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:
Recent:
Mixed (24 reviews) - 62% of the 24 user reviews in the last 30 days are positive.
Overall:
Mixed (1,423 reviews) - 69% of the 1,423 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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Buy Folk Tale

19,99€
 

Recent updates View all (98)

5 August

Experimental (0.3.27.0)



EXPERIMENTAL BUILD (0.3.27.0)

The primary changes in this patch support the roll out of boss battles. During the implementation we’ve focused on Mossclaw and Bonefinger (see videos below). More boss battles will follow in future patches.

https://www.youtube.com/watch?v=2UNDHnQ7gYQ
https://www.youtube.com/watch?v=b1OJg20OoeM

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

What's new?
Player: Added Mossclaw abilities (slam, stomp, strangle, summon) and AI behaviour
Player: Added Bonefinger abilities (acid breath, acid puke, slam, screech) and AI behaviour
Player: Difficulty should now be more appropriate on normal
Player: Doubled distance selected units can travel to engage in melee
Player: Pathfinding is now immediate rather than having a 0.1-0.2s delay, commanding units more responsive
Player: Cleared 'efficiency' field in the workers tab to reduce confusion (since it has not done anything for a long time)
Player: Turning AutoAI off prevents heroes using special abilities and they’ll not aggressively engage in combat
Player: Camera shake is now played at full strength if a large character causing it is on screen (e.g. Mossclaw)
Player: Potion consumption action can now be key bound
Player: Heroes: Ser Gregory: Added screenshake to some abilities
Editor: Remapped 'move world down' to 'ctrl+shift+d' and now camera path points are moved too
Assets: Audio: Added Bonefinger sounds
Assets: Audio: Added Mossclaw sounds
Assets: Audio: Added Beastmen sounds
Assets: Audio: Added swamp, glade and Bonefinger’s cave ambience sounds
Assets: Audio: Added sack and spider den ‘death’ sounds
Assets: Characters: Replaced Fenrin’s melee idle animation to fix glitch
Assets: Characters: Replaced Fenrin’s knockdown/collapse animation to remove silly spin
Assets: Characters: Updated Spriggan collapse animation with shorter version
Assets: Characters: Updated Urzal’s low magic spam attack animation so wand is parallel with ground ready for ammo
Assets: Characters: Quixl: Added basic conversation animation
Assets: Characters: Quixl: Added TNT plunger push animation
Assets: Characters: Changed crypt beetles to explode when they die
Assets: Kits: Added Murp Dentistry Props
Assets: Kits: Terrains: GrasslandCaves: Added bubbling acid pools x 2 with sfx
Assets: Loot: Added House Hraun cloth armor set
Assets: Terrain: Grassland Caves: Added acid pool (for use in Bonefinger’s Lair map)
Fix: Moving the whole world would move child world objects (e.g VS scripts) twice as much
Fix: 4 bows weren’t working as intended
Fix: Occasional exception caused in WorldText node
FIx: Moving whole world up/down in Editor would move child objects (example script cogs) twice as much
Fix: Quixl’s backstab can no longer be exploited to get around obstacles such as locked doors
Fix: Removed last of old advisor sound files to prevent them being picked up by regex match
Fix: Removed some minor per-frame memory allocations
Fix: Improved Willow’s AI to prevent her healing units with full health
Fix: Campaign: Exiting dungeon before Mordrich could walk to his lab could prevent story from continuing
Fix: Campaign: The Glade: Moved everything down to only more headroom for the camera
Fix: Heroes: Ser Gregory’s taunt shield sound effect wasn’t playing

Known Issues
  • Heroes can sometimes become stuck (might be after revival) - if so, please save and reload
  • Villagers cannot be commanded to help with construction/repair
  • Brom, Lilith and Nara are all too easy
  • The Butcher protecting the Everbloom Antidote is too easy
  • The minimap markers on The Rotwold Fens quest aren’t showing
  • Repelling the Gladefolk can be a tough challenge

Developer Comments
This patch adds a powerful mathematical curve animation system to beef up the visual effects system that we use for special abilities. It’s first use can be seen on Mossclaw’s abilities such as stomp, when radial spokes of earth erupt outwards. We’ll be doing a lot more on special abilities in subsequent patches.

