Folk Tale is a sandbox fantasy city builder strategy game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while the dastardly Slavemaster Urzal and his minions plot your downfall. Sound the rallying call and head out into the wilds with parties of heroes and fight back the tide of evil in a game of endless possibilities.

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. With random events and dynamic story, in Folk Tale you never know how the story will unfold.

Folk Tale
 for PC, Mac and Linux is developed by indie collaboration studio Games Foundry. Our small team spans 13 time zones and is yet to meet face to face, but talk every day to bring you a refreshing and exciting break from conventional gaming.

Folk Tale Alpha will be available on Steam Early Access on May 31st ( May 30th in the USA ). Please visit for more information on Early Access.

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0 comments by GamesFoundry on Mar 21st, 2014

Hey everyone. In this episode we take a look at how the Sandbox Player is shaping up, run through the Sandbox UI overhaul filling in some of the details of gameplay mechanics, before wrapping up with a review of new assets.

For larger screenshots and more info, please visit

Sandbox Player

The fixed build plots of the Tutorial are gone as promised, and free placement is in, providing precise control over the design of our village. We can freely move the building around; a green transparent cube means we're over a valid place for construction, while a red cube means we're too close to an obstruction. As you might expect we can also rotate buildings. We've also added a radius of influence, shown by the dotted circle surrounding the building ( see video ). Resources need to be located within this radius to be accessible by the building. Capturing multiple mines can result in a greater maximum output for the building.

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Art Assets - UI
For Sandbox, we're overhauling the UI and adding new elements. As a multi-genre village builder RPG RTS, there's a lot of information to condense and optimize to reduce screen clutter, especially at lower screen resolutions. In fantasy 4X games you might be used to seeing resources on the top bar, for example wood, stone, and iron. We forecast how much time players would be spending in each genre, and the information they'd need immediately to hand. In village building for example, resource stock levels are important, but when you are out in the wilds with your Hero Party, they aren't. Taking into account the complex nature of the economy and number of resources, it wasn't feasible to pack them all into a static top bar ( we tried! ). So we're adding an expand/contract toggle to show a separate resources dialogue that if you choose you can leave open permanently should you wish.

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We've taken the Special Abilities / Portrait UI from the bottom left of the Tutorial and condensed it further, adding in new features at the same time. Under Misc Controls & Info we've added anAggressive/Defensive Toggle to exert greater control over your villagers, preventing them from charging into combat, and the Auto-AI Toggle to place special abilities under AI control. Hardcore players will want to turn this off and have full control of heroes, but for your first few sessions it's a helpful feature to reduce micro-management during battle.

We're also adding short cuts for Health and Power Potions providing direct access to your global inventory stocks during combat, making it faster to save your villagers from death.

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The Character Sheet has been condensed by removing personal storage ( not required when you have global inventory ) and adding Resistances. There are also tabs for professions ( workers ) and special abilities ( heroes ).

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As your Heroes level up, you can spend Ability Points on powering up their abilities in the order that you prefer. By level 20 you will have a fully powered hero.

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With more economy buildings and resources added each month, the new Building Dialog provides control over each building and it's role in the economy. We're adding a second way of training Peasants in professions through the Worker Tab. You can now review a list of candidates and hire them into available vacancies. For players not wanting to micro-manage, Auto-Recruit can be set and will automatically hire from the pool of Peasants as they become available. Character Traits make Peasants more or less suitable for each profession.

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The Production Tab crunches a number of stats and presents them in an easy to understand format.Worker Productivity is the average of how effective all the workers are, taking into account Profession ExperienceTool Bonuses ( Loot and Crafted Gear ), Traits, and overall Happiness.

Maximum Output is determined by how many sources of resource exist in the building's Influence Radius, and the current tier of the building.

Workbench Bonuses act as a multiplier to the Maximum Output, and can be obtained by installing Workbenches to the inside of each production building.

