begins when you first construct a Tavern, even if you haven't yet attained a culture score of 300. A barrel of mead also now converts to 4 tankards of mead at the tavern instead of 2, helping with supply shortages. To address the over-production at Bee Yards, 30 honeycomb are now required per barrel productions instead of 5, although the yield of honeycomb has been increased to be inline with other buildings. Further rebalancing may well be required, so please share your experiences in the community forum.

Dwarven Cultures

Development of the dwarven culture is progressing well, including the dwarven fortress of House Hraun (faction), under siege by the exiled Cult Of Pyros (faction) and it's leader, Archmagus Brimstone. There's a mountain of work goes into developing each culture, including modelling and painting weapons and shields that appear on characters, loot icon illustrations including armor and jewellery, environment props, textures and visual effects, script writing, voice acting, character modelling, painting and animation, sound effect design, and of course soundtrack composition.

Expect to see Dwarven content make it's way into the game in Alpha 22 or 23.

Story Script And Voice Acting

Story will feature prominently in Folk Tale, delivering a campaign like feel similar to the original tutorial, but within a sandbox environment. The Grassland starting story script is now complete, which leads into the Withering Dead and Gladefolk faction storylines. We completed voice actor casting a few months back, and are now working our way through the recording sessions.

Terrain Randomization Editor Tool Progress

Building large terrains in the Editor can be time consuming. To help increase productivity, we're working on a terrain randomization feature that automatically generates a terrain based on settings. It's able to generate mountains, valleys, lakes, rivers and waterfalls, place trees, generate coast line, and apply splatters of paint. It utilises the full range of core tiles available, including full, half and quarter height tiles.

All being well, by the time you've read this Alpha 21 should be in final testing ready for launch.

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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 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 10.7.5 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
    • 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
76 of 103 people (74%) found this review helpful
4.2 hrs on record
Posted: June 14
Early Access Review
Found this game a long time ago when it was on greenlight. I was very excited about it, the team seemed to be very motivated and was communicating a lot with its community.
Tried one of the first versions and obviously it was buggy as hell, but it looked like fun. There was also some refreshing humour.

Now two years have passed and we're only in version 0.3... Still, i decided to try it, just to see how much progress they made.

I was quite disappointed. Even the very basic menu got some very basic bugs ! The game itself is slow (at least the tutorial), i've found myself waiting ages befores being able to have enough ressources to progress, all the villagers are slow as hell unless you're asking them to go somewhere specific (why ?).
Plus there is no easy way to see your global production rates and consumption so you never know if you need more of some ressource until you realize you have none left :(

Also tried to equip one of my villager with good outfit so he can hunt ennemies and level up, but there is no way to find/favorite/tag villagers so whenever i needed to give the one commands, i had to look for him from his production building (no names on the icons btw... have to click and find each portrait before finding him. And "Find" is a big word as it just unzoom and move camera near the wanted villager ! Why not directly select him ?!).

Plus, i don't have the "fun" feeling i had on early stages. Even though graphics are a bit funny, the game now just looks like a lambda management game and it seems to have lost its identity and originality.

Again, i've only played the tutorial of 0.3 so i might edit this review later one, but for now, as excited as i was two years ago, i wouldn't recommend this game.

Sorry GameFoundry :( I still hope you'll make something amazing and will continue following you.

Edit : Well... Tried the others maps. Just popping with no instructions or background story. I know they're tagged as "Dev map" but still. There used to be a story ! Where's Bernard ? Give us back the toasts T_T
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42 of 52 people (81%) found this review helpful
1 person found this review funny
15.1 hrs on record
Posted: June 12
Early Access Review
I've dreamed of a cross-genre game like this for so long, something that blends a citybuilder with an RPG character building experience, and Folk Tale is certainly starting to deliver on that.

I've played and loved the citybuilder genre forever (such as the Caesar series, the Settlers series, the Warcraft series, and many others, including more recently Banished to name a few), but always wanted for more depth and customisation. I've played and loved thousands of RPGs in my life too, (from Pool of Radiance and Neverwinter Nights, to Icewind Dale and Skyrim, right through to Divinity: Original Sin and Pillars of Eternity), but I always desired some home base and village building elements.

Well peeps - we're almost there! Our dream is being realised.

This is a MASSIVE undertaking that Games Foundry has embarked on, and they should be proud of their work. I'm enjoying this game immensely, and recommend it to anyone who is willing to support a small team of devs making a big game with even bigger expectations on it.

If you don't understand the concept of Early Access and expect a well polished, perfectly balanced, and full game at this point, put it on your wishlist. However, I for one believe in the concept, I believe in the direction, and I believe in the potential, and happily supported the Devs with my hard earned cash to continue the process. Under the above proviso, I hope you do the same.

Now onto specifics:

FUN FACTOR: Heaps of fun with a cute sense of humour! The village building maps are enjoyable; there's a real sense of accomplishment in building up your village to a city size. There are monsters spread throughout the map to vanquish and loot, and who occasionally attack you to keep things interesting. And there's a wide range of buildings, upgrades and items to analyse and discover their interconnectedness. The dungeon crawling map is a fun addition; running around with your hero slicing and dicing mobs while collecting treasure. Overall, there is currently limited content (4 to 5 maps), but there is a in-built level editor for you creative types, and it's great fun for shorter gaming periods.

