Folk Tale is a sandbox fantasy citybuilder RPG game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while dastardly minions plot your downfall. Sound the rallying call and head out into the wilds with parties of heroes to fight back the tide of evil in a game of endless possibilities.
User reviews: Mixed (645 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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Recent updates View all (56)

April 4

Folk Tale Patch 0.2.16

PC, Mac

Major Changes
Sandbox Player: DirectX 11 Now Default, With Fallback To DirectX 9.0c
Sandbox Player: Woodcutters Receive Plant Sapling Ability (Consumes Seeds)*
Sandbox Player: Seeds Are Now A Resource, Dropped By Monsters
Sandbox Player: Topbar Changed To Add Resources; Removed Stockpile Dialog
Sandbox Player: Buildings Can Now Be Constructed Over Resources**
Sandbox Player: Advisor Queue Added For Priority Voices (e.g. Tutorial Quests)
Sandbox Player: Walls Are Now Easier To Place
Sandbox Player: Objects Blocking Building And Wall Placement Are Now Highlighted In Most Cases
Sandbox Editor: Workbench - Visual Modding Tool Added***

Minor Changes
Sandbox Player: Characters Get 30 Seconds Immunity After Recovering From Sickness
Sandbox Player: Roads Removed From Maps
Sandbox Player: Food Rations Removed From Wagon, Making Foraging More Important
Sandbox Player: Goods Are Now Only Removed From Inventory When Villagers Arrive At The Point Of Transfer Rather Than Removing Them Before They Set Off
Sandbox Player: Global Inventory Now Shows All Goods Be They In Storehouses, Being Carried, Or In Buildings
Sandbox Player: Character Collider Radius Increased To Make Selection Easier
Sandbox Player: Bakery, Butchery, Windmill and Fishing Hut Now Transfer Food To Storehouse. Food Now Bought From Storehouses.
Sandbox Player: Working Peasants Now Return Resources To Any Appropriate Building, e.g. Wood to Wagon, Woodcutter Hut or Storehouse
Sandbox Player: Need For Protein and Vegetables Starts When Culture Score Passes 30
Sandbox Player: Need For Firewood Starts When Culture Score Passes 35
Sandbox Player: Popup Confirmation Added When Save Game Successful
Sandbox Player: UI Tweaks (Font Change, New Text Rendering System For Improved Clarity, Button Hover States, Removed Background From Resource Proximity Locators)
Sandbox Player: Day/Night Cycle Extended, Crossfade Takes Longer
Sandbox Editor: Ice Palace Kit Overhauled
Sandbox Editor: 67 Kit Pieces Added (Ice Palace, Grassland Glade Props)

Bug Fixes
#0090 Sandbox Player: Trebuchet Class Deer As Enemies
#0149 Sandbox Player: Large Tree Stumps/Berry Bushes Not Cleared When Placing Building
#0153 Sandbox Player: Advisor Says Several Things At The Same Time
#0156 Sandbox Player: Woodcutter Harvests 5 Wood When Manually Ordered To Chop, Should Be Greater
#0157 Sandbox Player: Workers Don't Clear Closest Resources To Buildings First
#0158 Sandbox Editor: Bounding Box Doesn't Show On WorldObjects After First Selection
#0159 Sandbox Player: Building Walls After Placing Gatehouse Can Result In Perma-Smoke Cloud
#0160 Sandbox Player: Villagers Hammering Thin Air After Deleting A Wall Section Under Construction
#0161 Sandbox Player: Minimap Is White When Playing Crypts Map
#0162 Sandbox Player: When Constructing Walls, Removable Objects Under Walls Removed Even If Not Enough Resources
#0163 Sandbox Player: Small Ore And Stone Resources Not Giving Same Output

Known Issues
Paths Aren't Saving In Map Files
Several Ice Palace Props Are Broken
Several Construction Kit Props Are Broken
Some Systems Kit Pieces Cannot Be Used Or Selected If Placed (Save And Reload Map In Editor)
Zombie in Undead Kit Is Broken - Don't Use

Developer Comments
We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit

* To plant multiple saplings, once the Woodcutter’s special ability is activated, left click will place one after another, until you run out of seeds or you right click to cancel.

** Resources that will be destroyed are highlighted in yellow. Blocking objects preventing construction are highlighted in red.

*** Workbench is the visual scripting modding tool integrated into the Editor. Press ‘Y’ to access it. We’ve written the Workbench Guide to help get you started, and you can watch the last two Dev Hangout videos on

We've iterated on the way economy inventory works to reduce player confusion. Crafting can now draw on goods in transit, so if peasants run off with all your Firewood, you can still craft items that require it as an ingredient (for example Plate Armor). We draw directly from the peasant’s carry load so their final delivery is smaller. Basically you can steal back your Firewood!

In March we cleared out the remnants of the old tutorial from the project, significantly changing the structure of the installation footprint. The patch size is therefore much larger usual.

10 comments Read more

March 19

Folk Tale Dev Blog 33

Workbench, the node-based visual scripting environment in Folk Tale promising to democratize modding.

For larger clickable images, please visit:

Campaign Feel, But In Sandbox

With the village building, economy and RTS controls maturing into a very playable state, and Load/Save added a few patches ago, team effort is firmly focused on delivering assets and systems to support the RPG side of Folk Tale. That means storyline, questing, heroes and factions. It's the juicy campaign goodness often missing from sandbox that provides context, purpose and flavor.

Campaign and sandbox are not mutually exclusive; campaign can sit comfortably within a sandbox framework and players can dip in and out of both as they please. Having developed the sandbox framework to drive world mechanics, I'm pleased to be revealing Workbench, our visual modding tool for Folk Tale. We've removed the need for writing lines of complex programming code, democratizing modding by lowering the barriers to entry.

Workbench is a node-based visual scripting environment similar to those found in game development engines as an alternative to programming. It's an easy to grasp visual environment that's great for level designers who don't have technical skills, but whom still require fine control and power over their environment.

Nodes provide access to objects, events, and commands within the game. For example, you might want the player to meet an NPC, fire off a branching quest dialogue, remove ingredients from the player's inventory, walk to a crafting anvil and forge an epic weapon, before returning to give the player their reward. Or perhaps a helpless traveller needing an escort through bandit territory to safety? That's all possible with just a few clicks, no programming required.

