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Clanfolk News

Nominate Clanfolk for the Steam Awards

Hi Everyone,

With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Clanfolk for the Labor of Love Award.



Clanfolk entered Early Access on July 14, 2022, and since then there have been 12 Major Updates as well as over 400 testing branch updates (which is open to everyone under Clanfolk/Settings/Betas).

As the solo developer of Clanfolk, I am incredibly thankful for the support from both Hooded Horse, as well as the Steam and Discord communities. Thank You!

Everyday I look forward to seeing what will come next with Clanfolk. Interacting with the community has provided inspiration and has often lifted my spirits. Clanfolk has become a better game due to all of you.

Clanfolk has been in full time development for almost 7 years now, and the community has been growing since the original demo went live for Next Fest in October 2021.

Most recent updates wise, there have been Cats and Rats, Bogs and Bagpipes, Idea Points Mode, Hunters and Hunted, Zones and Decoration, and Hearth and Home.

Between the big updates there is constant work on the testing branch, usually multiple builds a week. These updates take the form of optimizations, lots of bug fixes, and experimental ideas that we’ve worked on together.

The next big thing will be the Story Generator. There is a working version in the testing branch now if you are curious. The Story Generator will be what adds variety to each play through by applying external forces to the homestead. It will answer the question “what now?” once the Clan has secured a warm home after the first couple Winters.

Clanfolk wouldn’t be here without you, the community, supporting our game throughout development.

I am incredibly grateful for your support.

It is a bit of a long shot, but please consider checking the nominate button that is part of this post for the 2023 Labor of Love award. It really is :)

Thanks Again!

Andrew (Blorf) Hume

Nominate Clanfolk for the Steam Awards

Hi Everyone,

With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Clanfolk for the Labor of Love Award.



Clanfolk entered Early Access on July 14, 2022, and since then there have been 12 Major Updates as well as over 400 testing branch updates (which is open to everyone under Clanfolk/Settings/Betas).

As the solo developer of Clanfolk, I am incredibly thankful for the support from both Hooded Horse, as well as the Steam and Discord communities. Thank You!

Everyday I look forward to seeing what will come next with Clanfolk. Interacting with the community has provided inspiration and has often lifted my spirits. Clanfolk has become a better game due to all of you.

Clanfolk has been in full time development for almost 7 years now, and the community has been growing since the original demo went live for Next Fest in October 2021.

Most recent updates wise, there have been Cats and Rats, Bogs and Bagpipes, Idea Points Mode, Hunters and Hunted, Zones and Decoration, and Hearth and Home.

Between the big updates there is constant work on the testing branch, usually multiple builds a week. These updates take the form of optimizations, lots of bug fixes, and experimental ideas that we’ve worked on together.

The next big thing will be the Story Generator. There is a working version in the testing branch now if you are curious. The Story Generator will be what adds variety to each play through by applying external forces to the homestead. It will answer the question “what now?” once the Clan has secured a warm home after the first couple Winters.

Clanfolk wouldn’t be here without you, the community, supporting our game throughout development.

I am incredibly grateful for your support.

It is a bit of a long shot, but please consider checking the nominate button that is part of this post for the 2023 Labor of Love award. It really is :)

Thanks Again!

Andrew (Blorf) Hume

Clanfolk Progress Update! (The Story Generator)

Hi Everyone,

The first test case of Story Generator just went live on the Testing Branch. It will be a while before I push this to the Default Branch as it needs more content and testing, but the machinery for Clanfolk to build stories is now active.

The theme of the next Update is "Year 2+ events," making each game evolve in new ways based on external factors and player choices. My main way of delivering on these external events will be this new Story Generator.

  • The Story Generator builds stories using sets of "Story Elements" which have pre conditions for selection as well as conditions for choosing potential future elements.
  • All Story Elements are tracked and eventually I hope to add a "History Panel" to view the Clan's History via Story Elements and choices made.
  • Anything can be a story element, from bad weather, to a plague, to a tax collector, but for now I have built a simple story as a test case which is delivered via a new Unit Type, Messengers.
  • Messengers function like Workers, Travelers, and Traders and have their own Messenger Post to attract them.
  • If no Messenger Post exists, the Messengers will still arrive, but they will just seek out someone who looks like they are in charge. (Eventually setting the Clan Chief will likely be a thing too)
  • When selected, Messengers will offer a set of choices. Click on the choice, and then they will usually respond with some reaction text based on the decision.
  • The example story element will not trigger until at least day 30 (so after the first Winter) and any possible subsequent element will take at least 12 days to trigger.
  • As I add more and more story elements, they will become more interconnected and will be able to branch down more and more interesting paths.
  • I will be adding a toggle to turn this system off as well, but for now it is defaulted to on as the current test story event chain is not harmful, and I want to to safely insert itself into in progress games.


The Testing Branch is open to everyone under Clanfolk/Properties/Betas from within Steam.

Over the next few weeks, I plan to add many more Story Elements and continue to improve the system.

The Story Elements and Story Generator will evolve over time, and I am very excited to see where this all goes! :)

[h2]Road Map[/h2]
https://store.steampowered.com/news/app/1700870/view/3388412789658793666

Thanks again everyone!

Andrew Hume (Blorf)
MinMax Games Ltd.

Hooded Horse Strategy Publisher Sale

Hi everyone! Clanfolk and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!

Hooded Horse Strategy Publisher Sale

[previewyoutube][/previewyoutube]

Patch Notes: v0.418 - v0.419

v0.418
  • Fixed -3,-2 Mountain maps never spawning gold
  • Fixed the rate of the warning indicator for crafting stations offlined by the rain so it is the same pulse rate at 1x speed and 4x speed.
  • Added fallback case for Hunting such that the prey will be brought back to a bed if no butcher block or corpse stockpile exists, so it at least gets close to home.
  • Fixed Clanfolk not being able to clear stubble from a building footprint
  • New Crops now require Sickle for harvest
  • New Crops will not leave stubble when taken from the wild, but will on Tilled Soil
  • Fixed a single tool being used to clear an entire build site, The sickle could be used to chop the tree if there was also grass for example.
  • Composts now allow spoiled grains and seeds
  • Composts can have their feed items set while in reset mode (while waiting for the sack, ash, ans straw to prime it)
  • Added Toggle All button to the Compost because there are a lot of items possible there now. Save some click'n
  • Added Toggle All button to Grain Trough
  • Grain Trough now allows Seeds
  • Made it such that by default Seeds will be turned off in the Grain Feeder, so they do not just vanish as animals eat them


v0.419
  • Fix for divide by zero error with the pulsing rain indicators, sorry about the new black holes.