Folk Tale is a single-player fantasy village builder ARPG game. If you enjoyed Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 or Black and White 2, we hope you'll like Folk Tale. Village building, economy, heroes, combat and adventuring with both campaign and sandbox play.
User reviews:
Mixed (1,330 reviews) - 68% of the 1,330 user reviews for this game are positive.
Release Date: May 2013

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

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

Folk Tale has an established track record of monthly patches that include new mechanics, content, and bug fixes, and our community rate us as one of the most transparent and open developers in Early Access. If you want to invest your heart into a game and a team of developers who listens and more importantly responds, Folk Tale is for you.

We're in the Early Access program because your involvement matters. We believe it's the future of game development, and the best way to ensure we deliver a high quality bug free game that's fun to play.

For more information, please visit the Folk Tale Website.”

Approximately how long will this game be in Early Access?

“Folk Tale is expected to be complete at some point during 2016. That said, we love Folk Tale, and we may make it a living game that continues to evolve beyond what we had planned.”

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

“To date, we've prioritized the village building, economy and RTS aspects of the game, and building all the tools that we need to create worlds. That is nearing completion, and much of the team have now moved over to working on the RPG adventuring side of the game. That work involves the addition of storyline, questing, exploration, heroes, factions, and special abilities.

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

What is the current state of the Early Access version?

“The village building, economy and RTS aspects are maturing rapidly and provide plenty of challenge with three different sandbox maps (Grassland, Swamp and Snow) with varying degrees of difficulty., and 3 linked maps forming the start of the campaign. Editor tools are available for map creation - you can play your own maps and share them with the community in the forums - with plenty of kits and pieces available for world building. The amount of gameplay available is too broad to define, ranging from a few hours at one end of the spectrum, up to those with in excess of 1,000 hours.

For a good look at the current state of Folk Tale, please watch a recent Dev Hangout stream.”

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

“Yes. Our price plan was announced when we first launched in Early Access, and the RRP price has already risen once. It will rise once more shortly before launch.”

How are you planning on involving the Community in your development process?

“We've been in Early Access long enough to build a reputation for dedication to community engagement. You'll find us discussing posts and answering questions in the community forums on a daily basis. We also run a weekly or bi-monthly Dev Hangout live streams where the community can join us to share ideas and follow progress while we play the latest dev builds. And then there are the monthly dev blogs.”
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Recent updates View all (90)

April 16

Experimental (


The primary change is an overhaul of keymappings and camera control to follow RTS conventions. Holding down the middle mouse button and dragging now pans. This is going to throw active players off in the short term, and will require a period of adjustment.

Please note that save games from earlier versions are not compatible.

Where can I get it?
Experimental Build:

What's new?
Player: WASDQE keys retired, QWERT now mapped to hero abilities
Player: Holding down MMB and moving mouse now pans the camera
Player: Holding down LeftAlt and moving mouse now changes the camera angle
Player: Some abilities can now be targeted; hero will rotate to face target before releasing
Player: Ser Gregory’s Shield Bash, Power Slam abilities are now targeted
Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking slowly
Player: Improved character movement by making velocity changes faster when running into obstacles
Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab
Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud,
Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite
Player: Added visual effects for consuming health and power potions
Player: Halved the rate that cottages burn firewood
Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point
Maps: Tutorial remade - two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc)
Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny
Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold
Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest
Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression
Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints
Assets: Added 8 new character portraits
Assets: Added Glacian Chainmail armor set
Assets: Added Toadkin Plate armor set
Assets: Added missing bracers and belt from Goblin Leather armor set
Assets: Added 5 tower shields, updated 3 icons for existing tower shields
Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest
Assets: Shortened Ser Gregory’s taunt animation so it feels more responsive
Assets: Added ½ floor tiles to Classic Dungeon kit
Assets: Added corruption effect to Everbloom when converted to Rotwold
Assets: Added kobold sfx
Assets: Added ogre sfx and voice back in
Assets: Added bandit combat sfx
Assets: Added UI quest sfx for quest start, subquest progress, quest complete
Assets: Loot: Added 2 further Withering Dead themed keys
Assets: Loot: Added Cult Of Pyros cloth armor set
Assets: Loot: Added Order Of The Fang leather armor set
Assets: Loot: Added Hammers 07-15
Assets: Tweaked Willow’s walking and hit animations speed
Assets: Added blood decals
Assets: Added mine track supports to mine kit
Assets: Added missing reaction anims to Toadkin worker and warrior
Workbench: Added Exists node for checking if an object still exists in the world
Workbench: Added StoreGlobalList and GetGlobalList nodes
Workbench: Added StatisticDialog to track when a dialog was opened
Workbench: Added DialogOpen node the returns a bool if the specified dialog is open
Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting)
Workbench: Added CharacterSelect node to select a unit (for tutorial scripting)
Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds
Workbench: Added 'failed' output event to WorkPointTrigger node
Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default
Workbench: Added 'spawned' output (list of characters) to the TriggerWave node
Workbench: Move node now stops character movement and matches character to object rotation
Workbench: Improved item search - can now search faction and material keywords
Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks
Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed
Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options
Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame
Fix: Fixed weird info text in VSAllCharacters
Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname
Fix: After loading a location, the ambience manager is called to do blending immediately
Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string
Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists
Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node
Fix: Info text bug for RandomCharacter node now shows the correct value
Fix: Character names not being used in the conversation when setting them using the portraitCharacter input
Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation'
Fix: Skeleton Archer idle animation had broken bow string
Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set
Fix: Villagers marked as ‘Dead’ were revealing fog of war
Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input