By investing heavily in framework and editor tools, we're building in replayability, longevity and value from the ground up. Had Folk Tale development continued as a linear campaign game, players would have played through the game a couple of times, before relegating it to the virtual shelf to collect dust. By empowering players to create worlds, the community can enjoy new experiences by downloading new maps and worlds.

I'm genuinely stoked about the possibilities Workbench brings to Folk Tale. It's the modern day equivalent of sitting down as a Dungeon Master with a pencil and graph paper, planning out environments and encounters for players to enjoy.

Workbench will be available in a patch update at the end of April.

RPG Content: Factions

Of course, we need content to deliver a superb RPG experience. So today we're also taking a first look at factions. In Folk Tale, each biome (grassland, swamp, snow etc.) has two opposing factions, each with fleshed out storyline, quests and heroes for players to unlock and add to their adventuring party. We're working on the first two factions that reside in and around the grassland biome, namely the Withering Dead, and the Gladefolk.

Spoiler alert. You may not want to read beyond this point if you want some of the storyline to remain a surprise. Please note that storyline may be subject to change.

Withering Dead

The Withering Dead are a necromantic faction residing in the dank, dark recesses of the world where the dead are laid to rest. Mordich, gatekeeper to the Plane Of Shadows, is raising a legion of undead to work in his cheap sandals factory in an attempt to pay the bills. With people living longer following the publication of the bestselling Tome Of Healthy Living, times have become hard, and moonlighting from his regular job of reaping seems like a great option.

After suffering the loss of her husband Brom at the hands of bandits, Lilith sealed a deal with Mordich that saw her summon him to the Physical Plane. In return Mordich would teach her the ways of Necromancy so that she could summon Brom's spirit and return him to life. As months turned to years, the shadow magic corrupted Lilith's soul, and her good natured spirit was replaced by something much more sinister.

Having arrived in the Physical Plane, Mordich summoned the spirit of Bonefinger, an ancient dragon from the Plane Of Shadows, binding it to the corpse of a recently dead and rotting dragon. From the primeval era, Bonefinger is a truly grueomsome behemoth capable of spewing acid breath, causing terror with it's roar, and slaming down opponents en masse with its powerful wings.

While Mordich's sandal factory is filled with an army of animated skeleton workers, Mordich also controls zombie harvesting gangs that raid the Gladefolk's Everbloom Pastures in search of the magic flowers that contain the energy he needs to power his factory.


Over in the Glade, Nara, Earth Mother, is enraged by Mordich's raids, and is pushing back against the rot and decay that the zombie harvesting gangs leave in their wake.

With the help of her daughter, Willow, Nara plots to put Mordich out of business and banish him back to the Plane Of Shadows.

Summoning the behemoth Mossclaw to defend the Everbloom Pastures, Nara sends Willow on an epic journey into the underworld, where she'll resist the corruption of her soul and discover the Bone Phylactery that channels Mordich's life force between planes.

It's up to players to choose their moral stand point and help whichever side they please. Help the Withering Dead, and Mordich will lavish players with otherworldly items of immense power while corrupting the natural world. Help the Gladefolk, and you'll have Nara's thanks and Willow's restorative magic. It's never black and white in Folk Tale.


Not all heroes the players meet will be aligned to a faction. Some pursue their own agenda, and players can unlock them by helping neutral heroes on quests. Ser Gregory, a heavily armored tank, will be the first hero to be added to the game.

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

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

Planned Features

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

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

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

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

A Brief History Of Development

June-Dec following launch we focused exclusively on Sandbox Tech; very little work was done on the original tutorial because in time it will be scrapped and migrated to sandbox. Dec '13 we released 0.2.0 which included the Sandbox Editor, which has continued to improve in each of the 13 monthly patches since. Sandbox Player arrived at the end of Q1 '14, allowing players to play maps both we and the community had designed. While that was going on the Art Team were busy creating nearly all the buildings including 3 upgrade tiers, nearly all the human professions in both male and female forms, interesting monsters, hundreds of detailed icons, the UI, and 3 complete biomes including grasslands, snow and swamp. Our musician was busy composing a huge part of the soundtrack. Right now we're adding lots of gameplay mechanics and the game is becoming a lot more playable, before moving on to add more content to support the RPG side of the game.

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:

Some players are disappointed either because they felt we launched in Early Access too early, or because they expect the game to be developed at a faster pace, and that has lead to mixed reviews. Ultimately we were set back a year by developing sandbox tech aimed at delivering a better game that the majority wanted, rather than pushing out playable content, and that upset some players who perceived it as no progress being made. Other folks thank us for not rushing and instead focusing on quality, not slashing features and slapping 1.0 on it, and not mis-managing our funding so badly that development has to fold. Early Access has been a learning process for all devs. We've made some mistakes along the way. We've also learned a lot. But we're still here, communicating more than ever, and still driving development forward and working towards the goal of delivering on the game's amazing potential.

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
12 of 19 people (63%) found this review helpful
1 person found this review funny
8.8 hrs on record
Posted: April 5
Early Access Review
I purchased this game around the time it first went into early access here on steam and fell in love with it. From then till now It's really great to see how much work and honest effort into this game. You can really tell the dev's love what their making you comes across so clearly with how attentive they are with updates and ways to keep players up to date on what their doing. I'm sure we've all seen many games on here over the years with a lot of promise and see them vanish. It's wonderful to see that this team is still working incredibaly hard.

If your on the fence about buying the game. I suggest you do, this isnt another greenlit money stink. These guys are doing work.
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8 of 12 people (67%) found this review helpful
4.8 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.
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9 of 14 people (64%) found this review helpful
149.2 hrs on record
Posted: April 10
Early Access Review
tldr; Highly recommend supporting this game if you're into early access (I.e. the game is not yet finished), enjoy the genre and like supporting true indie titles.

Helpful staff that was easy to get into contact when finding a bug during early early access (I spoke to a developer through Steam Chat directly when it first released -- which impressed me that he took the time out of his day -- with regards to fixing a problem / bug I had with the game). Frequent updates on website pertaining what their goals are next. Good changes and ideas implemented from when the game was initially placed on Early Access. In addition, you can look for yourself on the steam discussion forums how much they have interacted with the playerbase.

