Folk Tale is a single-player fantasy village builder RPG game. Grow your village from nothing, recruit heroes, explore dungeons, battle bosses, and take home a big bag of sweet loot.
User reviews:
Recent:
Mixed (72 reviews) - 61% of the 72 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (1,590 reviews) - 70% of the 1,590 user reviews for this game are positive.
Release Date: May 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Folk Tale is an Early Access game, meaning that is has been released while in development for players to contribute feedback and help drive the final game. Bugs should be expected, and content - while very playable - is incomplete and still being worked on.

Folk Tale has an established track record of regular 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 community 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 will be completed in 2017.”

How is the full version planned to differ from the Early Access version?

“More content mostly as we're rapidly becoming feature complete.

Please feel free to take a closer look at the Development Roadmap.”

What is the current state of the Early Access version?

“The videos at the top of the store page are a good reflection of the state of the game and will be updated every few months. Most of the mechanics are implemented, and we're focused on rolling out more content and fixing bugs.”

Will the game be priced differently during and after Early Access?

“It's likely that the final price on completion will be higher.”

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.”
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Recent updates View all (109)

January 20

Experimental (0.5.1.0)



EXPERIMENTAL BUILD (0.5.1.0)

The primary changes in this patch are focused on bug fixes, campaign tweaks, balancing, and some new things for level designers (part of our work on Act III).

ONLY SAVE GAMES CREATED WITH THE CURRENT VERSION NOW SHOW IN THE LOAD SAVED GAME DIALOG. SEE DEVELOPER NOTES BELOW FOR MORE INFO.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Load Saved Game: Only save games from the current version now show up (see dev notes section below)
Player: Updated stone block icons so it’s less like the iron ingots icons
Settings: Added a checkbox under gameplay settings to stop spider den raids against player villages
Settings: Added a graphics setting to enable depth of field (although it’s not widely used at the moment)
Editor: Workbench: Added CutsceneDepthOfField node to control camera depth of field*
Editor: Workbench: Added Transform node for when both position and rotation are needed
Editor: Workbench: Added WorkPointTriggerCustom node for making innate objects interactable**
Editor: Workbench: Replaced helper text at bottom of inspector with a ? button that links to a web reference guide

Bug Fixes
Fix: The mysterious case of disappearing items on heroes is hopefully now fixed
Fix: Blizzard weather effect is now working as intended
Fix: Nara’s charm ability was causing charmed heroes to level up a lot
Fix: Prevented most damage being applied during cutscenes (CharacterDamage and Damage nodes ignore this)
Fix: Prevented loot sparkles from being cleaned up after 10 minutes if the loot contains a quest item
Fix: Some save games in experimental 0.5.0.0 (any map that created custom loot items) wouldn’t load properly
Fix: Willow’s thorns visualization no longer rotates with the affected target
Fix: Prevented tactical pause from being toggled when conversation dialog is visible
Fix: Grublin invasion mobs were being created as Undead faction
Fix: Selecting a character, opening village inventory or a character sheet now cancels any building placement
Fix: Most trinkets were set to not stack
Fix: Sandbox: Stinking Swamp: Too many wolves could get spawned

Map Changes
Campaign: Desecrated Cathedral: Player must now destroy the generator before Lilith appears to seek her revenge for killing Brom
Sandbox: Cold Peak: Minor changes to reduce z-flicker, added a few of the new props

Balancing
Balancing: Reduced the XP penalty on Normal, Hard and Harder difficulty levels
Balancing: Enemy units now only recover health at half the rate of player heroes and units
Balancing: Withering Dead: Nerfed Bonefinger, Mordrich and Lilith as they were too challenging on normal difficulty
Balancing: Gladefolk: Nerfed Nara, Willow and Mossclaw as they were too challenging on normal difficulty
Balancing: Boss agro detection range has been significantly reduced to prevent them hunting down the player

Assets (For Level Designers)
Kits: Terrains/Snow Monastery receives banners, bells, better flooring, lots more
Kits: Terrains/Snow receives some new trees including pink cherry blossom

We’ve done some content optimization in this patch, so if you cannot find certain kit pieces, they have probably been moved to the Core Tiles kit.

Please note the new Workbench Reference Guide is work in progress; we’re aware of the occasional long class name issue.

Important/Breaking Changes
None

Known Issues
  • Load times will have increased due to code we’ve added to the experimental build to help us track down a serialization bug
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned

Developer Comments
In this patch only save games created with the current version will now show in the load saved game menu option. We have taken this step to prevent bug reports being submitted where an error is caused by incompatible save game versions. If you prefer a period of no disruption, please exit the experimental build and revert back to the main Steam version, or turn off automatic updates in your Steam Library.

* Note that by default depth of field is never enabled. The player must actively enable it under graphics settings, so in most cases it won’t ever show.

** WorkPointTriggerCustom node does not work on characters, only innate objects such as props. This is intended to make things like books/weapons etc. interactable.

