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:
Very Positive (29 reviews) - 82% of the 29 user reviews in the last 30 days are positive.
Mostly Positive (1,446 reviews) - 70% of the 1,446 user reviews for this game are positive.
Release Date: May 2013

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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.”
Read more

Buy Folk Tale


Recent updates View all (102)

September 23

Experimental (


The primary changes focus on code optimization, bug fixes, and further development of the campaign. For CPU bound machines (usually PC’s with high end graphics cards) we’re seeing a significant frame rate boost in large-population villages. We’re also opening up the next campaign act, with an in-game warning that it’s only really for a look around, and not for playing. Currently only the Grublin faction storyline is being worked on.

Where can I get it?
Experimental Build:

What's new?
Player: Campaign Act II is now partly accessible
Player: Heroes: Borgle’s abilities fleshed out
Maps: Campaign: Bountiful Bog: Grublin campaign extended inc. further level design
Maps: Campaign: Bla’tu’s Palace: Grublin campaign extended
Maps: Campaign: Shirebrook: You can now travel to the Bountiful Bog via a road sign near the starting point
Maps: Campaign: Desecrated Cathedral: Sewing machines are now malfunctioning as per the story, and Brom’s machine fixing has been part implemented (still needs his animation importing)
Editor: Workbench: Added AllWithTag and FirstWithTag nodes
Editor: Mordrich can now teleport to points tagged with mordrich_teleport to avoid jumping out of a room
Assets: Audio: Added magic missile release sounds for all magic types
Assets: Audio: Added some missing inventory item move sounds
Assets: Props: Replaced Quarterstaff placeholder textures with final textures
Assets: Props: Bones: Added Skeleton Interactible for scripting in Workbench using WorkPointTrigger
Assets: Props: Human: Added Journal Interactible for scripting in Workbench using WorkPointTrigger
Assets: Dungeons: Mordrich’s Factory: Skeleton sewing points can now be scripted via Workbench
Assets: Terrains: Swamp Ruins: Added a destructible column
Assets: Inventory: Updated icons for quarterstaffs
Assets: Inventory: Added icons for runestones (not implemented yet)
Assets: Inventory: Updated icon for grublin claws (not implemented yet)
Optimization: Increased thread count on pathfinding to avoid it crashing; could cause workers to stop moving
Optimization: Moved tile handling code (inc. grass generation) to run after rendering has completed
Optimization: Improved fast filtering of objects
Optimization: Pathfinding distance check for buildings and resources is now non-blocking
Optimization: OrderWorkPoint was running the work point filter more times than necessary
Fix: Enemies would sometimes not start to attack the unit that was attacking them using a ranged attack
Fix: Line Of Sight code was breaking pathfinding, ranged units could shoot through doors
Fix: Line Of Sight was causing units to not move to attack if they had a valid path but no line of sight
Fix: Bugs in balancing code that made difficulty increase way too quickly
Fix: Centaur portrait image is now correct
Fix: Updated Gregory's bash range to reflect what the ui indicator was showing
Fix: Workbench: LoopSlow node now correctly emits the index property; good for timers
Fix: World Editor: World Kit is now showing correctly
Fix: Assets: Doors have been updated to prevent characters getting too close and breaking line of sight
Fix: Prevented workers from trying to work with resources that often cause orders to fail, spamming log
Fix: Fishing Hut navmesh needed adjusting
Fix: Monastery attack points weren’t working

Known Issues
  • When using the world map, if you click back into the location where you currently are, resources will become decoupled and show zero on the top bar.

Developer Comments
We’ve spent a fair bit of time optimizing the code for larger villages where performance was dropping. While population is uncapped, there is always going to be a point where this happens, but now it should happen a fair bit later.

6 comments Read more

September 9

Experimental (


The primary changes are a soft-launch of Steam Workshop integration, two new boss battles (Mordrich and Nara), two new military units (Spearmen and Cavalry), a new building (stables), an improved minimap, staggered worker auto recruit, and a setting to prevent villagers abandoning town when unhappy which is now off on normal difficulty.