Definitely a game that they keep working on and haven't abandoned; statistics show they hired more people to their small team some time ago. Granted, such was researched by myself last year and I haven't the time to do such lately. However, they frequently release videos and updates on their website located at:

Sandbox mode is fairly fun to partake in. The game's future overall looks bright. Hoping early reviews of the early access campaign won't affect them too much when they finally have a working released version. The RPG village builder idea also seems to be coming along quite nicely.

When it comes to the actual content of the game, I will not make mention. It's early access, and things will change. Their website has many videos, and there are other who have their opinions on the matter. In addition, there many be many videos online, though most of those are from the early edition of early access when it first released. The game has since be vastly updated with new technology and is no longer limited to the tutorial (and there are no longer building placement restrictions outside of said tutorial).

This review is of my opinion on April 10th, 2015. Most of my gameplay time is from early, early access and late last year. If you're into supporting development teams, this is a good one to invest in. I'm constantly coming back to look at updates out of interest. In addition, the game developer seems to be open to criticism -- as most should be -- to ultimately make for a better product in the end.
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4 of 6 people (67%) found this review helpful
5.3 hrs on record
Posted: April 23
Early Access Review
I've had this game sitting in my Steam game list for about a year. I wanted to wait until it got a little deeper into development. I feel as though I can really give this a proper review now however. (Note my hours are not correct by any means. I actually have around 30 hours)

The game can be compared to games such as The Settlers. I've always liked City Building games such as this, but they always lacked a flair of life, and they tended to have over complex mechanics for late game that made it more of a chore than a game, and really killed the fun. Even though those games aren't particularly hard, the "jump through 5 hoop resources to get what you want" just isn't that fun to me. Take Settlers 5 for instance. Why do certain soldiers need extra good food? Doesn't make sense to me outside of "throw something in to make it more difficult and extend the gameplay".

City Building:

Folk Tale as of right now. Does not do that. Food of any type is used to feed any villager. Pubs, etc increase happiness. Simple. Of course there is still balancing to be done in terms of needs, but this game isn't focused just on "get x resource to get x unit" like other city builders. Hence why the "City Building" and sustaining can be more simple. The real meat of the game is around this bone structure.

This doesn't mean there aren't chains of course. You need wheat and water to make bread, meat to make meat pies, and the like, however there aren't any requirements or units which require these foods to unlock or use.

Buildings will eventually be able to be upgraded, research can be done in every building to increase the towns prosperity and increase production. Walls, Towers and gates can be built just about anywhere except on sheer cliffs (straight vertical)

As I said though. This is simply the bone of the game, the meat is in the rest.

The RPG Side

This is where this game will be shining the most. The town building is cute, fun, and immersive, and this just adds the cherry ontop.

Each NPC can be given items and equipment. You can build armor and weapons at the blacksmith and give each of your soldiers individual equipment, rings, boots, etc. Give your Captain a special helmet to make him stand out etc.

The Peasants and normal workers also can be done doing the same. They will fight if need be, and can be given orders. Or they'll do what they need to do for whatever job you gave them, and go about their daily lives.

The beasts, monsters, and such also live their own lives. They will expand and grow. They will make new dens, and increase the area where they wander. They will eventually if left unchecked butt heads with you if you don't keep the outskirts of your town in check.


There are MANY things to come in Folk Tale, including: Interiors for buildings, New Area's. Linked Maps, Dungeons to send heroes and adventurers, Dungeons to clear out with your soldiers, New Buildings, and much more that will add depth and immersion.

Last but definetly not least. The developers are excellent at listening to the community, responding to the community, and letting us know what they are doing and focusing on. They have laid out the road map for the game, and all the features they wish to impliment, and when they will be implimenting them, and so far they have kept to that road map perfectly.

If you're interested in games such as this. The risk of this being another fail start game is extremely low, with no chance of the developers going dark with no word.

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5 of 10 people (50%) found this review helpful
1 person found this review funny
3.5 hrs on record
Posted: April 5
Early Access Review
I feel this game is in the right path, but so far there are many frustrating things.

Maybe I'm missing something that I should know, but for instance the cottage is only giving me new workers when I save the game and reload it and after some minutes a huge army of weird creatures invades my village and kills everyone because I didn't have time to build any defenses.

I'll recommend it because those Mixed reviews could destroy this project and I feel that the potential in it is huge. Please keep on the hard work!!
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5 of 10 people (50%) found this review helpful
38.2 hrs on record
Posted: April 7
Early Access Review
This game has truly come a long way since it first launched and since I first bought it. I know this is going to be an excellent game when it is done. It had gone from a test of the game engine basically up to the status it is now which is much more immersive. Fans of city builders and rpg adventure would do well to buy this game and join in influencing how you want to see the game develop. You can even create your own maps. When this game is completed you are going to be kicking yourself and wondering why you didn't get it for that cheaper price earlier on. Sure plenty of people have been burned with games that were early access and never saw completion, however, this dev team is dedicated to what they are doing and come out with regular updates and fixes to the existing game. If you have been on the fence about this game for awhile then I suggest now is the time to buy. If this is your first time browsing, I encourage you to get this game. It will be well worth it upon completion.
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216 of 248 people (87%) found this review helpful
1 person found this review funny
13.4 hrs on record
Posted: January 12
Early Access Review
Early Access Review (12/01/2015).

I wouldn't usually do any sort of review for a game but, due to the many negative reviews this game has received in it's earliest days, I've decided to write this brief early access review to help balance the books.

Do not be put off by the earlier reviews as there is a real gem in development here. It has all the standard Strategy, City Builder, Civ and management type elements in the game with the added RPG factor where your villagers can level up and wear found loot items etc. The RPG side of the game is currently being developed alongside the more conventional elements of the genre and I am quite excited at the prospect of the final product.

It has a well developed economy and mechanics system that is still being developed and enhanced. The visuals are very pleasing and conducive to an immersive and relaxing gaming experience. Especially useful when you've had enough of shooting zombies in the face. There is a real cuteness about the game and the characters, the animations and the art style are all very well done.

