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Clanfolk News Recap at the Hooded Horse Summer Sale

Clanfolk is part of the Steam Summer Sale at 50% off! Check it and other games out in the Hooded Horse Summer Sale. Down below, we’re recapping the latest update, which introduces a full new game flow, a world map system, and over 70 historically researched crafting stations and items.

Hooded Horse Summer Publisher Sale 2025

Blorf is hard at work on Update 18, but in case you missed it, here's an overview of what Update 17 brought to the table.

[h3]Update 17 Recap – World Map, Expeditions, and a New Game Flow[/h3][hr][/hr]Update 17 brings the long-awaited World Map system to Clanfolk, unlocking a new mid-game loop centered around exploration and long-term settlement growth. The Planning Table acts as the gateway to this expanded structure, allowing players to send Clanfolk on expeditions to discover new territories, unlock training locations, and gain access to advanced crafting technologies. Expeditions require rations and time, and in future updates, will include more interactive events and choices during travel.

[previewyoutube][/previewyoutube]
[h3]Homestead Progression and Tech Phases[/h3][hr][/hr]The update also overhauls pacing with a restructured unlock flow that separates early, mid, and late-game development into distinct stages. Weaving and basketry are now central to the early game, while iron crafting, carpentry, barrel-making, and advanced food production unfold gradually across the new crafting tree. The addition of brick-making, tailored clothing, tanning, and a permanent kitchen system brings depth to the production chain. It ties directly into the new ration tiers that determine how far Clanfolk can travel across the map.

[h3]Steelmaking and the Stone Throne[/h3][hr][/hr]Expeditions eventually lead to other Clan castles, where your people can learn steelmaking and unlock the final stage of settlement growth. With steel tools and cut stone from the new masonry system, players can begin construction of the Stone Throne, setting the stage for territorial control systems and multi-settlement gameplay in future updates.

[h3]More to Come[/h3][hr][/hr]Update 17 lays the groundwork for the continued expansion of Clanfolk’s world, with new challenges, diplomatic systems, and story events planned for the future. For a look at what’s ahead, you can view the current roadmap here:

View the full roadmap:
https://store.steampowered.com/news/app/1700870/view/3388412789658793666

https://store.steampowered.com/app/1700870/Clanfolk/

Patch Notes v0.568-v0.569 - Watch out for bugs :)

v0.568
  • A New Main Menu. (A starting point for UI look improvements)
  • Took "Work On Bugs" too seriously, and now we have Butterflies and Fireflies (I have been wanting to add fireflies for years now)
  • Insect System is aware of seasons, wind speed, temperature, time of day, and local plants in relation to spawning.
  • Insects also react to being disturbed, with more reaction to larger animals.
  • As much as possible, I am trying to get the right type of insect to spawn in the right environment.
  • It is worthwhile to take a stroll in the grass at night now.
  • I plan to add more insects from Scotland in the future, but I should get back to "actual" bugs now :)
  • Once the last of the more serious bugs are fixed, I will be unlocking the text and starting work on World Map Events again.


v0.569
  • Babies will no longer get the Witness Poop debuff when they notice someone pooping.
  • Fixed case where starving wild cats that started on the map would try to leave the map at the center instead of the nearest edge.
  • Added Butterfly for Reeds and Gardens (Small White)
  • Fixed case where when a staving predator (Deerhound or Tamed Cat) would eat a fertile chicken egg, it would spawn a new infertile egg afterwards. (looking like the egg was just dropped)
  • Fixed rare case where sometimes a pathfinding path would not complete because the target was slightly higher in Z than it should be.
  • Lowered desirability of Fertile Eggs for predators (Dogs/Cats) from 20% to 2% so they will do less hen house raiding and more eating from pet bowls.
  • Changed the Unlock requirements for the Spinning Wheel and Loom to remove the Linen Fibers and Linen Hank.
  • Fixed case where when filling water jugs, Clanfolk could get Diarrhea Affliction
  • Fixed Clay Pits thinking that they were allowed on Clay floors.
  • Fixed case where baby that was overlapping a wall that was then needing to nurse could get stuck until starving.
  • Fixed case where paused Deer and Wolf bodies would be un-paused when the game loaded if they had been part of a group that was set to exit the map.
  • Added Dragonfly to Reeds and Peat Bogs
  • Added Damselfly to Reeds and Peat Bogs
  • Added Red Admiral Butterfly for Peat Bogs and Tall Grass
  • Upgraded Insect Spawning manager to allow different tile types to have different spawn rates for specific insects. For example, Peacock Butterflies LOVE Heather patches now.
  • Try taking a walk in a heather patch (in summer during a nice day) :)

Patch Notes v0.562-v0.567

v0.562
  • Simple Tailor and Tailor Bench given a default priority of 5 -> 8
  • Doctors will now feed/water animal patients when their food/water meters are < 50% instead of 10%
  • This is to better maintain the Well Fed buff to keep them alive (I may also do this for humans after more testing as it does use up a lot of time babysitting the patient)