The character state machine has been rewritten to better support boss battles. While we aimed to restore many of the behaviors to what they were, players may spot very slight changes in character behavior. Please do let us know if you spot something strange that didn’t happen before that isn’t listed under known issues.

5 comments Read more

13 July

Experimental (0.3.26.0)



EXPERIMENTAL BUILD (0.3.26.0)

The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.

We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.

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

What's new?
Player: Added monster auto-levelling and challenge balancing; game is now harder
Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal
Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party
Player: Reduced hero revive time in village maps to 30 seconds
Player: Doubled health/power given by potions
Player: Added confirm button to the load saved game dialog and world map fast travel dialog
Player: Spider waves are now disabled on easiest difficulty setting
Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down
Player: Added some basic damage/miss/critical text during combat
Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score
Player: Made villagers a little less squishy by doubling their health
Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health
Player: Master volume now fades to 0 when the application loses focus
Player: All needs are now disabled until the supply wagon has been built
Maps: Campaign: All: Added minimap location markers for all quests
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players
Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns
Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves
Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines
Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith
Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory
Assets: Audio: Updated magic weapon impact sounds
Assets: Audio: Added fuse and explosion sounds
Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP)
Assets: Characters: Beastmen: Updated great weapon collapse animation
Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt
Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set
Assets: Characters: Grublins: Added Scruplez
Assets: Characters: McDougal: Updated knockdown animation
Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt
Assets: Characters: Ogres: Updated Ogre Zombie mesh
Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)
Assets: Characters: Toadkin: Added Sage
Assets: Kits: Props: Added faction crossbows (04-11)
Assets: Kits: Fishing: Updated textures and props
Assets: Kits: Buildings: Goblin Village: Updated textures
Assets: Kits: Buildings: Construction overhauled with more modular pieces
Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets
Assets: Loot: Added Grublin chainmail armor set
Assets: Loot: Added House Hraun chainmail armor set
Assets: Loot: Added Withering Dead leather armor set
Editor: Workbench: Added StatisticItem node to track how many resources are harvested
Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes
Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default
Editor: Workbench: Removed 'pointInWorld' input from all quest nodes
Editor: Workbench: Added IsAsset node
Fix: Fixed local rotations on levelup visual effect
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench
Fix: FOW stopped working after the world map was loaded
Fix: Beastmen were visible in fog of war
Fix: Set default faction on some humans to be correct
Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible
Fix: Rows were being duplicated in marketplace UI when reloading the map
Fix: Camera rotation could sometimes be restored incorrectly
Fix: Kenny now attacks after the warning conversation dialogs completes and not before
Fix: Kenny failed to flee if he was stunned when his accomplices were defeated
Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map
Fix: Reduced max distance from enemy to defeated hero to block revival of that hero
Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in
Fix: Destructible doors are now destroyed with one hit as intended
Fix: Population wasn’t expanding in sandbox maps other than the starting map
Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off
Fix: Floating grass can sometimes be left over when portalling to a different map

Known Issues
  • Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
  • Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign

Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.

SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.

As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.

The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.

13 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 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:
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
Customer Review system updated! Learn more
Recent:
Mixed (24 reviews)
Overall:
Mixed (1,423 reviews)
Recently Posted
XxDMCBOSSxX
( 0.1 hrs on record )
Early Access Review
Posted: 8 August
This game looks amazing but if you buy it it may not load and just get stuck on 100% loaded but doesn't let you play.
Helpful? Yes No Funny
LENNON
( 7.5 hrs on record )
Early Access Review
Posted: 4 August
going to look in to this game again looks like its had updates
Helpful? Yes No Funny
OoGrimmeloO Roter PandaBär
( 8.8 hrs on record )
Early Access Review
Posted: 2 August
Good game so far with a huge potential,
devs update it alot
Helpful? Yes No Funny
alexmlollipop
( 0.6 hrs on record )
Early Access Review
Posted: 31 July
DO NOT BUY GO BUY BLACK + WHITE 2 AND HAVE A BETTER TIME
Helpful? Yes No Funny
Taintedcookie
( 7.0 hrs on record )
Early Access Review
Posted: 30 July
Great game!!
Helpful? Yes No Funny
GoatPimp [playin` on LiquidSky]
( 4.8 hrs on record )
Early Access Review
Posted: 30 July
Looks nice, description nice, they do know their marketing. But they cant work...

