Rule with tyranny and oppression, or liberalism and justice. Play as a merciless expansionist hell-bent on destruction, or as a gold-hoarding mercantilist who'll sell their own grandmother for a handful of coin. With random events and dynamic story, in Folk Tale you never know how the story will unfold.
Please note not all features and content have been completed yet. For more information please visit the Development Roadmap on our website.
Build your own impressive settlement and economy chains;
Manage villager needs and happiness, tackling sickness and rebellion;
Defend your town from attack by manning palisades and stone walls, upgrading towers with siege defenses, and hiding traps to slow and wound the enemy;
Meet, recruit, and level-up heroes and special abilities;
Explore a rich and diverse world spanning multiple biomes, including raiding dungeons, with direct control of your villagers and heroes;
Immerse yourself in the lives of your villagers as they become drawn into their own story lines;
Research new technologies unlocking crafting recipes and economic bonuses;
Collect resources and loot corpses for new gear and ingredients to be used in crafting;
Beautiful stylized graphics with voice-acted characters;
Download community-designed custom worlds, or create your own using the editor to share with friends or the wider community;
Tongue-in-cheek humor for a refreshing blend of fantasy;
Endless hours of sandbox fun with random events within a dynamic story framework;
Supports different styles of play, from fast-paced war-mongering to slower city management.
A Brief History Of Development
June-Dec following launch we focused exclusively on Sandbox Tech; very little work was done on the original tutorial because in time it will be scrapped and migrated to sandbox. Dec '13 we released 0.2.0 which included the Sandbox Editor, which has continued to improve in each of the 13 monthly patches since. Sandbox Player arrived at the end of Q1 '14, allowing players to play maps both we and the community had designed. While that was going on the Art Team were busy creating nearly all the buildings including 3 upgrade tiers, nearly all the human professions in both male and female forms, interesting monsters, hundreds of detailed icons, the UI, and 3 complete biomes including grasslands, snow and swamp. Our musician was busy composing a huge part of the soundtrack. Right now we're adding lots of gameplay mechanics and the game is becoming a lot more playable, before moving on to add more content to support the RPG side of the game.
Where to catch up on development:
Join in the weekly dev hangout live streams for gameplay coverage and Editor tutorials:
Learn more about buildings, professions, and items in the website Game Guide:
Some players are disappointed either because they felt we launched in Early Access too early, or because they expect the game to be developed at a faster pace, and that has lead to mixed reviews. Ultimately we were set back a year by developing sandbox tech aimed at delivering a better game that the majority wanted, rather than pushing out playable content, and that upset some players who perceived it as no progress being made. Other folks thank us for not rushing and instead focusing on quality, not slashing features and slapping 1.0 on it, and not mis-managing our funding so badly that development has to fold. Early Access has been a learning process for all devs. We've made some mistakes along the way. We've also learned a lot. But we're still here, communicating more than ever, and still driving development forward and working towards the goal of delivering on the game's amazing potential.