The game is still early access so it's still a little limited in terms of how many hours you will get out of it in it's current state. This will change quite soon judging by the developers roadmap. Once upgradable buildings etc are implemented (which is soon) the play time will be increased further. That said once you've played whats already there you will like me, no doubt be very excited about what is coming. There is a development roadmap and the planned features will make this a well rounded and very polished game. Probably the best in the genre(s).

On to the developers themselves. They are very active devs with regular roadmap live streams showing what is being worked on at any given time. They are very active in the community section inside steam and listen to and act on feedback received from it's early access players. They have stated that they have the required funding to finish the game and have a 9 man team in place to do so. This is not some fly by night early access project. These guys are passionate about their game and that shows itself in the game.

If you like this style or genre(s) of game then I would recommed keeping a very close eye on this one. It's a game I expect to be playing for a long time to come and is a real credit to the devs.

I will update this review as the game evolves and go into greater detail as the game changes. If you are unsure whether or not this is worth a purchase, at least add it to your wishlist to follow the games progress. I believe that any gamer who likes this genre, will see this product for the quality it is and consider it a worthwhile purchase.
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187 of 225 people (83%) found this review helpful
6 people found this review funny
2.3 hrs on record
Posted: December 29, 2014
Early Access Review
I would definitely suggest this game. The developers are polite, kind, and really seem to listen to feeback. They update us as to what is going on every month, and they even redid a massive overhaul of their game almost immediately after hitting early access because they released a poll for the people who bought the game and found out we mostly wanted a sandbox type game. Everytime I visit the forums I see the devs responding to most threads, and they are incrediably professional, even when the posters get a bit aggressive. These are definitely the kind of devs I like to support, and this is definitely a game I cant wait to se in it's finished state!
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167 of 203 people (82%) found this review helpful
1 person found this review funny
14.0 hrs on record
Posted: February 18
Early Access Review
Review is heavily edited and long and out of the several comments posted, note that not even the developer has said that anything here is incorrect or an unreasonable expectation. Also, the store page is currently being spammed with pointless, uninformative positive "reviews" designed only to influence the game's review score, in accordance with the developer's request that this be done. See pinned forum thread entitled "Concerning our mixed reviews". I recommend reading these reviews. There's a reason why most of them are only a few lines of vaguery, nearly completely devoid of any information about the game itself.

You can find some real gems in the longer ones. Stuff like "It has a well developed economy and mechanics system..." This is a staggeringly dishonest statement from someone's review. The guy says he wasn't lying when he said this, and you know what? Maybe he wasn't but it's still a patently false statement.

You'll love this one: Apparently it's all the community's fault and we shouldn't even make others aware of the actual state of the game - a state that he himself acknowledges is unimpressive.

Right off the bat, I didn't thumb this game down because it's not good. That isn't necessarily the case, but because of the state the game is in after two years of early access development, the level of confidence this state instills in me that the end product is going to be worth the investment and it's cost. The idea is good. What actually exists of the game has the beginnings of being good. The level of actual progress being made and the chaotic direction it seems to be going in is disappointing and unfortunate.

So, let the text wall begin!

I find it very odd that for a game that's been in early access for around two years, there's no way to keep track of your citizens efficiently. Hell, there's not even an inefficient way to do it. This is bad because in Folk Tale you can control each citizen as an individual, not like, say, Banished where you only have some limited control of groups.... and even Banished gives you a very efficient way to keep track of everybody.

I get it. It's early access. The game is not finished, nevertheless, it's going on two years in early access and this one incredibly important feature is still completely absent.

*** The obsolete, buggy "Old Tutorial" has been removed. It hasn't been replaced with a proper one, just removed entirely. There is a link to the website for game help but, well, it used to have a tutorial.... that you could play. Not so much a problem as it is a shame that content was actually taken out of the game instead of brought up to date, giving you now LESS content for your $25 than before.

*** A save feature has finally been added, after close to two years. Prior to this your only option was console saving that may or not have worked. Two years it took to get a save feature implemented into the game.

*** Terrible housing/population growth mechanic. Utterly senseless and amateur. Build a house and 5 people arrive out of nowhere.

>>EDIT - As the developer says in the comments below, this is how you grow your village. I understand this is how it works but where's the sense in it? How did these people even know I built a cottage? And who said they could come here? And how did they make it thru all the spiders? Moreover, it's like instant villagers on demand. Need more villagers? Throw up a house and "voila!" 5 more villagers appear out of thin air, almost instantly.

What it feels like is a cobbled together mechanic that I truly hope is not intended to be permanent, and herein lies one of the glaring issues with this game - Such a basic and fundamental part of the game, after almost two years, seems just tossed in there because they needed some way to get villagers and it doesn't make any sense.<< - End of edit

*** The AI is painfully stupid. A lone hunter has zero problems killing deer all day with his bow but one single spider (half the size of the deer) will kill him in a matter of seconds and he doesn't even have enough brains to try to run away from it, or even stay away from it in the 1st place. None of them do, no matter how outnumbered they may be. Dumb is one thing, but a reckless disregard for even their own lives is unacceptable. The dismally slow camera doesn't help matters much either.

>>EDIT - Due to heavy feedback this issue has largely been fixed in the last two patches. Oh, your villagers are still dumb as a bag of hammers. They'll still walk right up to a spider and slap at it while it tears their guts out but the spider nests have been moved back and the point in the game when they're scripted to spawn has been delayed. Still though, your villagers are just as absent-minded as they ever were in every aspect of their daily lives. << - End of edit

*** Day/Night cycles are so short that they may as well not even exist. Your villagers don't care anyway. They never go home. They never stop working. They never stop suiciding into packs of spiders. >>Addressed in 4-4 patch, no discernable difference.<<

*** Childish nonhumor. For example, when one of your villagers goes to the supply cart to get something to eat you're given a text notice. It says ~"So-and-so is buying rations to om nom nom". Really? I can get behind silly and comical, but "om nom nom" is neither. It's just juvenile. It's something you say to your six year old to make sitting at the supper table sound like fun.

*** The RTS element might be nice once every homeless Tom, ♥♥♥♥ and Harry on the continent stops trying to move into your village and some sort of decent way to manage your population and resources is implemented. As it is now, prepare to hear a neverending loop of this:

"Building complete", "New settlers have arrived", "Your villagers need firewood", "New Settlers have arrived", "Your villagers need food", "New settlers have arrived", "New settlers have arrived", "Building complete", "New settlers have arrived", "Your villagers are freezing", "New settlers have arrived", etc., etc., etc.