The campaign might contain breaking changes (this build is definitely experimental!). Please let us know if you come across one and we'll get it fixed in a micro-patch in the next few days.


Where can I get it?
Experimental Build:

What's new?
Core: Added Steam Workshop integration
Core: Game is now plumbed for translated text (only English currently available)
Core: Json files can now be loaded from a folder in the world folder with the same structure as the ConfigDefault directory e.g. MyWorld/ConfigDefault
Player: Implemented Mordrich boss battle
Player: Implemented Nara boss battle
Player: Added line of sight
Player: Added larger hover-over health bar for enemies (shows when a unit is selected)
Player: Added game setting for whether unhappy villagers leave
Player: Added Spearman unit to Barracks
Player: Added Cavalry
Player: Added Stables building
Player: Arbalists now require crossbow and chainmail armor research to unlock the unit
Player: City Watch now require halberd and plate armor research research to unlock the unit
Player: Building Production Tab now shows ‘The panel is being redesigned’ as it’s no longer relevant
Player: Building Dialog: Staggered auto recruit is now supported
Player: Optimized sky shader; map is now softened at the edge
Player: Willow is now a ranged caster instead of melee
Player: Primary Attribute behaviour changed (see Developer Notes below)
Player: Minimap terrain appearance significantly improved by darkened non-walkable areas
Player: Added footstep sounds and screen shake to ogres
Player: Mind now also affects physical resistance bonus
Player: Added berries, carrots, thistle and yarrow to marketplace
Player: Optimization: Bloom, vignette and color correction are now all performed in the same shader pass
Player: Optimization: Moved some code to be run after rendering is done on the main thread
Maps: Campaign: Shirebrook: Beastmen attack waves are now only triggered after talking to Brolo
Editor: Inspector: Loot Profiles are now accessed first by category then by item
Editor: World Editor: Worlds can now be duplicated in the world editor
Editor: Workbench: Added LoopSlow node
Editor: Workbench: Added CharacterToggleAI node
Editor: Workbench: Added ScaleDifficulty and LockDifficulty nodes
Editor: Workbench: Added SetCharacterHealthBarMode node
Editor: Workbench: Added Difficulty and IfDifficulty nodes
Editor: Workbench: Added LootCreateItem node to create magic items and/or items with custom names
Editor: Workbench: Added StoreInventoryItem and, GetInventoryItem nodes
Editor: Workbench: Added StoreGlobalInventoryItem and GetGlobalInventoryItem nodes
Editor: Workbench: Added StagedEvent node for showing key stage events (e.g. Act I: The Beginning)
Editor: Workbench: Loot node now accepts up to 4 optional single item inputs (e.g. from LootCreateItem)
Editor: Workbench: AddQuestGiver and WhenQuestGiver now have a checkbox for whether ! or ? is shown
Assets: Audio: Added Spriggan voice sounds
Assets: Audio: Added Toadkin Worker voice sounds
Assets: Audio: Added Horse sounds (for cavalry)
Assets: Audio: Added werewolf sounds
Assets: Characters: Added Skeletal Mage
Assets: Characters: Added Centaurs
Assets: Portraits: Added Kiwa, Glacian Suit Of Armor, Grublin Berserker, Order Of The Fang Slinger, Crab, Gladiator Crab, Sabertooth, Magma Minion, Frost Polar Bear, Automaton, Fu Dog and Shadow Warden
Assets: Special Abilities: Added Berserker Rage, Howl, Mark Of The Wolf, Shred and Sweeping Strike icons
Fix: Mobs were unable to change target or stop chasing an enemy
Fix: Editor: Workbench: bug in Notification node causing it to not be able to trigger twice
Fix: Stalactite projector was being created on the ground so it wasn't visible (Bonefinger boss battle)
Fix: Added 'NonBlocking' sound queue mode to prevent some sound effects from blocking voice over
Fix: Tweaked impact point for ranged attacks (e.g crossbows)
Fix: Character rotation speed is no longer affected by animation speed
Fix: Mossclaw’s strangle vine was playing a grublin voice file
Fix: Minimap: Some environment assets e.g. light planes in Bonefinger’s Lair were rendering above the terrain
Fix: Minimap: Blips now work when UIScaling is set to anything other than the default
Fix: Yeti was visible in fog of war
Fix: 3d model wasn’t linked to Tower Shield 21 definition causing an exception
Fix: Resource name plural usage should now be used where appropriate
Fix: Character sheet now shows correct primary attribute
Fix: Spawn point preview mesh was not always scaled correctly
Fix: Non-loot character stats no longer included in loot tables
Fix: Abilities for characters that don’t use their primary attribute now scale correctly
Fix: Added workaround for occasional error when opening Editor
Fix: Bonefinger’s wing flap sounds would continue after death
Fix: LootManager was trying to deserialize loot data before inventory items had been loaded
Fix: Editor: 'Health Multiplier' and 'Damage Multiplier' in wave spawn point settings were broken
Fix: Screen fades now affect the UI
Fix: Reduced fade time for audio when skipping a conversation
Balancing: Reduced invulnerability timer on revive from 8 seconds to 5 seconds
Balancing: Ser Gregory’s health brought up to par with other heroes
Balancing: Ser Gregory had 8 extra base damage which is now removed (he’s a tank not a dps)
Balancing: Ser Gregory’s Iron Skin and Power Slam abilities are now more responsive
Balancing: Innate armor bonuses on heroes have been removed
Balancing: Bandit raids after Kenny has been confronted now only continue on hard difficulty or above
Balancing: Health and power recovery rate is now linked to game difficulty
Balancing: All units are now balanced individually instead of as groups
Balancing: Halved the rate of firewood and mead consumption