3 comments Read more

January 10

Tactical Pause Added



EXPERIMENTAL BUILD (0.5.0.0)

The primary changes in this patch include the addition of tactical pause, proximity selection of similar unit types, preventing the Supply Wagon from being targetable by enemies, and a number of important bug fixes.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Added tactical pause (spacebar)
Player: Expanded the height bounds for the player camera (can zoom out further)
Player: Clicking the character portrait wheel image now pans the camera to that character and follows them
Player: Double-click selecting a unit now selects all units of that type in the local proximity
Player: When selling a building prior to construction being complete, the full resource cost is refunded
Player: Padlock icons removed from ability buttons because they suggest there was something to be unlocked when there isn’t
Player: The Supply Wagon can no longer be attacked by enemies
Player: Settings: Key bindings added for control groups (0..9) assign and select so warning can be shown when trying to assign 1..5 to hero abilities
Editor: Workbench: Added CharacterToggleEquipment node for showing/hiding weapons during cutscenes
Editor: Workbench: Added PartyContains node returning true/false if party contains the hero
Editor: Workbench: Added CustomDescription field to CreateLootItem node
Editor: Workbench: Added some validation for invalid characters in item name in CreateLootItem node
Editor: Workbench: Added MaxLevelCap to InstantiateCharacterAt node

Bug Fixes
Fix: Removed directorial notes from several cutscene conversations
Fix: Workbench: Fallback point wasn’t being set for movement commands through OrderMove node
Fix: Editor: Character faction selector in the location editor selected the option below the one that was clicked on
Fix: Fixed a few cases where references to destroyed or pooled objects could linger
Fix: Typo in Ser Gregory’s Decisive Victory and Taunt ability descriptions
Fix: UI Scale wasn’t correctly applying to the start screen
Fix: UI Scale was being forcibly overwritten every session at lower game resolutions
Fix: Fixed turrets taking up population slots (also potentially some special ability effects)
Fix: Prevented characters from gaining xp while charmed
Fix: Fixed decisive victory barely did any damage at all
Fix: Mordrich will now no longer teleport if there are no tagged points in his locale, preventing him from blinking into inaccessible rooms
Fix: Conflict warning in Key Bindings dialogue wasn’t showing the correct text
Fix: Grublins were turning aggressive after visiting Dr. Murp as a friendly
Fix: Invalid translation tag in Windmill Superior Millstones description

Map Changes
Tutorial: Instances of ‘left click’ updated to to be more friendly for left-handed players
Campaign: Sunken Depths: Sparkles added to plumbing lever to make it easier to spot
Campaign: Bountiful Bog: Modified dialogue to deal with Quixl already being in the party
Sandbox: Haven: Added Willow at start to make it consistent with other starting locations
Sandbox: Haven: Sign Post (World Map Travel) added to bridge near starter area
Sandbox: Haven & Cold Peak: Checks added to gift 2 new villagers if population wiped out

Balancing
The amount the target difficulty was allowed to exceed the party rating has been reduced from 200% to 110%.

Level Designers
The balancing system now supports a max level cap per mob to help prevent things like level 10 rabbits, which can be set in Workbench using the InstantiateCharacterAt node.

Known Issues
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
  • Nara's charm ability seems to be massively levelling up charmed targets

Developer Comments
We're reducing the amount of Quality Assurance Testing on experimental builds to save time. We'll aim to resolve any major issues as fast as possible. If bugs make you unhappy, please opt out and revert to the main stable build on Steam.

23 comments Read more
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Reviews

"Folk Tale looks like a marvelously ambitious fantasy city-builder – featuring fully explorable building/dungeon interiors and an adventure-focused RPG component – with some admirably silly humor to boot."
Rock Paper Shotgun

"Folk Tale has some interesting ideas and a sense of humour."
PC Gamer

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight game to date"
- Original Curators Group

About This Game

Folk Tale is a fantasy village builder ARPG game in which you lead a ragtag band of peasants in growing a thriving market town, while dastardly minions plot your downfall! Recruit heroes and head out into the wilds to fight back against evil. Or, you know, to get sweet sweet loot. Either or.

Players are comparing elements of gameplay with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG. Nor is it an RTS game (although some of the controls are similar).

Features


For more information please visit the Development Roadmap on our website.

Build your own impressive settlement and economy

Manage villager needs and happiness

Train a garrison of Spearmen, Crossbowmen, City Watch and Cavalry

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

Explore a rich and diverse world including dungeons

Take direct control of your villagers and heroes similar to RTS games

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

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

Campaign and sandbox modes

Endless hours of sandbox fun with random events

ARPG - no pausing means pressing battles

Free-building - no fixed plots

Boss Battles

Difficulty settings to support players of all ability levels

Download new worlds via Steam Workshop

Create and share your own world using the integrated editor

Get The Latest Dev News And Progress


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

Join in the dev hangout live streams for gameplay coverage and Editor tutorials:
http://gaming.youtube.com/gamesfoundry

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



System Requirements

Windows
Mac OS X
    Minimum:
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA GeForce GTX 460 / ATI Radeon HD 5850 or better*
    • Desktop Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Quad 2.7 Ghz or better, AMD PhenomTM II X4 3 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA® GeForce® GTX 560 or better
    • DirectX®:11
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card
    Minimum:
    • OS:OS X 10.8.0 or higher
    • Processor:Intel Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:GeForce GT 650M 1GB, Radeon HD 5770 1GB, Alpha may run slowly on Intel integrated graphics chipsets*
    • Desktop Resolution:1280x720
    • Hard Drive:1.4GB HD space

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Customer reviews Learn More
Recent:
Mixed (72 reviews)
Overall:
Mostly Positive (1,590 reviews)
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