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Folklands News

Mini devlog #2

[p]As we are nearing the end of the year we want to send a heartfelt thank you to everyone who has participated and given us feedback so far, who keep playing the game and support us on our socials, Discord and here on Steam![/p][p][/p][p]It's cold outside here in the Nordic, so us devs have been keeping warm by staying inside and working on new game features for the upcoming "Health & Security" milestone update.[/p][p]Two of the new buildings in the upcoming update are the Herbalist and Botanist, working together with the Pharmacy and Doctor to provide health services for your folks.[/p][p]We'll spend a few mini devlogs on explaining the new health system, but here's the short explanation:[/p][p]After reaching tier 4 you have to tend to the health and well-being of the folks in your settlement. This tier introduces "health" as a concept, where your folks must stay healthy - failing to provide will tank your productivity, and ultimately your population! The health system introduces four new buildings: Botanist, Pharmacy, Herbalist and Doctor, with associated professions, as well as three new resources: wildflowers, medicine and herbs.[/p][p]Let's talk about two of these new buildings: the Herbalist and the Botanist![/p][p][/p][h3]The Herbalist [/h3][p]This is a new harvester / farm building which grows and harvests herbs (similar to how farms grow and harvest wheat). The harvested herbs are then transported to the nearest doctor who uses them to provide health services to folks in your settlement. This is similar to how Fire stations require water for fire safety and how the Builder's hut requires plank for maintenance. [/p][p][/p][p][/p][h3]The Botanist [/h3][p]This is a new gatherer building - similar to the Berry hut - which gathers wildflowers scattered around the map. Wildflowers are a new resource types which will grow in a few locations around the map (similar to berry bushes but much rarer). After expanding into an area that contains wildflowers, a Botanist must then be built to harvest them. The wildflowers are then transported to the nearest Pharmacy to be used as one of two ingredients to create medicine.[/p][p][/p][p]These two new buildings form an essential part of the new health production chain, and in the next devlog we'll talk a bit about how the other two buildings work: the Pharmacy and the Doctor![/p][p][/p][p]Until next time![/p]

Mini devlog #1 - Bite-sized

[p]Hi, community. This week we're trying something different! For a long time, we've kept you all up-to-date with our monthly devlogs - but having a full month go by without any updates feels like a lot of silence. So we're trying out a new short-form update where we'll just talk a bit about what we're doing, and how your feedback shapes the game. We'll keep doing monthly devlogs, but with these mini updates in-between.[/p][p]This also fits well with another thing we're changing: Big milestones are great and all, but after we released in Early Access, we feel that having everyone wait for these big updates makes it harder for us to shape the game from your feedback. So instead of only doing milestone updates, we will go back to releasing regular smaller updates as well.[/p][p]Work is well underway on our next major milestone, planned to release in late January. As we want to bring you along with the updates that we are doing, and help us refine them as we make them, you will be able to try out all the features that we are adding - game breaking bugs included - a lot more often.[/p][p]We know that some updates will be less stable than others, so if you want to be on the very bleeding edge of the update track, try the open beta branch. This branch will see at least weekly updates, with releases happening more frequently.[/p][p]So, what's next for Folklands? We've spent the time so far building the foundation of the game we want to make - up until now Folklands have been kind to you and the choices you make - but we have a lot more in store in terms of challenges, events, disasters and more![/p][p][/p][p]First up: [/p][h2]Health & security[/h2][p][/p][p]Our next major update will be focused on adding two new services: health and security. Health will impact the well-being and performance of your folks and your settlement, while security will add a lot of new gameplay mechanics and interaction opportunities.[/p][p]We will release the functionality gradually in the coming weeks, but here's a quick sneak peek on a few highlights.[/p][p][/p][h3]Herbalist[/h3][p]The herbalist will gather herbs to create ointments / medicine to be used by the Doctor. [/p][p][/p][h3]Doctor[/h3][p]The Doctor acts in a similar way to the fire & maintenance service workers. They will walk around your city and use the ointments and medicine from the herbalist. As part of the health service, these two new buildings and professions will work together to keep your folks from getting sick![/p][p][/p][h3]Security[/h3][p]The security feature will be one of the biggest changes and additions to the game. We always wanted to keep Folklands a peaceful and cozy settlement builder, but with additional challenges. The game will still be completely combat-free, but the security feature will be introducing a whole new set of challenges and ways to interact in both multiplayer and singleplayer. With the addition of Raiders, Multiplayer territory control, thieves, guards, patrols, barracks, a weapons production chain, walls and gates - to name a few(!) - you can expect an even more challenging and interactive settlement builder experience.[/p][p][/p][p]We can't wait to show you what we're building! As always, get in touch with us and let us know your thoughts and wishes on the game features - either without trying them, or after trying them in the upcoming releases.[/p][p][/p][p]Ok, so this update didn't end up being so short after all. Oh well![/p][p][/p][p][/p]

Join Us at BGM Game Expo!

[p]Hi everyone,[/p][p]We are excited to announce that our game will be featured at the BGM Game Expo this weekend.[/p][p][/p][h3]Booth Information[/h3][p]Booths: D12, D13, D14 [/p][p]Dates: December 6 to December 7, 2025 [/p][p]Time: 10:00 AM – 7:00 PM daily (VIP early entry: 9:00 AM on December 6) [/p][p]Location: 殴锴体育羽毛球中心 上海市杨浦区双阳北路363号[/p][p][/p][h3]On-site Activities[/h3][p]Visit our booth to try out the game and take part in our on-site activities. All participants will have a chance to receive special gifts.[/p][p][/p][p]We can’t wait to see you there![/p]

Patch notes 0.7.0.5

This is a minor bugfix update.
[h2]Fixed[/h2]
  • A bug that caused educated workers to be stuck eternally mining resources
  • A bug that educated folks to be invisible. The invisibility skill has been un-taught and all folks are now visible when they should be.
  • A performance improvement bug that caused tiles to remember their resources for too long, which sometimes tricked buildings into thinking there was no room for more production

[h2]Changed[/h2]
  • Based on player feedback, the default value for allowing house upgrades has now been set to "Allowed". Some players found this confusing, and in most cases players want the option to turn it off on demand, but would prefer it to be on by default
  • You can now select a fishing area outside the player area for fishing huts

[h2]Improved[/h2]
  • The folk information popup window will now let you know which tool the person is missing when they don't have their work tool

WEPLAY EXPO 2025

[p]Hello everyone![/p][p][/p][p]We’re excited to announce that Folklands will be officially showcased at WePlay 2025! [/p][p]This will be the largest in-person presentation of the game since its inception, and we look forward to sharing a more complete experience and connecting with everyone face-to-face.[/p][p][/p][h3]Event Information[/h3][p]• Booth: A54 – A55
Dates: November 22–23, 2025
Location: Shanghai World Expo Exhibition & Convention Center, Hall H3[/p][p][/p][h3]What to Expect at the Showcase[/h3][p]• New Buildings & Objects: Library, School, Stone Mine, Watchtower, Flags
Visuals & Classes: Updated character models, 14 classes with over 150 new animations, enhanced visual effects for resources like wheat, wood, and planks
Systems & Optimizations: New education, research, economy tools, and kingdom reputation system; improved loading speeds and smoother gameplay; includes all previously announced performance and experience optimizations[/p][p][/p][h3]Development Status[/h3][p]Folklands is still actively in development, with core systems and content continuously being refined. The version showcased at WePlay is still part of Early Access and does not reflect the final game. We appreciate your support and will continue to share updates as development progresses.[/p][p][/p][p]We look forward to seeing you at the event and experiencing this ever-growing world together![/p]