Breaking Changes:
A number of loot items have been renamed for consistency. If you have referenced any items in chests/crates/pots etc, these may now show up as missing in the Editor Inspector. It is recommended you check your chests and destructibles.

Known Issues:
The crane is missing from the top of the Stonecutter Lodge
Willow sometimes gets stuck in the Goblin Village in the Sandbox (Medium) map - casting heal should release her
Ser Gregory’s Power Slam sometimes is out of range and won’t cause damage. Moving a little closer to targets will prevent this.
Kobolds in the towers of the kobold village (sandbox map) can’t exit
Zombie Harvesters will sometimes glide into combat

Developer Notes:
The new control system brings us more in-line with RTS convention, but will require a period of adjustment for active players. As combat gets more hectic players will start to see the benefit of having QWERT mapped to hero abilities. Unfortunately we’ve not had time to implement the keyboard remapping UI yet, but you can always edit the keymap.json file to suite your needs.

The new tutorial takes a very different tone to the dryness of the previous incantation. It’s very much tongue in cheek. We’re not recording voice over for it for a while, because the tutorial will be subject to change.

For level designers, there are several key improvements. The addition of the WorldText node allows in-world text to be displayed. Very useful for providing players with hints - check out the new tutorial kobold mines map to see how it’s used, especially on doors. The improved loot item search system now allows deeper access to the 750+ items we have. We’re working on a reference guide to list all available icons, and will release it once Workbench receives the ability to script the creation of magic items.

11 comments Read more

March 25

Experimental (


This is an update to the experimental opt-in build. The primary change is a continuation of the campaign, especially for the Gladefolk.

Please note, save games created with earlier versions are not compatible with this release.

We have re-enabled the unobtrusive Steam DRM to help reduce piracy. This requires that you have Steam running locally on your machine (which can be run in offline mode if you have no internet connection).

Where can I get it?
Experimental Build:

What's new?
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades
Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades
Player: Forage cursor now only shows when there are berries on the bush
Player: Added code to make small areas unwalkable (navmesh auto refinement)
Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects
Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction
Maps: Campaign: Shirebrook: Opened up land for construction over the stream
Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny
Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead
Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal
Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures
Maps: Campaign: The Glade: Extended Gladefolk storyline
Maps: Campaign: The Glade: Extended Withering Dead storyline
Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows
Assets: Added scarecrow prop
Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign)
Assets: Added Swamp Ruins lever prop
Assets: Added carried Meat Pies for delivery from Butchery to storage
Assets: Updated 9 swords to improve edges
Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles
Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled)
Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on)
Editor: PortalEntry point now has an index value and a friendly name**
Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters
Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts
Workbench: LockFactionStanding node now overwrites any previous locks
Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes*
Workbench: Added GetBool, StoreBool nodes for local context
Workbench: Added GetNumber, StoreNumber nodes for local context
Workbench: Added FailQuest node which cancels all subquests
Fix: Help link on Editor toolbar needed updating
Fix: Scale on daggers was too big
Fix: Scale on some bows was too big
Fix: Refined colliders on goblin village buildings
Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26
Fix: Stopped skeleton raids if player is allied to Withering Dead
Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene
Fix: Navmesh connection problem resolved on Glade kit ramps
Fix: Ability icons weren’t greying out when the hero lacked the power
Fix: Move node now sets ToMove object rotation to same as target
Fix: Trebuchet turning sound was set to 2D sound rather than 3D
Fix: Carding research at the Weaver’s wasn’t incrementing production output
Fix: Navmesh on drawbridge props now behave properly
Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell
Fix: Prevented heroes from gaining xp by just completing random workpoints
Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated
Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to

Known Issues
It’s currently possible to do quests in the wrong order.

