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Devlog #16: Education levels & job effectiveness

Greetings, governors!

This last month-and-a-half has been wild! So much stuff happening after the Early Access release with tons of feedback, no less than 7 updates, steam deck updates and tons more. But nothing stops here - it's time we share a bit about what you can expect in the first milestone update!



As your settlement grow from humble huts to bustling small villages, managing your people should still feel like managing individuals - not just counting heads and stocking woodpiles. In the first milestone update, we'll be introducing a whole new layer of gameplay: education levels & job effectiveness!

[h2]From uneducated to expert: shape your workforce[/h2]
Every person in your settlement will now have an education level - a personal stat that determines not only their skills but also their potential. The education level has three tiers:
  • 🪓Uneducated - everyone starts here
  • đź“—Educated - a little learning goes a long way
  • đź’ŽExpert - masters of their craft, and worth every coin


How do you improve the education level of your people? Simple! Once you've built a school, you can send specific folks to upgrade their education. Schools don't passively train a population - instead, they act more like training centers, where you choose who to invest in.

School concept building

Want to make your blacksmith sharper than his tools? Send him back to class - for a price

[h2]Sending people to school[/h2]
Education upgrades aren't free. Each level will cost gold (or a future resource), making education a strategic investment. You can send people back to school from either their homes or workplaces to the nearest available school, and once upgraded, they return ready to contribute at a higher level.

This adds another reason to keep those trade routes flowing and quests completed - education costs!

[h2]Smarter folks, better wok[/h2]
Here's where it gets juicy: while any job can be filled by any villager, education levels affect how effective they are at different tasks.

For example:
  • 🌲 Woodcutters? They swing axes just fine, regardless of smarts - 100% efficiency no matter their education level.
  • 🪵 Sawmills? Now that's where knowledge pays off. "Educated" workers give a +25% productivity bonus.
  • ⚒️ Tool smith and other high-tier buildings? You'll want "Experts" in there - with a potential +25% productivity bonus on top of the "Educated" bonus!


These are just examples, and you'll be able to see these bonuses in the building overview UI and tooltips when placing or selecting buildings. Every bit of knowledge now comes with a visible payoff.

[h2]Why it matters[/h2]
With this system, we're giving you another tool to create not just a working town, but an efficient one. It's a fresh new challenge: do you invest in training now for future gains, or keep all hands on deck for survival today? The choice is yours.

Combined with the other part of the first milestone update - Research and upgrades - every new village will be an entirely new experience, and you get to shape the direction your village takes.

Both these updates will be available in the first milestone update later this month.

Until next time, keep those fires burning and those books open!

Cozy Keep x Folklands Bundle + Deal of the Day

[h2]Hi everyone![/h2]

Cozy Keep is featured as today’s Deal of the Day on Steam, with 35% off for a limited time. To mark the occasion, we’ve teamed up with the developers to offer a new bundle: Folklands x Cozy Keep.

Cozy Keep is a peaceful shopkeeping game where you decorate your store, craft goods, gather resources, and explore the land around you. You’ll farm, hunt, pay your taxes, and work to save your father from the wrath of the King—all while running the best little shop in the region.

If you enjoy the steady pace and thoughtful building of Folklands, Cozy Keep might be worth a visit.

https://store.steampowered.com/app/2261350/Cozy_Keep_Farm_Craft_Manage/

https://store.steampowered.com/bundle/51792/Folklands_x_Cozy_Keep/

Early Access roadmap details

Hi all Folks!

It’s already been over two weeks since we launched into Early Access! Time flies when you’re building villages, farming wheat, and wrangling your folks. We've been hard at work both on and behind the scenes, focusing on QoL patches based on all the lovely feedback you've shared with us. The result so far is 7 minor update versions since the EA release, with more updates in the works.

Today, though, we want to share more about our plans for the bigger updates ahead - and we would love your feedback on the planned features!



Folklands is already starting to feel like the nostalgic, warm cup of tea we dreamed of making, but as many of you have mentioned - it feels like that start of something rather than a finished experience. No surprises there, the EA release is our showcase for the foundation of what we want to build - a skeleton of the game if you will - but in this devlog we'll share more about the first two milestones up ahead.

[h2]Milestone 1: Education & Research[/h2]
First up, we’re cracking open the books. The first major update will introduce an education system for your folks (they're smarter than they look, promise), and a new research system that accompanies it. These two game mechanics will help you improve production, specialize your settlement and village and may even unlock some fancy upgradable buildings.



The education system will bring specialized occupations for your folks as well as education bonuses, and of course introduces a range of new buildings like the School and Library.

Together with the education and research content, this first update will also see more varied industries and products for your folks to make. In that vein we’re also working on better overviews for your production chains, as well as clearer ways to track what your folks need versus what you’re making. No more scratching your head over missing fish and lost tools.

The folks themselves will be getting a bit of a makeover as well: more visual variety to help distinguish your fisherfolk from your foresters or bakers. There will also be many more decorations and visual upgrades available, letting you personalize your settlement even more exactly like you want it.



The first milestone marks the first big step towards the vision we have for Folklands: a game and world where each playthrough can take on a life of its own depending on your style: want to focus on a specific industry? Go for it. Prefer the cozy life and it's perks? That’s possible too.