***Foresters were added without the ability to replant trees, an element equally as important as being able to cut them down, only able to strip forests before you had to build a new building somewhere else. WHAT??? Well, they added that ability on 4-4 but the forester is unable to get a single seed from the innumerable trees he's cut down. Guess who, or should I say "what", does have seeds. Spiders! That's right. Spiders are able to identify and collect seeds, I guess off the ground, but your own villagers are not.

*** All the makings of a great game are here, it's just that for going on two years in early access and a $25 price tag, there's almost nothing to show for either. If you were to play this game today, for the first time, you'd swear to God it just hit early access yesterday. I buy a lot of early access games and I have paid less and gotten more from almost every one of them in terms of both content and playability.

Until progress and direction improves over the long term I do not recommend this game.
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122 of 158 people (77%) found this review helpful
1 person found this review funny
111.6 hrs on record
Posted: November 14, 2014
Early Access Review
Stunning game, no other way to say it. I first fell in love with it while watching the Early Access Trailer: the fact that you could build your own village and follow your peasants' lives was too much for me to resist. If you like sandbox and citybuilding games with fantasy elements, this is the game for you.

How will it work?
The way it's planned to be played is simple, but very deep at the same time: there will be different zones, the Grassland, the Swamp and the Snow zone are already in the game. Desert and Lava zones are also planned. Each zone will have two opposing races driven by the AI, the Swamp has Goblins and Toads, for example. You'll be able to build your village, explore the world (yes, there won't be just a map, but multiple maps with different zones connected to each other like in RPGs) and choose to ally with one of the two races to try and plot against the other. All of this while you try to build a solid economy (the game has countless resources and multiple economy chains, like wheat -> flour -> bread/cakes). You can also explore dungeons, where you can find loot of differents rarities to equip your units with. It's a sandbox game, but it will also have campaign elements thanks to the Encounters System: different characters will give you quests to complete, that could be necessary to ally with a race, which will contribute to building your own folk tale (this feature is not yet in, though). What's even better is that you will be able to download and play maps that have been created by the players, using the Game Editor (which already contains almost 1000 pieces to create anything you want) and there are already a bunch of them! The hand-painted objects and textures give a tale-like look to each of those maps.
As you may have noticed, Folk Tale is not meant to be a war simulator, instead it focuses more on the lives of your paesants (but don't tell this to those goblins trying to climb your walls). Indeed, the first-person view allows you to walk your village's streets and go inside the buildings where your peasants live or work (you can already do this in the tutorial, but interiors are pretty limited; once they're added in sandbox, they'll be much larger).
To make a summary: this game will be HUGE.

What can I do right now?
At the current stage you can:
  • Play the tutorial: it's extremely old as it's not been updated (so you need to opt-in to a different build to play it), since all the effort has gone on building sandbox mode. It will be updated in the future to bring it up to date with the sandbox engine. That doesn't mean it's not exquisitely fun. "Innit" you'll learn the fundamentals, from managing resources to fighting. It's a story-driven tutorial, sort of a mini-campaign where you'll soon discover the humour that makes this game truly unique. Overall, it is just a glimpse of what you can expect when the game is complete, but some people might find it a bit more enjoyable than sandbox mode, as it is finished and complete.
  • Play sandbox mode: there are enough buildings, professions and resources to build your own village and manage its economy. After the addition of needs in patch 0.2.11, the game has become a lot more playable, as it is approaching the official release of sandbox mode. I had a blast playing the Snow Tundra map: while I was trying to make sure my peasants had enough food (both proteins and carbohydrates) and cloths I also had to deal with the constant waves of wolves in search for food trying to kill all my citizens. After an hour of playing (and struggling), I realized I still had to start exploring the map, especially that massive monastery up ahead; they say it's full of monks... There are 3 maps (plus a WIP dungeon) made by the devs ready to be played, each one shows a different biome (Grassland, Swamp, Snow) and they're filled with enemies and locations which will keep you entertained for some hours. When you're done, you should definetely check the other maps created by the players that have been put in the game by the devs (they had to remove them right now, but will be back in the next patch).
  • Create your own map: before going full steam ahead on developing sandbox mode, the devs took the time to develop the game's editor, which is available right now and with whom you can create your own map like many players have already done. There are tons of objects and terrain tiles, but it can be a bit rough and hard to use, so you need to get used to it. Fortunately, the devs have already stated that they aim to improve it in the future, possibly adding a terrain paint feature.

Why does the game have mixed reviews?
This is a hard question and to answer it I'll need to talk about the negative reviews that this game has received. A ton of them are about the game's early stages, when you could only play the Tutorial, and they have been written by people who sadly have no idea what Early Access is. Many have decided to post a negative review to tell people that Folk Tale is not yet ready or playable, but what they did is just quoting what's already in the Early Access Game box. If you don't want to play something which is not yet complete but want to wait for it to be at least playable, put it in your wishlist and wait for patch 0.3 coming early 2015, when Sandbox will officially be available (it actually is, but some important mechanics are missing). Some reviewers have said they've been disappointed by the switch (from campaign to sandbox) the game -apparently- had after launch, as they felt lied to by the developers. This is false. From the first day it came out Folk Tale has been advertised as a sandbox game, as requested by the community after a poll happened in 2012, when we had the chance to choose between sandbox, campaign and multiplayer. Campaign placed second, so they decided to introduce the Encounters system (the final decision was taken in January 2013, four months before launch). Another point that reviewers have made is about the game progress being too slow. Folk Tale launched in May 2013 and, in a year and a half, the devs have released 21 patches (fixing bugs first, building sandbox mode later), 28 dev blogs, have replied to every single question in the forums (just open the Community Hub) and have recently started streaming a 2-hours Dev Hangout in which they show the latest dev build and constantly answer questions in the chat (can one be more transparent?). I don't think that's slow and you can be sure they prefer quality over quantity, something that everyone should support.