If i remember correctly this game was one of the first early access games, i bought it almost instantly. Maybe this is my first steam game, iwas drunk or something ;D No one knew back then what`s EA, if i knew i wouldnt have bought it... thats like 3 years from now...

Seriously, its ♥♥♥♥♥♥ great that they release weekly updates, but its easy to do weekly updates, if you dont do anything else, than write a line of code and then next week you delete it...

Please dont buy it, so they can stop working on it, I hate downloading it every six months.
Helpful? Yes No Funny
Groover
( 2.5 hrs on record )
Early Access Review
Posted: 27 July
Its a mix between village builder and rpg,its not a bad idea but its poorly executed.
It wants to be both and ends up being nothing.
Rpg element of the game is just boring and seen it 100 times before,while the village builder is actually quite nice but there isnt nearly enough content to keep you entertained for more than couple of hours,much of the things arent still implemented and there simply isnt enough complexity with the building aspect.
Also the game is poorly optimised.
It is an early build bla bla,but its in early build for couple of years now,so unless you want to wait for couple of years more this is what you get.

Its overpriced and poorly done.Would not reccomend.
Helpful? Yes No Funny
Lupo
( 0.3 hrs on record )
Early Access Review
Posted: 26 July
Progress is happening at a rate when compared, is quicker than dayz's development ;D
Helpful? Yes No Funny
Crimson Tigre
( 9.4 hrs on record )
Early Access Review
Posted: 26 July
Now I loved the premise of the game, when I first bought Folk's Tale it promised to be something completely different to what's out there...

That's it. It's been 3 years and the game still isn't complete with no story to speak of and last time I played it, it was just one big tutorial. A complete waste of time and money. I'm sure the developer had the best intentions but so did I when I went to Uni. I said i'd revise every day and not go and drink at everyplace i could until I forgot my name and lost my dignity.. but I did....

There's plenty of early access titles out there which promise similar things but i'd purchase those over Folk's Tale. It seems like it will nebver be finished unless one of the big boys picks it up and pumps in the $er.....
Helpful? Yes No Funny
Hancer2
( 11.6 hrs on record )
Early Access Review
Posted: 25 July
An amazing game, dynamic and fun to play. As it currently stands, it's already a great game, needing only a few more things to be added to make it playable for longer, such as larger worlds, more buildings, perhaps even a dock or a multibiome world in one game.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
19 of 30 people (63%) found this review helpful
2 people found this review funny
Not Recommended
9.4 hrs on record
Early Access Review
Posted: 26 July
Now I loved the premise of the game, when I first bought Folk's Tale it promised to be something completely different to what's out there...

That's it. It's been 3 years and the game still isn't complete with no story to speak of and last time I played it, it was just one big tutorial. A complete waste of time and money. I'm sure the developer had the best intentions but so did I when I went to Uni. I said i'd revise every day and not go and drink at everyplace i could until I forgot my name and lost my dignity.. but I did....

There's plenty of early access titles out there which promise similar things but i'd purchase those over Folk's Tale. It seems like it will nebver be finished unless one of the big boys picks it up and pumps in the $er.....
Was this review helpful? Yes No Funny
9 of 13 people (69%) found this review helpful
Recommended
19.5 hrs on record
Early Access Review
Posted: 16 July
Tl;dr version: Buy it if you are fine with it being Early Access for awhile, or if you want to get involved in the building/scripting tools. If you aren't cool with that, don't buy it or at least don't trash it when you knew what you were buying.

Folk Tale has popped up as a recommended game for a long time. I really liked the art style, which reminded me of Kingdoms of Amalur, The gameplay leans more towards guiding a hero around and city building than the unit/tactic juggling of RTS games. I held off buying it because of the negative reviews, but over the past few years, those reviews have gotten progressively better. The biggest complaints seem to be that it is very much an Alpha build, and that the Devs don't just finish it, already.