Actual Output is calculated by combining the three previous stats, and can be split between production ( producing more finished goods ) and research ( adds points to the research pool to be later spent on new technology ).

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One of the recurring pieces of feedback we've received from the Tutorial is that finding your villagers can sometimes be tricky. To improve discoverability, we're implementing the Civics Dialog, a central view of all the activity going on in your village. From here you can view everything that's going on with your villagers, buildings and resources, allowing you to quickly identify any problem areas.

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Art Assets - Characters
The Art Team have entered a period of polishing up leading up to Patch 0.3 ( a few more 0.2.x releases to come yet ), so a lot of production work is the boring stuff like adding physics colliders, navmeshes, and level of detail ( LOD ) models. That's not at all interesting for a blog, so instead we have the male and female Sandbox versions of the City Watch ( formerly Militia ), Monks andStonecutters.

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CundC Jun 7 2013, 9:08am replied:


+2 votes     reply to comment
skrals Jun 3 2013, 12:46pm says:

is there anyway to know what fonts use the game (in game?) please!!

+2 votes     reply to comment
Fully-Metal Apr 18 2013, 10:10pm says:

want bad

+3 votes     reply to comment
Bigpather12 Mar 30 2013, 2:31am says:

ok 2 questions
.1.Will you add a fancy curser inserted of that normal mouse arrow?
2.Will you improve thre select building menu because it reminds me of something that woud be on console?

+2 votes     reply to comment
Insolent. Mar 10 2013, 1:12pm says:

This looks great! Visually it reminds me of a much more fleshed-out hybrid of Black & White 2 and Fable. Love how the game won't take itself too seriously. :) Looking forward to trying it.

+2 votes     reply to comment
Bigpather12 Feb 15 2013, 4:48am says:

12. final question Also will the beta be all the levels in the final game or will you have more?

agaun thanks i'm really looking forword to this game!!!

+2 votes     reply to comment
Bigpather12 Feb 15 2013, 4:47am says:

9.also how m,any factions will there be in the skwermish mode right when you buy the game?(not dlc factions)
10.Will there be little mini quests/Side quests in the campaign?
11.Will the campaign have a variety of objectives?

Again thanks!!

+2 votes     reply to comment
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Folk Tale
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Released May 30, 2013
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Latest tweets from @gamesfoundry

@MorridsTower Na, it was a scouting visit in case we want to exhibit next year, and to say hi to other devs.

Mar 28 2014, 2:34pm

Heading to @EGX_Rezzed to say hi to @lofigames @IVSoftware @maia @hyperslothgames @WFTOGame and other Steam Early Access devs - #FolkTale

Mar 28 2014, 5:51am

@Plus10Steve Keeping a look out. Thanks for the heads up.

Mar 27 2014, 3:06am

@creativeengland @TIGAMovement @CEGamesLab Any reason for #gameslab's limited geographical coverage? We're interested but excluded.

Mar 27 2014, 3:00am

@DavidBraben Thanks for sharing David. Now let's wait and see what qualifies as 'Culturally British'. Let's hope British accent VA!

Mar 24 2014, 3:23am

#unity5 - Enlighten, SpeedTree, PBS, PhysX 3.3, 64-bit Editor - you bet we're sticking with @unity3d for #FolkTale. Money well spent.

Mar 22 2014, 3:31am

Just witnessed the new city walls prototype in #FolkTale tackling cliffs. Think Medieval Great Wall of China. Hope it stays for Dev Blog 22.

Mar 22 2014, 2:47am

#FolkTale Dev Blog 21 is out now featuring free placement of construction, game mechanics and UI -

Mar 21 2014, 9:45am

Unreal Engine 4 and CryEngine announcing indie friendly pricing, MS rumoured to be buying Xamarin (Mono), and Unity 5. What a week so far!

Mar 19 2014, 6:34pm

How followers, what sort of tweets are you most interested in? Game patches? Tech comments? Support? Help us give you more of the good stuff

Mar 15 2014, 11:37am

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