Finally, I want to point out that Games Foundry is made up of experienced people who know what they're doing and you can be sure they'll make Folk Tale the best fantasy sandbox citybuilding RPG (yes, it'll be all of these) game ever. You can read all their devblogs (they post one a month) on their blog, where they've also compiled a Roadmap which shows what they're currently working on. This game is totally worth the money right now and, considering all the content that will be in when the game is released, it will be worth 50$ without any doubt.
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89 of 112 people (79%) found this review helpful
5.6 hrs on record
Posted: December 5, 2014
Early Access Review
The secret to writing a good review for an Early Access game is knowing that your rating directly impacts the potential of the game. To say that this game is currently not even close to the game I would like to play only serves to remind me that I very much want this game to be made.

As such my initial review is positive. It's never a good idea to shoot down the developers of good ideas. Folktale is a good idea

With my review of the dream of the finished product out of the way, I'll now proceed with my ill-informed review of the current game based on the one time that I sat down and played it far closer to sunrise than I had intended.

As is apparent to anyone who has seen the screenshots, the content for this game is fantastically designed. While the style, particularly the hand-drawn textures, is reminiscent of the dozens of Warcraft descendents, the characters and environments still have a fresh, unique feel to them. At no point did I ever feel that the content side of this game wasn't delivering. Top of the alphabet!

The gameplay is where my dreams have yet to materialize. At the time of this writing, you'll actually be able to experience two separate games upon launching the Early Access. The first is a tutorial written and programmed on what must be an earlier yet more complete version of the game. Your main concerns with this version will actually be the lack of freely placed structures and the unusual lack of the standard RTS right clicking.

After finishing the tutorial you will be stunned to realize that the sandbox game is actually a significantly updated version of the tutorial, adding both of those features as well as a plethora of new UI elements and ways to control the game. Suddenly the game you thought might be close to finished has a long way to go but has so much more potential.

Later, after you've forgotten how excited you were twice already, you'll slowly realize that you have no idea what you're doing. The game's economy has no balance; the population is refilled automatically as part of a short-cut to make the game playable; enemies don't have any way to spawn after you've defeated them once; leveling structures isn't implemented yet; leveling characters is currently useless; the item menu is buggy; there is no way to save; and several really important features are buried in the UI and left unexplained.

What's important to my expectations of this game, however, is that most of the features of the game have been noted and exist as hollow buttons. I have no trouble seeing the game that this will be and every window has been designed carefully. The only things that I see that have been rushed are the ones necessary for the game to run.

The interface is unexpectedly confusing. The game launches from a few different menus since it is, in fact, two iterations of the same game. None of the menus have back buttons to the main menu so I found myself quitting and reloading a few times at first. Probably the most frustrating thing is that I can't visualize the economy in any meaningful way. My best guess was to build one of everything and assign the maximum number of people to each structure. There are very complex UI elements in place to describe, in fancy percentages and statistics, exactly what is going on in any structure. Unfortunately the game runs to quickly to justify the time it takes me to grasp and micromanage these features.

Controlling the workforce is also annoying because the player currently orders citizens to work in certain places rather than ordering a building to hire a certain number of citizens (as in Tropico). If people aren't happy in your village, they'll leave without warning you which post they abandoned, creating holes that lead to more unhappiness and more holes. If you're off exploring the map, you might come back to discover that your whole town has unraveled and no one is working at all (an amusing byproduct of the Early Access release).

Anyway, it looks as if a large portion of the UI is in place but currently does nothing so I have no real complaints. There is an economy window with no function and there are two or three extra features to extend the game that either aren't forward enough or that you just don't realize exist (science and crafting).

I expect that lots of streamlining will be done along the way and the vast majority of the things I've noticed are far too obvious to be accidental. Features will be implemented and, when enough of them are stable, the devs will start paying attention to the desperate need for balance. Until then, I'm content leaving Folktale in my library for a future date.
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94 of 127 people (74%) found this review helpful
1 person found this review funny
35.9 hrs on record
Posted: January 2
Early Access Review
Folk Tale has come a long way and is now very playable. In it's early access, there are only a few maps as of Jan.2015. But I still find myself playing over and over again.
The Developer releases a Blog every week and listens closely to players critique.

Looking really good!
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359 of 555 people (65%) found this review helpful
1 person found this review funny
5.1 hrs on record
Posted: January 12
Early Access Review
While I do appreciate the consistant flow of updates from the development team on this project, I'm still very disappointed. As someone who isn't at all interested in 'sandbox' style game play, hearing that it has changed its course from the original intention of campaign play and humorous cutscenes makes me feel that I was promised something, but then it was taken away from me after I paid for it. My money was meant to help aid in the creation of a game that interested me. When playing through the tutorial, it was that style of gameplay (specifically that it had an engaging story and memorable character development) that set Folk Tale apart from the rest of the generic mess of simulation games in this community.

There is something to be said for a team that takes their vision a step further by adding fun content and dialogue. It takes more time, but the rewards are much more satisfying and create an impact with its players. The same old mediocre Minecraft mentality of 'Here's an open area. Build something' is as common as the air we breathe. Developers don't actually have to put any creative effort into it as its expected of the player to create their own source of entertainment from what's given to them. At first, Games Foundry didn't seem to share this mentality. This had style, appeal, and put a smile on my face when I played it; leaving me following its progress nearly every step of the way. Until recently.

Now the initial build has been scrapped and my generosity is funding a 'redesigned concept' based on a communal vote that I did not agree with. I do understand that the development team takes the consideration of the community very seriously, but it's painful to see the initial concept tossed to the wayside when there are so many other sandboxes out there to play already. Trying to give it another chance, I redownloaded it to see what new updates had brought us over the course of a year's time. Seeing the sandbox mode in action only further confirms my reason to be disappointed. I could feel my heart literally sink to the bottom of my chest at what was on my screen; a hollow, depressing, deconstructed shell of its former self. It is unlikely I will be installing it again; regardless of full release.

Folk Tale was moving down the path of something refreshing and unique to its genre, but chose to sacrificially overhaul creative integrity and design in lieu of a popularity vote.

It's sad; incredibly unfortunate because I was looking forward to this game immensely and will no longer be supporting any Early Access titles on steam from this point forward. The idea of purchasing an apple with expectation I will receive my promised apple, then paying for it and being forced to receive an orange doesn't sit well with me as a consumer. It builds very distrustful raport. I do not want another development team to do what Games Foundary has done.