Breaking Changes
  • The loot table has been simplified. Any entries assigned in loot profiles might need resetting in your map e.g. in chests, or using the SetLoot node in Workbench

Known Issues
  • It’s possible for Mordrich to blink into an adjacent room that might also have a locked door
  • Willow’s range attack isn’t currently pulling monsters
  • Doors aren’t always blocking line of sight - more configuration required

Developer Comments

The minimap now uses the navmesh to darken areas of the terrain, thereby causing valid paths to ‘pop’ for the player. It is strongly advised that level designers disable the navmesh on tiles and walkable props that aren’t intended for the player to access. Preview the navmesh in the Glade or Bonefinger’s Lair maps in the campaign for examples.

Steam Workshop
Worlds can now be uploaded from the World Editor to Steam Workshop by clicking on the new steam button to the right of the save button.

Players can download community created worlds by opening the Steam Workshop tab in the community section on Steam and subscribing to the maps.

Primary Attribute Behavior
Points spent in a hero’s primary attribute now award double the bonus. Primary attributes no longer affect character damage; points spent in agility for Quixl no longer boost his damage, the same for points for casters. Strength now directly contributes to attack rating (ergo damage), including for casters.

Monks Now Use Quarterstaffs
We’ve needed to differentiate between Willow who is a ranged caster who uses staffs, and the melee based Monks. We have introduced a new category called ‘Quarterstaffs’ which are used exclusively by Monks.

15 comments Read more
See all discussions

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


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

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

"Folk Tale 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

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

* Spearman and Cavalry will be available in the next experimental build

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
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (29 reviews)
Mostly Positive (1,446 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
1,188 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
10 of 10 people (100%) found this review helpful
2.1 hrs on record
Early Access Review
Posted: September 5
I was drawn to this game by the vast amount of developer communication there is. I'm a fan of city builders in the vein of The Settlers and the earlier Anno titles, so while I am usually cautious with Early Access games, a detailed developer response to a recent YouTube video and a look through the game's Steam forums showed me the devs are in it to win it with this game, and boy does it show!

