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Clanfolk News

Patch Notes v0.573-v0.575

v0.573
  • Changed Ice Jug/Water Jug Sibling Counting such that when stopped (X) they still count toward the sibling count for Clay Jugs.
  • The problem was that when people made cold rooms and stopped pallets of Ice Jugs, those Ice Jugs no longer counted as siblings and more Clay Jugs were crafted.


v0.574
  • Fixed livestock on Longer Lifespans getting pregnant again as soon as the previous babies are born instead of waiting until the babies are 50% grown.


v0.575
  • Changed item counting such that all stopped items count toward supply count, not just Clay Jugs from v0.573


Patch Notes v0.570-v0.572

v0.570
  • Fixed case where sometimes the time of death on a tomb or wake table was incorrect
  • Fixed Cooling stat getting stuck on when an item/unit switched to spoiled while in a freezer that was previously cooling the item
  • Fixed a bug with the Animal Patient Task that could cause the Doctor to juggle the patient when trying to put them in bed.
  • Fix for saves where a Clanfolk would be stuck in Reporting mode from an expedition but never spawn.
  • Note: The save fix may take a while to trigger, but after 30 seconds or so, the Clanfolk stuck reporting should spawn.
  • Added Possible fix for the cause of the stuck reporting bug. If you see this bug again, please let me know (bonus point for save files from before Clanfolk is stuck)


v0.571
  • Fixed case where if Packup/Dismante are set on a Well, it would prevent workers from reaching the Well for the gather task, and they would stand tile back.
  • Also changed it so that when Packup/Dismantle is set that the Well will not be used for Gathering since those tasks will then block the move to new position from happening.
  • Changed Water Jug desirability to be higher than the Drink Zone so that the Water Jugs are more likely to be picked (though distance is also still a factor)
  • Removed Rushlight Kits and Neep Lantern Kits from he sales list from the player since they are worth very little and also end up getting snatched from decoration tables.
  • Fixed Antibodies to the Common Cold not working. This should lessen the constant sickness in Winter.


v0.572
  • Added Moths that are attracted to window lights on calm nights (mostly in Summer)
  • Fixed Beaver Reed planting such that tiles that have other tasks added to the tile will not be replanted by the Beavers, was causing situations where beaver planted reeds would be removed in favor of human planted reeds.
  • This will also prevent beavers from planting reeds under objects and walls too.
  • Fixed case where if Outcast mothers married after Outcast Father arrives, then the new partner would end up leaving the map as well.
  • In Longer Lifespan mode, Pregnancy now takes 2x as long to match the slower growth rates of the Clanfolk
  • Fixed Babies not aging while carried. Once baby is placed on ground, the time that should have passed will be applied to the baby growth attribute.
  • Increased default priority of Clay Tile Dryer and Clay Brick Dryer by 1 so they are higher than the default ingredient stockpile.
  • Some Items now have Sibling Items which are applied to their total count. This is to allow things like Jugs/Bricks to have auto supply.
  • An Item's Sibling count will look like (+10) on the count. So for Inventory 30 (+20) / 50 we see that the Auto Supply has been met by the Item + Sibling count.
  • This means Jugs, Clay Bricks, and Clay Tiles, Milk Buckets, and Manure Baskets can now have Auto Supply.
  • Additionally Clay Bowls, and Wooden Bowls also allow auto supply now. These to were extra complex because they are also parts of recipes themselves, so please let me know if you notice extra bowls appearing.


[h2]Work Begins on Update 18![/h2]

  • Now that Update 17 is out and many tweaks and bug fixes are in, I will begin adding new content to the game again.
  • The focus of Update 18 will be more World Map events, likely focused on Trade, Training, and Stories.
  • Work will begin on the Settlement System where the Clan Chief can take clan members to settle a new Map Hex. This will likely involve increased difficulty and world map events at the new Settlement.
  • As is tradition, I will also likely get diverted by new shiny things as I work. :)
  • The Testing Branch will continue to get updates as I work on Update 18, but the Default Branch will be locked down again until Update 18 is complete.
  • Note: Anyone can join the Testing Branch under Steam/Clanfolk/Properties/Betas

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) :)