V0.563
  • Fixed case where a Clanfolk returns from an expedition, but was part of a Zone will get stuck on the map edge if the Chief is not within their zone.
  • Fixed case where a Clanfolk returns from an expedition, but the Chief is behind some worker or traveler locked doors which then block the expedition report and traps reporter.
  • Renamed Better Rations -> Filling Ration Training for the world map training event. Since Filling Rations is what is unlocked.
  • Fixed bug where a unit could get stuck warming up over and over during sunrise when there were no other attributes needing maintenance at the time.


v0.564
  • Fixed Dry Bricks not being affected by Rain
  • Turned off Auto Supply for Wet Bricks and Wet Tiles because it creates an infinite spawn situation.
  • I need to develop a solution for this and water jugs to count all cases of dry and wet and fired bricks together.
  • Paths now connect to each other, and floors will make an edge with them. Paths still do not connect to walls because they are not floors.


v0.565
  • Fixed Dry Clay Brick and Dry Clay Tile producing a permanent blue unlock icon on the Ideas Panel
  • Fixed Wash Zone and Drink Zone being blocked by Reeds early game when they are not blocked after the sickle is created
  • Stone Throne is no longer flammable
  • Classic Ideas mode now shows the tech unlocks like Idea Points mode instead of just lock icons.
  • Both Unlocking modes now show greater detail about the things being unlocked, like their food effects, or work efficiency etc.
  • The goal here is to let players better plan what they are working towards unlocking and why.


v0.566
  • Peat Bog minimum growth rate 25% -> 50% (To deal with Peat Bogs often being flooded which was preventing peat regrowth)
  • Walking on Peat Bogs will no longer prevent bog regrowth (this is for walking without gravel paths)
  • When Floors or Paths are removed from Peat Bogs, they will start producing peat again.
  • On older saves there may be some dead spots in the Peat Bog, loading a game will also fix these and start them growing again
  • Note: Peat Bogs re-seed at night, and it may take a few nights for the seeding to happen on previously inert tiles.
  • Pregnancy will now progress while on an expedition.
  • A Pregnant Clanfolk will not go on an expedition if they would give birth while on the expedition.
  • Seniors will not go on expeditions that would take longer than the life they have remaining.
  • Spoiled Rations can now be put in the Compost
  • Fixed the Hunt Task remaining on a Cat once it gets tamed (if it had been set for hunting before being tamed)
  • Berries will now be more likely to come with Traders (because they are needed for Filling Rations)
  • Future plan is to make Filling Rations purchasable at the Inn to prevent cases of being locked out of the Map explore for months at a time.
  • Berries are now 15 Coin for 50 Berries (Up from 5 Coin)
  • Berries default desirability is now 0.95 from 1.5 to make them less likely to get eaten before drying
  • Note: Food Desirability can be set in the Food Tab of the Inventory menu (there is a slider when selecting a food item)
  • When Longer Lifespans are selected in the Difficulty Options, Clanfolk on Expeditions will age at the proper (slower) rate now.


v0.567
  • Fixed case where if a tile is cleared and then the result item is picked up instantly for hauling that the job like/dislike afflictions would not get added.
  • Fixed case where loading a map with flooding active, and then loading a new map while it was also raining could cause some flooding data from the previous map to apply itself to the loaded tile.
  • Fixed Plaids appearing on the Sewing Bench with the Auto Supply even though they cannot be crafted there. (Required Tailor Bench like other advanced clothing)
  • Fixed case where if multiple lightning strikes hit the same tile many times, it could create a huge amount of ash that would take a very long time to clear.
  • Fixed lightning that is off the map causing fires on the corners of the map.
  • Fixed Beans were de-growing much further than the other crops over winter, so they were way behind the others the next spring when re-growing.
  • Changed the Seed Stockpile Unlock to show Hay Seed instead of Flax Seed (though any seed will still unlock it)
  • Changed the Food Stockpile Unlock to show Berries instead of Beans (though any food will still unlock it)
  • Reworked how the Ideas Panel shows the requirements for Unlocking and Crafting items like stones, iron ore, branches, large rocks which have multiple ways to unlock as well as craft.
  • Ideas Panel now shows the required tasks to extract simple items like berries as well.
  • Fixed Flax Retting working through bridges

Save 50% on Clanfolk

Build your medieval homestead in Clanfolk, now 50% off as part of the Hooded Horse May Publisher Sale

In Clanfolk, you manage a family in the Scottish Highlands, guiding them through daily life, crafting, farming, and preparing for the harsh seasons. Balance resources, maintain relationships, and build a legacy for generations to come.

Check out the recent major Update 17 release too!



[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/1700870/Clanfolk/

Patch Notes v0.560-v0.561

v0.560
  • Fix for bug were a fireplace could consume branches instantly when it was set to keep lit and needed to be fed over and over.


v0.561
  • Fixed issue where a starving or dehydrated hunter would break off from hunt after the animal was downed, introduced in recent fix allowing eat snow sooner.
  • Fixed issue where a baby would interrupt a mother's hunting after the animal was downed but before it was finished off, causing it to be left in the woods. (the deer not the baby)
  • Dog Bed OR Cat Bed will now unlock the Pet Food Bowl
  • Pet Water Dish also requires Water Jug now since there is no way to fill it without that.
  • Double Sleep Mat OR Straw Double Bed will now unlock the Baby Basket.