Folk Tale oozes charm. The graphics, music, voices, and story come together for a lighthearted fantasy experience similar to that of Warcraft or Fable. The presentation earns an easy thumbs up, though obviously, some assets are not yet implemented or are waiting to be iterated on.

Gameplay-wise, it's a standard medieval city builder with a fantasy twist. The production chains, resource management, and city planning we all love from the likes of Anno and The Settlers are here, plopped inside a fantasy world where the undead lurk and heroes answer the call to action. The latter part is represented by a robust action RPG element to the game, which is very responsive, fun to watch, and serves as a momentary respite from tending to the needs of your town. A perfect genre pairing, if you ask me!

I am eager to see how this game will grow and change, but the currently offered experience is well worth it for any city building fan, especially at its current twenty dollar price tag.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
2 people found this review funny
17.2 hrs on record
Early Access Review
Posted: September 18
Pros :
1. A mix of different genres done right into single game(Need some balance).
2. EA done right, mean dev's almost answering every posts & being active.
3. Good visuals & nice humor touch in dialogues.
4. Even though it's in long dev. cycle, constant update.
5. Great replayability. Trust me in this.
6. City building with great micromanagement. Srsly u can take care abt each NPC & give them special weapons, armor for them.

** Need some optimization, here & there few FPS drops. But it won't affect u much.
** Almost 3 years in development but constant updates.
** Campaign is short now but Sandbox mode keep u occupied enough with 3 diff. biomes.

Overall : 9/10 & will buy Folk Tale 2 surely :)

Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
7.5 hrs on record
Early Access Review
Posted: September 12
Love it so far, but it could definitely use some roads to make the town look a bit more organized.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
1.7 hrs on record
Early Access Review
Posted: September 6
I just bought this game last night and have only put in a few hours so here is what i think so far...
This game reminds me of a modern version of Majesty with the town building and hero mechanic. The building and villager mechanic are well implemented and easy to learn, and the resources are also simple and fun. THe only criticism I have is that the heros have no ai...yet. It may be that i didnt play enough or that it is not complete yet, but i did not like having to control my heros all the time. I want to be able to direct commands but when im not controlling they should just do their thing like villagers. this game has a lot of potential and i like what ive played so far.
two thumbs up
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
15.4 hrs on record
Early Access Review
Posted: September 5
Still way too bugged ,and with tons of performance issues. However its a refreshing game to spend a few hours caring about a town and a few fantastic quests.
In this new trend of almost every game being absurdly lego-like or "try to survive my conception of embiromental world"-game well its put a much needed faith in the gamers who are looking to an actual game wich can be enjoyed instead of topled.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
7.2 hrs on record
Early Access Review
Posted: September 25
This is really different to most of the games I've played before - in a really fun way! I love the combination of a village building game with an element of RPG. The graphics are lovely, like a story book, and the villagers themselves are totally charming, with a fair bit of humour thrown in.

I'm loving Folk Tale so far, and can't wait til the devs get it completely finished! This is still in EA but I haven't experienced any bugs so far (although I can't seem to explore any dungeons in sandbox mode, but I'm not sure if that's a bug or just not something that you're meant to be able to do), thankfully!
Was this review helpful? Yes No Funny
3 of 5 people (60%) found this review helpful
3.5 hrs on record
Early Access Review
Posted: August 29
I think the game so far is pretty great. Very casual (which is what I was looking for.) This game can be described as a more toned down version of Banished + Albion Online (without the online). Obviously not as robust quite yet, but has great potential. I'd recommend for anyone looking for a city/village builder + a little 3rd person combat.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
2.2 hrs on record
Early Access Review
Posted: September 7
Only just getting into it but pretty damn well polished, funny and enjoyable.. Pretty unique
Was this review helpful? Yes No Funny
2 of 5 people (40%) found this review helpful
1 person found this review funny
Not Recommended
68.6 hrs on record
Early Access Review
Posted: September 18
Just impossible to enjoy this game. Before you know it people leave the town for one reason or another. I am not sure why 25 peolpe need hundreds of cloths, hundreds of food, equal amount of fire wood and so on. On top of it you have the spiders, the impossible enemy that cannot be killed (the queen) and which kill the people. The hero, instead of winning experience from being killed, loses big time. You simply have to stay alive to be able to go up one level. You cannot progress for the life of me. Even in sandbox the game is frustrating.

