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Folklands News

ChinaJoy Event: Folklands Is Now on Sale!

[p][/p][p][/p][p]Greetings![/p][p][/p][p]We’re excited to share that Folklands is featured in the ChinaJoy x Game Connection INDIE GAME Event![/p][h3]🎉 Enjoy 20% off for a limited time![/h3][p]Sale Period: July 28, 10:00 AM PDT – August 4, 10:00 AM PT[/p][p][/p][h3]About the Event:[/h3][p]The ChinaJoy x Game Connection INDIE GAME Event is a global online showcase celebrating unique, creative, and standout indie titles with strong market potential.[/p][p][/p][p]Thank you for your continued support — happy gaming![/p][p][/p][p]Until next time![/p]

Station to Station x Folklands Bundle

[h2]We’ve partnered with Station to Station for a cozy strategy bundle![/h2][p][/p][p]Build, connect, and unwind across two charming worlds. Whether you're laying tracks or growing your own village, both games offer a relaxing and thoughtful experience.[/p][p] [dynamiclink][/dynamiclink] [/p]

Folklands X Steam China Showcase 2025

[p][/p][p]Hello Everyone,[/p][p][/p][p]We're thrilled to announce our participation in this year's Steam China Showcase 2025![/p][p][/p][p]Steam China Showcase focuses on new game trial experiences, featuring time-limited demos for multiple upcoming titles, live gameplay streaming sessions, and the latest platform updates on new releases.[/p][p][/p][p]The event Start from July 22 – July 28 10:00 AM PDT.[/p][p][/p][p]Don't forget to visit the official event page for more details about the showcase and other participating games![/p][p][/p][p]Thanks for your support, and happy gaming![/p]

Devlog #17: Research and unlocks

Greetings!

This months devlog will dive deeper into the second part of the upcoming major update for Folklands: the Research Tree.
By the way, if you haven't read last months devlog detailing how education and job effectiveness will work, check it out here: https://store.steampowered.com/news/app/2282890/view/524212840420081671



Researching upgrades and improvements for your folks will be crucial as you grow from a small camp to a bigger settlement. Gone are the days when you could simply throw up 60 houses and call it a kingdom. In the next update, we’re introducing a system that brings structure, purpose, and a touch of personality to your growing village. The research is not just a checkbox — it’s a living, branching path that defines how your settlement grows, looks, and thrives.

[h2]🧠 Knowledge is power (and sometimes speed)[/h2]
As your settlement grows, you will unlock the ability to research certain technologies, improvements or upgrades. They can be visual changes, functional improvements or even unlock entire new technologies. We've split the research into four categories: one for "General research", and one for each of the in-game factions. Each research path has their own specialized bonuses and traits, and has been designed to emphasize the features of each kingdom or faction.

So what about "General research"? Think of this path as your town’s collective common sense slowly leveling up. Start with the basics: Stone Tools may help your workers gather resources faster, Trail Paths will help your citizens move faster between jobs. Shoes (yes, actual shoes) let your people walk faster on roads.

These are like universal truths of a civilization: simple discoveries that will increase and improve your efficiency.

[h2]🛤 Choose your path — or follow someone else's[/h2]
Here’s where things get interesting. As your settlement develops, you’ll gain the opportunity to align with one of the neighboring kingdoms and follow specialized research paths based on their culture. Each research path unlocks unique research opportunities — and with them, unique advantages, aesthetics, and strategies.

Each in-game faction will have its own available research path, but lets use the Rutai Kingdom as an example: as a stoic mountain people with a proud military tradition, their research path might reveal:

  • Guard Tower Blueprints – Expand your influence and keep threats at bay
  • Enhanced Ironworking – Supercharge your weapon and tool production
  • Barracks Doctrine – Train guards or boost worker discipline


Prefer a more mercantile route? The Highwinds merchants offer research in caravans, trade outposts, and advanced warehousing — their buildings reflect their focus, and their bonuses support a bustling economy.

Or maybe you’d rather live in harmony with the land? Align with the Hologev resistance - rooted in natural balance - to gain knowledge in irrigation, crop biodiversity, or even tree farming, ensuring sustainable growth through the ages.

Each choice isn’t just functional — your buildings will look different, your villagers may dress differently, and your settlement will feel unique based on the path you take.

[h2]🏗 It’s not just about building[/h2]
With the new research system in place, you’ll notice that building tiers are now locked behind your research progression. This means no more mindless expansion — you’ll need to invest in architecture, governance, and production advancements to unlock new housing types, larger storage buildings, or even just fancier walls.

Want bigger warehouses? Research it. Need tools for faster building? It’s on the tree. Dreaming of public schooling? You know where to look.



By progressing through the research tree, you’re not just unlocking features — you’re writing the story of your settlement, shaping its future with every choice.

[h2]🔧 But wait, there’s more...[/h2]
This update also brings a slew of new building animations, production overviews, and improved feedback systems — we’ll cover that in the next devlog.

For now, we want to leave you with this:

What kind of settlement do you want to build?
A fortified mountain hold? A vibrant trade hub? A peaceful farmers community?

With the new Research Tree, it’s not just about what you build — it’s about who you become.

Until next time!

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
  • 📗Educated - a little learning goes a long way
  • 💎Expert - 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!