Obviously, these changes will take a little while to add and implement, but we'll still be releasing regular updates while we work on this first big milestone.

[h2]Milestone 2: Health & security[/h2]
Is there a doctor in the village? There will be soon!
The second major update will focus on two new ways to keep your folks safe and secure. Gather herbs, craft medicine, treat your folks when they fall ill and prevent the spread of diseases. Because let’s face it: close quarters and rainy days are a recipe for sniffles.



In this update, Doctors will play a key role in your growing settlement, with the introduction of as health, sickness and diseases. Keeping your population in good health will be more and more important as your settlement grows into a large village where everyone's mingling together. Ignore sickness and it will spread fast!

The second part of this update will focus on villager security - because not every visitor comes bearing bread and good intentions! The security system will let you set up patrols and guard towers, protecting your precious storage from both raiders and thieves (yes, the "sneaky and grumpy" kind).

Raiders may come storming in from the wilds, but with walls and well-placed guards you’ll be ready to fend them off. And thieves - they’re disgruntled folks who’ve decided to redistribute wealth... from your richest homes to their pockets. A few patrols might keep them in check, but don’t get too heavy-handed. Constant surveillance has a way of turning smiles into frowns. And guards don’t work for free, so it's best keep those trade routes going.

These two first updates are only the beginning! We’re really excited about these upcoming additions, especially for those of you who enjoy a bit more challenge in your Folklands experience.

As always, we’ll be opening up beta tests for these milestones as they get closer to completion and we’re counting on your feedback to help shape them into something truly wonderful ❤️

Next time, we’ll share more screenshots and dive deeper into the first milestone.

Stay cozy, stay curious, and give your folks a wave from us!

Patch notes 0.6.7.6

It's time for another update - and this is a good one!

This time we've adjusted and improved a lot of things based on player feedback - both in the Steam forums and on Discord - as well as adding some things that just didn't get ready in time for the Early Access release.

So, without further ado, here is the full changelog for this release!
  • NEW: Folks overview from the Settlement overview window which lets you sort by happiness and work/home distance
  • NEW: The happiness overview will now list reasons why folks are unhappy
  • NEW: Folks will now give you more information about their happiness from the new "Happiness" tab in the villager info window
  • CHANGED: All transporters are now handling all resource transportation around your settlement. Buildings that have a pickup area, as well as markets, trading posts and storage buildings can be staffed with workers to help stocking up those buildings - in addition to the global transporters - but they are no longer necessary for the buildings to be stocked up.
  • CHANGED: you can now keep playing the tutorial settlement with regular progression even after the tutorial ends.
  • Most in-game popup windows will now remember their position when you close them and re-open them
  • Improved the way building warnings pop up
  • Improved status colorization of fire and maintenance statistics overlays
  • Residents list now shows the occupation of the residents so you can more easily identify residents and their jobs
  • Fixed a bug that caused the statistics overlays to sometimes flash white
  • Fixed a bug that prevented the happiness from being calculated properly
  • Fixed a bug that allowed villagers to retrieve goods from markets even if the house was not in the market coverage area
  • Fixed a bug that could cause the builders and fire guards to go without work until they ran out of energy and returned home
  • Fixed a bug that could cause production workers to sleep for a very long time while pretending to work
  • Fixed a bug where workers in production buildings would not pick up resources from their pickup area
  • Fixed two cases that could cause seemingly endless production in a building
  • Fixed a bug that could cause endless population increase with a certain combination of residents in different levels
  • Fixed a bug that sometimes prevented houses from picking up goods from nearby markets
  • Fixed a bug that caused the traders to always take your stone as payment for quests
  • Fixed several cases that caused inconsistencies in how buildings were being stocked up
  • Fixed a bug that sometimes prevented the traders from finding an optimal route to and from the trading post
  • Fixed a bug that caused resource deposits to not appear until your reloaded the save game
  • Adjusted the importance weight for transporters when deciding which building to prioritize
  • Reduced bread production requirement for villager houses by 50%
  • Slightly adjusted the thresholds for warning about fire hazard and re-visiting buildings
  • Slightly reduced the npc quest rate
  • Once again increase fish spawn rate
  • Reverted a change that was introduced in 0.6.7.3 that in several cases prevented buildings from properly stocking up
  • Improved usability in the storage selector popup to prevent confusion about whether a resource is selected or not
  • Improved the density of wheat fields and made unharvested wheat disappear after a while
  • Updated translations and temporarily disabled the Polish translation based on feedback
  • Added a community contributed German translation


As always - don't hesitate to give us feedback in the steam forums and on the Discord server.

Thanks for playing!

Patch notes 0.6.7.4

A big thanks to everyone who is reporting issues and letting us know about their experience on Discord and in the Steam forums! Here is another update with a few minor - but crucial - bugfixes:
  • Fixed an issue where newcomers were immediately being relocated to a Villager house if one was available
  • Fixed an issue where newcomers moved into Villager houses without becoming Villagers
  • Fixed an issue where production buildings indefinitely reserved their produced products


Keep letting us know about your experience in the game, as we keep fixing issues being discovered.