It could have been a great game, but it lacks common snese.
Was this review helpful? Yes No Funny
1 of 4 people (25%) found this review helpful
3.7 hrs on record
Early Access Review
Posted: August 31
Love this game so much it mixes genres really well
Was this review helpful? Yes No Funny
Recently Posted
That Random Clown
5.7 hrs
Early Access Review
Posted: September 27
Fun game
Helpful? Yes No Funny
6.2 hrs
Early Access Review
Posted: September 27
This game is awesome and the dev's care about there customers and are quick to respond i rate 10/10
Helpful? Yes No Funny
22.6 hrs
Early Access Review
Posted: September 27
Nice Game to play even if it`s not finished yet.

The Gameplay is similaer to other Games like Settlers and so on.
At this stage there are few Bugs in the Game, and some stuff need to been balanced.
Also in the higher Grounds the camera is not that good yet.
However i have view hours of fun in this Game, and i belive if there stay work hard this can be a Great game.
Helpful? Yes No Funny
13.7 hrs
Early Access Review
Posted: September 25
I have been playing this game on and off since it was first offered on Steam - it has really improved! Keep up the good work GF!!!
Helpful? Yes No Funny
5.3 hrs
Early Access Review
Posted: September 25
The concept for this game is great. An RTS with a huge map. You build your own city, maintain it, all while doing quests with your main hero.
Helpful? Yes No Funny
2.7 hrs
Early Access Review
Posted: September 21
Will update this weekend with real review. This game is amazing
Helpful? Yes No Funny
Mikey B
7.2 hrs
Early Access Review
Posted: September 20

I purchased this game over two years ago. I was originally supportive of the concept and art work. I played the game for a few hours until I ran into phases of the game that were clearly not fleshed out and so I put it on hold.

I was very much looking forward to playing the COMPLETED game.

Since my purchase, almost nothing has changed or been added. The only things that are being worked out do not address the fact that the game is not finished. For example, why do we need more monsters if it is almost impossible to have enough resources on the map to have a functioning economy. I highly suggest you make the resources respawn.

Now this whole time issue is frustrating, but it sounds like the developer is one guy; therefore, I really shouldn't be so critical. The reason that I am furious and give this a double thumbs down is that now this game wants the players to MOD the game?! Are you serious, we are baically being asked to purchase a video game and then build the levels. This is nonsense and should not be allowed on Steam, but of course, Steam does not care about where their royalty stream comes from. Only that they get a few % off suckers. In conclusion, this game is never going to be even remotely completed.

You have been warned.
Helpful? Yes No Funny
0.8 hrs
Early Access Review
Posted: September 20
GREAT !!!! After few moments in game You will know its BEST Settlers like, but lot more game in years !
Well done !
Helpful? Yes No Funny
10.0 hrs
Early Access Review
Posted: September 19
"Village builder RPG". I expected some sort of almost Sims management game. 3d Fallout Shelter. Something with some individual character depth, and customisation of villages.

Instead this is snail paced Warcraft 3 campaigns styled game.
-Collect resources, with a Banished level of needs and supply chains.
-No choice of starting hero. And the enemies will outscale your hero, so you dont want to level him up.
-The barracks requires a 4th base resource that is pretty much not needed anywhere else, so it feels further down the tech tree than is needed.
Helpful? Yes No Funny