If a refund were possible, I would respectfully ask for one. Much to my chagrin, I'm sure my investment was used in the very destruction of what I was looking forward to in the first place-- days and days of wonderfully rendered graphics, stories of adventure, silly voices, and village building. Now it's nothing more than a graphical editor with bland, blank slate maps.

It was beautiful and engaging the way it was.
Now I scroll through it in my Game Library, sigh regretfully, and continue on.

Potential to have been a truly inspiring indie title to pave a new path into this genre, but fell drastically short by letting the controversial steam community decide what the game 'should be' after it was already in development. Thus, the team overhauled it into a sandbox-focused project instead of campaign with interactive story content.

If you're into blank slate gameplay with some customization quirks, do support them as the quality of gameplay will be worth its pay for you. I won't deny that they work hard on Folk Tale; regardless of opinion. However, if you're supporting it in hopes for something more, be advised to take your money elsewhere.
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81 of 113 people (72%) found this review helpful
2 people found this review funny
22.7 hrs on record
Posted: January 2
Early Access Review
Most of the poor ratings are from the early , early stages since release and the game has come a long way since then.
If you scroll down you will see that everyone who has played Folk Tale recently would reccomend it!

Folk tale is a unique game that incorporates RTS , RPG , and city building together. Despite currently being in early developement , it is actually quite amazing and you will get at least 10 hours in its current state. However i felt that what's as great as the game , is the developement team. Every week the developers release updates to the game and keep us informed on how the game progresses with Blog , Videos and streams. I have to admit that when i first brought the game , there was little content other than the tutorial but in a few short months , it has become one of my most aniticipated games for this year. I highly reccomend you give this game a chance and help these great new developers!
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63 of 90 people (70%) found this review helpful
3.6 hrs on record
Posted: November 14, 2014
Early Access Review
This game is great in many ways

Let me explain!

If you love games like "Settlers", "Knight and Merchants", "Majesty" and "Age of Empires" you will love Folks Tale even more:

Regarding city life:
- It has a detailed city to grow and expand with people that you can custom their items and fulfill their needs.
- Many decorative parts
- city defences that come near to Stronghold and work much better than the crap in "Settlers 6"
- Citizen will take you part of their private life

Regarding fights:
- you will need to explore the map with your troops or heroes in order to fight monster.
- monster will also attack the city
- monster drop loot which you can give your people. It uses a similar system than most RPG, for example like World of Warcraft.

Regarding exploring:
- Folks Tale has a game breaking new feature:
Your map is actually just a part of a whole world. You can take your heroes, all with special skillable abilities to other places.
- There are desserts, dungeons, swamps, boss fights, snow lands.
- Each map has allies or enemies, you can choose to smelt alliances.

Why did this game stay in early access for a long time?
- Well the development team changed their plans aprox. 1 year ago from campain to sandbox. Since then the progress on sandbox has been enourmous and continued.

How is development doing at the moment:
- The dev team is really hardworking. Everything they have on their dev roadmap is coming along well.
- The dev team has a very clear strategy since they changed to sandbox
- They even respond to the community in the forum within hours
- They have Sunday Life streams where they present in over 2 hours !!! what they developed in the last 7 days. Progress each time is astonishing. And it is on sunday, their freetime...
- They have once in a month a big patch update and once in a month a big blog update.

If you like to know what is still to come:
Check the dev roadmap:

I personally have never seen such a transparent and clear formatted roadmap, see what already has been established!!!

This game is definitely worth to buy. Either now to support them, or later.
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27 of 33 people (82%) found this review helpful
1 person found this review funny
12.8 hrs on record
Posted: February 1
Early Access Review
The potential for this game is brilliant. The devs have big plans but seem to be taking their time over it. If they can sustain the love and get the balance between RTS/Sim/RPG right, this could be rather special. At the moment, it's hard enough feeding the villagers bread, clearing trees and conquering mighty berry bushes. A long way off where it could be, levelling up your blacksmith so he can craft an epic rolling pin for your baker.

Don't buy if you don't have patience.
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43 of 61 people (70%) found this review helpful
1 person found this review funny
219.0 hrs on record
Posted: February 28
Early Access Review
I have never really cared enough to post a review of a game, this is my first. It bothers me that people give this game poor reviews. It's an Early Access game!! There will be bugs! I'm sorry, but you're an idiot if you purchase an Early Access game and expect it to run perfectly.

First and foremost, Folk Tale is (and will be) brilliant! It is exactly what I've been wishing for in a game. At the moment it's more or less just a city builder like Banished, except it will be so very much more when complete.

The realm is rich with detail, the humor edgy. It's been fun to watch this game come to life throughout the entire process. This game has so much potential it's hard to be patient while waiting for it to be complete. I've been hooked since I first purchased it, which was BEFORE any save was available.

The developers are much more transparent than any other EA games I have purchased, keeping us up to date on what is on task, sharing artwork for new features/characters/buildings etc that will be implemented in future patches. I don't know what the final price will be upon completion but I've definitely gotten my money's worth out of what exists right now.
If you're considering this game, ignore the haters. Most didn't even take the time to read the discussions or the Folk Tale blog. If they had, they woudln't have been wanking about half of the things they were.
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26 of 32 people (81%) found this review helpful
7.1 hrs on record
Posted: January 26
Early Access Review
Great game, however I feel like It should be known the game does not have a save feature yet. had I known this I would have delayed my purchase. It's a sad thing to see a city you've spent 5 hours on disappear
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34 of 46 people (74%) found this review helpful
4.1 hrs on record
Posted: December 9, 2014
Early Access Review
My play hours on this game do not reflect how much time I've put into this game. Living in an EXTREMELY rural area, I lose internet often and Steam tends to not recognize how much time I've been on this game.

Anyway, I've had this game since a few months after it was released on Early Access, and I only have one thing to say about this game. SUPPORT IT!!

There are mixed reviews and I don't know why. After seeing so many Abandon Ware game from EA, I adore these devs. All they have done is listened to their players and upped their game every-single-time. If you don't agree, go to their dang website and see how much they do. Look on the forums here to see how often you can get a response from them. This game will truly be amazing when it is complete.