Developer Notes:
* StoreCharacter has a valid context of the current script only. To reference a variable from one script in another, use StoreGlobalCharacter. It is best practice to use StoreCharacter, StoreBool and StoreNumber in prefabs or groups so that they can be duplicated.

** Changes to PortalEntry allow for multiple entry points into a map. Index could be 0 and 1, but the display name is “Bonefinger’s Lair” for both.

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

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

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

About This Game

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

Players are comparing Folk Tale with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG.

Planned Features

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

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

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

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

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

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

Research new technologies unlocking crafting recipes and economic bonuses;

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

Beautiful stylized graphics with voice-acted characters;

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

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

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

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

Get The Latest Dev News And Progress

Where to catch up on development:

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

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

System Requirements

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

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

    *Intel HD 4000 cards have a known problem and are not supported
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Helpful customer reviews
28 of 41 people (68%) found this review helpful
4 people found this review funny
6.2 hrs on record
Posted: April 19
Early Access Review
I had a long review but here's the simple version:

I bought an early access game hoping to have a finished game within a year. It has been almost three years and I'm still waiting. Don't buy this game unless you want to be writing the same review in 2019.
Was this review helpful? Yes No Funny
14 of 19 people (74%) found this review helpful
1 person found this review funny
22.4 hrs on record
Posted: April 1
Early Access Review
This is a fun, relaxing, charming and at times beautiful RTS, RPG, hybrid, whatever you want to call it.


Satisfies that village building itch. And finally a forgiving game that goes at a relaxed pace.
The score is lovely, the humour a little cheesy but not overly cringworthy. And some darker choices in the campaign are great to see and follow.
Placing buildings feels good and they look gorgeous and unique when upgraded. It can get expensive, but its perfectly feasible to knockdown and rebuild structures when the village grows and you want to replan.
The RPG level on your heroes and villagers is minimal but in my opinion just the right level. At first I didn't want to micro-manage all their equipment, and I could (seemingly) safely ignore it, but I found myself eventually drawn to and actually enjoying it.

Something I love about it is the way the ground you slowly expand over still feels alive and natural. Your woodcutters automatically plant saplings as well as fell trees - so there are always trees growing in the town. The hunters still find and hunt animals on your grounds as well. And the villagers go absolutely all over the place, which looks great, all with their own needs (like hunger and new clothes), even delivering firewood to cottages which I thought was a nice touch.

And it's great to zoom out after a number of hours see how your village has become a huge, fortified town.


Still some rough edges, obviously. But not had any crashes or game killing bugs. Just a few wtf moments where things haven't been implemented, aren’t obvious, or the where the campaign isn't finished.
Villagers can lose their gear when you start reassigning jobs, which calls for a bit more micro-management.
And it needs an easier way to distribute clothing and gear to the masses. Although this in itself isn't really necessary, but it's nice to know your villagers are as protected as they can be.
Combat is fun, but a little weak at the moment; I think it mainly needs a lot more audio.
And overall it needs a bit of balancing here and there. At the moment, if anything, it's all too easy.


I only just came in at the end of March 16. I looked at the Negative reviews first, and it seems that many of them are complaints at development time. Fair enough, I have a few games on my shtilist that have taken an age and I thoroughly regret backing. And this might of been one had I found it years ago.
But, judging this game on it's current merits, I think it deserves a much higher rating.
Judging the devs is another thing and maybe they deserve the knock - But thankfully not for me to argue or care about.


At the end of the day this is a great game in the making. I want to see this game complete.
This, to me, is one of those EA games where all the problems are positive ones: I just want more of it: more hero's, more gear, building animations, deeper combat, more to do in town. I can't think of anything to really complain about, want removing or drastically changing at this point.
It's more than just a great foundation, it just needs a more content and polish.
Most certainly worth it in a sale if you're unsure.
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11 of 15 people (73%) found this review helpful
22.3 hrs on record
Posted: April 3
Early Access Review
NOTE: I bought this game in early beta stages in 2013. As with all beta, there were a ton of bugs and issues and so I put it back on a shelf until it was more polished. I think people have to realize that when something's in beta, it WILL have issues. If you're judging an entire game before actual release, you need to adjust your expectations as such.

That said, I just opened up the game yesterday after shelving it for more than a year, and wow. I'm quite impressed with the changes. This game has a little something for everyone.