I took the plunge and played it during an open weekend and enjoyed what little there was to it at the time. I liked it enough to buy it after reading that this wasn't abandonware and that the Devs were releasing updates every week or so. Sure enough, the Experimental Builds are making a steady, if slow, march to a whole, satisfying game. The changes are enough that I check back in every few months, and the gameplay feels better and better. There's still some long-standing issues (ale, firewood, clothing) if you overbuild too fast, but the Devs have addressed other, more pressing issues.
Was this review helpful? Yes No Funny
6 of 9 people (67%) found this review helpful
Not Recommended
2.5 hrs on record
Early Access Review
Posted: 27 July
Its a mix between village builder and rpg,its not a bad idea but its poorly executed.
It wants to be both and ends up being nothing.
Rpg element of the game is just boring and seen it 100 times before,while the village builder is actually quite nice but there isnt nearly enough content to keep you entertained for more than couple of hours,much of the things arent still implemented and there simply isnt enough complexity with the building aspect.
Also the game is poorly optimised.
It is an early build bla bla,but its in early build for couple of years now,so unless you want to wait for couple of years more this is what you get.

Its overpriced and poorly done.Would not reccomend.
Was this review helpful? Yes No Funny
5 of 8 people (63%) found this review helpful
1 person found this review funny
Not Recommended
4.8 hrs on record
Early Access Review
Posted: 30 July
Looks nice, description nice, they do know their marketing. But they cant work...

If i remember correctly this game was one of the first early access games, i bought it almost instantly. Maybe this is my first steam game, iwas drunk or something ;D No one knew back then what`s EA, if i knew i wouldnt have bought it... thats like 3 years from now...

Seriously, its ♥♥♥♥♥♥ great that they release weekly updates, but its easy to do weekly updates, if you dont do anything else, than write a line of code and then next week you delete it...

Please dont buy it, so they can stop working on it, I hate downloading it every six months.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
1.1 hrs on record
Early Access Review
Posted: 12 July
Wow.

Didn't expect that one.

I actually got the developer to post on my review.

I appreciate them taking the time. Just got major kudos from that alone. I still stand by my old review though. The game looks, plays, and runs well enough. These guys really seem to know what they are going for... its just... the development... its slow.

Painfully slow.

There is no other word I can think of to best describe these guys. I'll give a thumbs up just for them taking the time to contact me.

Thats definitely saying something.

Just wish things were faster on arrival. But I don't know, maybe it is because they are working on something big.... We'll see.... eventually. *Cough*

[For the record, I declined to talk to them at this time by, uh, not responding.]

OLD REVIEW.

Slow...................................................................................................................................................................................♥♥♥....................................................................................................................................................................................Developers.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Not Recommended
0.1 hrs on record
Early Access Review
Posted: 8 August
This game looks amazing but if you buy it it may not load and just get stuck on 100% loaded but doesn't let you play.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
16.6 hrs on record
Early Access Review
Posted: 14 July
We were all dissapointed to see this game not come to a good roll out within the first 2 years... But I just did my thing hoping it would turn ok someday. I must say playing it again this week seeing a campaign that was pretty fun and a good populace building and thriving i am pretty excited. I did lose the campaign a few times till i realized i needed a butcher to make all that meet i was collecting into food... but i got there. Keep up the good work. is it worth buying? I just love this genre so much and there are so few good building games of this time period i would keep it in your to buy list for sure.
Was this review helpful? Yes No Funny
3 of 5 people (60%) found this review helpful
Recommended
114.9 hrs on record
Early Access Review
Posted: 15 July
Folk Tale is shaping up to be a very good game. The developer responds to posts on the forums, regular weekly and monthly updates on the progress of the game, a breakdown of what they are currently working on, and next weeks tasks.
The game is regulary updated, the developer asks for feedback on the the lastest patches, and responds to any issues discovered.

The game is great, you get to build a township, fight the local beasts and enemies, now we are strating to get dungeon crawling as well. Recent patches have allowed you to build your township, pacify the area, then travel to the next area and build another township etc. You can send your heroes back and forth between sheets now.
There is a inbuilt editor to design your own sheets and campaigns, there have been some really impressive buildings posted on the forum, and community made sheets/maps are starting to take off.
The game is worth the price in my opinion, I am look forward to the next patch each time.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
7.0 hrs on record
Early Access Review
Posted: 30 July
Great game!!
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
13.1 hrs on record
Early Access Review
Posted: 16 July
Fun to play, nice graphics, and a funny storyline so far.
Did not spend too much time playing Folk Tale yet, but I am sure I will spend some hours more on this game.
Was this review helpful? Yes No Funny