To keep this review from being pages long, I'll simply say this. This game in INCOMPLETE (Durr), but continually gets better. IT IS WORTH THE MONEY, because the price will only go up as it gets better. Buy now, support devs who care more about you than about pre-sales and enjoy watching a game as it develops; especially getting to be a part of having a voice in the development of this game.

I definantly recommend this game to any and all.
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50 of 74 people (68%) found this review helpful
137.2 hrs on record
Posted: November 22, 2014
Early Access Review
Before starting this review, I think I might need to make it clear what it is, I am actually reviewing.
Folk tale is very much a work in progress. The early access that allows you to play the game is in
fact very much as early access as you could possibly imagine. It is not a PR stunt, where the
game is only merely missing a few balance changes before being released. No, the game is as
basic as you could possibly imagine. With features such as saving the game, changing keybinds
etc not in the game you can imagine what stage of development it is in. Half the developer
options are even still turned on, such as controlling enemy npcs, speed up speed, and no such
thing as unhappiness or other negative effects turned on.
The only thing you are getting, buying the early access is pretty much a very easy city builder and
a preview of some of the system and mechanics being shipped in the main game. Well you also
get the chance to participate in the development in the game, which I guess is a plus in some
very dedicated players books. The developers are even borderline begging for community
feedback and participation in their videos and streams, so I guess that if there is anywhere to
leave your mark this would be the game to do it in.
Despite only getting a third of the things that are on the list of features, it should be somehow
possible to predict what kind of game it is, or rather what it is going to be. And I do believe it is
going to be the game that they say it is going to be. A mix of rts, rpg and city building. I would not
personally give it the rts category, but if games like league of legends is a rts, then this sure is as
well. Obviously having this huge scope one is tempted to say that it is not going to master any of
them, but instead provide a more watered down experience of all the three categories. I do believe
that this also true for folk tale, but despite not mastering the categories, then I will admit, that the
blending of the three could most likely not be done in better way, no matter who tried it. It is
definitely a jack of all trades, although not mastering any one of the categories individually.
The city building definitely seems to be the strongest side currently, and bear in mind that this is
with all systems implemented, not the present version, where you just build with no
consequences and with no goal what so ever. It does provide you with plenty of customization of
your little medieval society. You can decide Who works where, should you whip or or bribe the
workers for increased activity. You can even look at the individual peasents stats and features,
and decide in what profession that peasent would be most suitable, but that is really only if you
are an micro masochist. On the flip side, you can be as casual and as macro oriented as you
want, you place down a production facility, say a mine, windmill, or a tavern,, the peasents will
automaticly build it and you can put it on auto recruit and forget everything about, maybe only
returning once in a while to upgrade the shop to another tier. So there is definitely something for
all the city builders out there. The graphics have a certain aesthetic quality, which provide your
small town with a sense of cozyness and innocent lovability no matter how horrid you are at city
building. So it is always a pleasure to return to your village, and make sure life goes on as it
should be. But as I stayed earlier, it is not a master city builder, it is not a sim city simulation, but
something closer to titles such as stronghold, although quite a bit more advanced, but it is
definitely leaning more towards that category.
When it comes to the rpg aspect, the game does quite a good job with that as well, especially
when it comes to costumizing your units with gear, stats and abilities. All enemies drop loot, with
different rarities, stats and requirements. And seeing as all the hundred people in your village got
inventory and levels you definitely have your work cut out for you. If you really have a lot of time
to spare, and love to makes things just the way you like it, you will definitely love it.. See it as a
normal rpg, but you grab loot for an entire city, although once again not required. Furthermore it
even does have crafting, where you create crafting faculties such as the blacksmith and then use
the resources collected in your mines and field, combining them with loot that drops from
monsters to make equipment and potions. That aspect of rpg is definitely being taken care of, but
when it comes to the lovely characters and humorous personalities, the game does have a long
way to go, and I consider it quite unrealistic to hope for anything major coming up in that
apartment. They are going to implement heroes and words from the grapevine are telling me that
they are going to have a bit more personality that city watch nr 32. However in this game format I
doubt you will find yourself making any real connection with any of the characters, at least not
more than say a hero from dota or league of legends or a character from the star wars prequels.
So the gearing, progressing aspect is taken care of, but when it comes to the characters, I do not
doubt, that that is the place it falls very short of traditional rpgs.
The rts side seems the weakest to me. It is not that it does not have potential, but the current
state is rather clumsy and leaves much to be desired. For any kind of micro when it comes to
control, requires and obsessive amount of camera twisting, turned and panning. The camera that
does give you pretty much completely control, is also somewhat clunky and impossible to control
precisely due to control delay and smoothing. Furthermore much of the information you really
want is very hard to come by. Such as health bars on individual units only showing if you have
them selected, making any kind of micro of your units a complete pain, especially adding the fact
that there is no collision and they just randomly clump up on each other. In fact there is quite
many things that is really not speaking to me as a rts player. Luckily though many of these things
seems easily fixable, such as simply always enabling health bars, removing camera smoothing
etc. So although the rts is one of my biggest quarrels, many of the things seems easily fixable,
but it obviously depends on design decisions moving into the future. So while the current version
shipped is somewhat lack luster, I will not rule out the possibility that the end product could
actually be on pair with the other aspects of the game, but currently there is just a vast many tiny
things, that simply stands in the way of it being a positive experience. I am by no means asking
for starcraft 2 quality control, but at least something that gives more options than simply sending
in your fighters and simply hoping for them to get out on top. As I mentioned earlier, the combat
and the entire game is sped up considerably comparing to the actually release, and a slow down
in the game play mechanics would definitely alleviate the clunky camera and controls, although
not exactly making it nearby perfect.
Overall I must admit that the game speaks to me, not in the current version, but the actual
release,, which seems very doable. You should take a look at the development plan, and consider
the current game play with the future features in mind.. To me it looks like a solid product,
although I am understanding the many mixed reviews with the current content in the game. I will
not lie, but folk tale is hardly the first priority for me when logging on to my computer in its
current state, but looking into the future I definitely see myself playing it and having fun with it.
One of the crucial parts is definitely going to be the editor, allowing for user created content. It is
definitely going to be the one thing that the game has going for it. The current editor is pretty
much a 3d editor and a wide array of lego blocks, which I find very simple
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