It works on the same principle as other sim building games -- where you set up a village, nurture its growth by adding food supplies, shelter, and defense -- but it's so much much more than just your basic sim build.

Each of the various buildings you can place in your village are upgradeable, require specific sets of values (happy peasants, enough wood, etc) to upgrade, but you can ALSO spend resources learning specialized tricks for each trade - your blacksmith learns how to make plate, your tavern learns how to host a mead festival (and brothel! oh my!) -- each building and the workers in them are part of a giant cog that makes your village work.

Once you research tricks for your trade, you can actually craft items. Yes, I said craft items. You can equip your peasants with tougher gear so they can fend off invasions of spiders or other enemies. You can make regular cloth or silk, plate armour or swords -- the choice is up to you.


You also get your own "hero." A goofy, loveable type, he ventures out into the world to fight the invading forces, collect resources and discover loot. He levels up like you expect in a traditional MMO, and gains experience, stats and strength.
Those with OCD for building sims and building sims only may have some trouble multi-tasking -- the resources your "hero" collects are necessary for some town upgrades/builds -- but it makes this game so much more complex than your traditional RPG or city builder.

My first day back playing, I lost 10 hours to the game. That's the first time a game so engrossed me in such a long time.

The pros:

* You can create a bustling village, complete with its own economy (heck, you can fill your citizens up with mead and have them drunk all the time, so they don't complain about taxes).
* Each industry (mining, tailor, bakery, farm, blacksmith, tavern, etc) is fully upgradeable. With each upgrade unlocking new skills.
* Each industry has specialized knowlege to learn; unlocking different abilities.
* Each sim resident can be geared up with items you craft.
* Your hero explores the rest of the map, fights enemies and comes home with loot.

The cons:
* While the humor is great in this game, the narrator can be a tiny bit grating at times. He's especially gleeful and sullen when your villagers get upset and leave. Bit of a drama llama :)

The game is absolutely worth buying, particularly if you love sim building and RPG. I haven't seen any other game out there quite like it.
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8 of 12 people (67%) found this review helpful
4.1 hrs on record
Posted: April 25
Early Access Review
Folk Tale looks fantastic, animates well and sounds greats. But while it attempts to marry many games we love, it doesnt play well because each of game mechanics doesnt feel consequential - It just feels like a beautiful empty porcelain vase...

(As a village building sim)
For example, the building a village part of it does not really have any cause/effect and consequence. Do you need wood? Just cut from the abundant forrest. Need stone? There's a quarry right there. Need fish? No need to travel, the river is also right beside you. Need more people in your village? You dont have to wait ala Banished and plan ahead... Just plonk a cottage and you will have almost instantaneous population increase. If a villager dies, a new one will come in less than a minute. Need materials to build new structures? As long as the material numbers are there, you can get anything done instantaneously. No merticulous building like in the original Tropico or Banished, where you can see each citizen chuggin along with materials in hand. What happens in the day and night cycle? Nothing! Its just a cosmetic effect. Does it matter if your buildings are far apart? Not really. There isnt a need to fine tune village efficiency because everyone is way too effcient to get to any meaningful bottleneck. This part of the game feels like a Facebook game, just with better graphics.

(RPG Play)
So you have this avatar where you click to whack a enemy. You hit once, and he hits back and it cycles on at perfect interval. There's no weight to the combat and no real strategy to talk about. Whoever has more might and number will win every time. Its 2016 and such banal combat is really for age 5 and under. The regeneration of health point and magic is so fast that you dont need to worry about what is down the road and just bulldoze your way through...

(Village Building + RPG)
Wouldnt it be great if you really build a village up like Banished, worrying about how to get enough food for next winter or your villagers will die, then painstakingly build an armory to equip your hero with the last iron resource so that he can open up a hostile piece of land which in turn allows your villagers to build a mining facility there...? This is simple causality, which unfortunately Folk Tales does not seem to be strong in. Instead, Folk Tales' two core mechanic doesnt really influence each other and is so devoid of a relationship that they are simply two games sharing a common space. Unfortunately neither one feels really well thought out...
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6 of 9 people (67%) found this review helpful
1 person found this review funny
6.5 hrs on record
Posted: April 4
Early Access Review
This game is coming along nicely with some recent changed which have made quite the difference, I know it has mixed reviews but give it a try its doing something not a lot of other games have done and the ones that have, have not done it well.

There is a lot of freedom with the campaign which is interesting.
I won't lie it still needs more work but I do think its worth getting.
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