GRAPHICS: Really good! Nice looking and easy on the eyes, fantastic art style and cute detailing in buildings, protagonists and mobs.

SOUND: So good!!! The music and ambient sounds are pleasant and never off-putting, but the voice acting! It's top notch so far; the advisor is both posh and somewhat imperious, but his voice is lovely, the hero is extremely heroic and (Old washed-up) knight-like, but hilarious. His battle cries make me grin constantly.

GAMEPLAY: Ok. The interface is a bit clunky, and there's some important missing stuff there (such as a villagers list, but that's in the works according to the Devs), for example it's difficult to both find individuals, and to equip them. But the basics are there, and improvements are being added regularly. However, the camera controls are (currently) quite bad. The camera movement is slow, and the changing of camera angles just annoying. Still, these are forgivable whilst in EA.

REPLAYABILITY: Yes and no! This goes back to the first point, there is limited content, but updates are monthly. So I will come back once a month and play the same maps for a few hours again and again to check out the new stuff. I will do this until it's released. Once it's released as a full game I believe I will come back to it regularly, because there are campaigns planned, there are factions included, plus there will be custom content using the level editor.

In closing, I would first briefly like to touch on the most commonly maintained negatives in the abundance of unhappy reviews, in order to explain them more clearly, and to debunk those that don't really apply anymore. I don't do this for any reason other than the fact that I really love this game, and I don't personally feel that the current rating is reflective of Folk Tale's current state, nor its future potential. (Please keep in mind that the views and opinions expressed herein are those of the author only, and do not necessarily reflect the official position of any other individual or agency)

"There's no story mode / save function / tutorial..." Not true, as all have now been implemented.

"There's no updates..." Blatantly untrue! Updates have been one a month since June 2014.

“It's unplayable...” Ridiculous! I have no problems playing it, and there's plenty of 'Let's Plays” online

“No Dev involvement...” Preposterous!!! The Devs are invested, approachable, and transparent, consistently replying to players reviews or requests.

“Game changed direction after I bought it...” This is partially true, but it changed focus (after a public survey), NOT direction. The citybuilding aspects were focussed on at the outset to get the economy and village system basics working. Now the Devs are focussing again on the RPG portions.

“The Devs asked for supporters to give positive reviews to improve the rating...” SO WHAT?! If you entered your baby into a baby pageant, would you not ask your friends to give positive comments, votes and support? As I said before, the Devs are INVESTED DEEPLY in their cross-genre experience. Wishing for positive reviews and asking reviewers to reassess after so much has changed is hardly doing any harm. Wouldn't you do the same for something you believed in?

TL;DR: In conclusion, I really like this game, it has amazing potential, and I love the direction it is headed in even more. It has good graphics, great sound, and is a fun and rewarding experience. If you want to see a seamless blend of citybuilding strategy and customisable character based RPG, then this is going to be it. But be warned; if you don't understand what early access is, if you don't realise it's sometimes a gamble, if you expect a fully completed, polished and perfectly balanced game right now, then hold off – it's a work in progress and currently somewhat limited in scope.

But for me, it's starting to look like the citybuilding RPG cross-genre game I've always dreamed of.
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8 of 9 people (89%) found this review helpful
1 person found this review funny
2.9 hrs on record
Posted: June 20
Early Access Review
Alright I bit the bullet-shaped cookie. Don't dissapoint me, devs. I'm rooting for you!

This game is like so many others, but better. I'm very picky, extremely picky, actually. However I like giving money to a good cause. You can see what this will become when it grows up:

A pretty village builder with a lot of RPG mechanics, because they're already there, they just need to be improved upon.

My only complaint (and perhaps a warning to fellow buyers) at this stage is that Devs have stated that it's 66% done, I disagree, it's 25% at best. And if I'm wrong and this really is the majority of the game done already, stop reading right here and pass on this title.

It reminds me a lot of "The Guild" series (minus the heavy involvement on a single character).

So Pro's:

- cute graphics
- I like the audio
- fun
- could become a classic
- seems to know what's missing in the genre and aims to tackle the niche.

- devs are getting ahead of themselves in terms of completion stage - huge red flag.
- Lacking very basic save/load functions
- a lot of implemented stuff that actually doesn't work.
- bugs ( of course) - *so let's not count this as a con*

Overall is it worth INVESTING in? Yes, on a >33% sale.
Is it worth buying as a game? I'm sorry, as much as I love this, No. It's not.
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2 of 2 people (100%) found this review helpful
10.5 hrs on record
Posted: June 17
Early Access Review
Bought this game a very long time ago, the developers have listened to the community. The game has changed for the better. there has been lots of improvements, UI/Gameplay wise. But sadly is still very much in alpha. Great Improvement, but at a slow speed. Looks like it will be awesome when finished.
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4 of 6 people (67%) found this review helpful
7.2 hrs on record
Posted: June 9
Early Access Review
I'm in love, im not normally a fan of build a kingdom games they normally get redundant. it fun the villagers are cute the music is beautiful and I cannot wait for what this game has in store with updates. Keep it up! small not to the creators if looking for ideas a button to randomize a world would be cool or a peaceful mode for thoes not there for the fighting.
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