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Folkways DLC for the excellent village builder dotAGE released - here's a little interview with the developer

dotAGE is a very unique turn-based village builder that blends in roguelike survival elements. It's one that you should definitely add to your list, and a new DLC expansion is out now so I took the chance to speak to the developer a bit.

Read the full article here: https://www.gamingonlinux.com/2025/03/folkways-dlc-for-the-excellent-village-builder-dotage-released-heres-a-little-interview-with-the-developer/

v1.6.2 - Rock & Roll

Hello Elders!

Thank you again for the warm welcome for Folkways, I am happy that you are surprised at how much I put into it, and I think you'll have a lot more to be surprised for as you keep playing! Have you encountered the new Evil Boons? Or have you tried the Gallows? Have you found a way to handle Zombies? Do share the funny events you find, especially if they concern Fishpips (which are my favourite Pipfolks!)

I just pushed a new patch with some balance changes geared towards Trisavolo's early game, especially aiming to reduce randomness of the start. Now, Granite Mines, while still being a fallback building, produce much more (6 over 2 turns, equivalent to 3 per turn, instead of 2 per turn), which brings them to a full 9 every 2 turns or 4.5 per turn if you build them on Stone Strands!

To counterbalance this, the number of Stone Strands you can find is reduced, thus pushing for more prospecting.

Also, Menirs now grant 6 Stones when dismantled, making Menir-demolishing a viable early turns strategy.

Note that these changes have effect on your next run, as otherwise the change would upset existing stone-making (due to the 2-turns change).

I am working on the achievements, and with all the fun things that can be done with Folkways I hope you will like how wacky they are!

Also remember that dotAGE is part of the Steam's City Builder & Settlement Fest, with dozens of other great games and big discounts!


Have fun
- Michele



V 1.6.2

Balance
  • Trisavolo: Granite Mine stone production from 2 per turn, to 6 every 2 turns
  • Trisavolo: Reduced Stone Strands spawn amount
  • Trisavolo: Dismantling a Menir will now give 6 Stones instead of 2
  • Ronomy: Leftover Box road value from 2 to 3
  • Having an animal die due to events won't invalidate a Vegan run anymore, as that's just how nature works


UX
  • Stone Strands's granite sprites redone to be more visible (now actual white granite!)
  • Localization: Added all Japanese Agepedia descriptions
  • New events unlocked in memories will now not appear in the Agepedia until you have encountered them once. Adds to the mystery!


Bugfixes
  • Captain: fixed Water Temple sometimes not appearing in the research tree
  • Dad: Fixed Automated Pipbots sometimes stopping working for no apparent reason
  • Fixed being able to discover Skinning Rack after Butcher's Table instead of Fisher's Hut
  • Fixed fires starting on snowed forest not being able to be put off

Hotfix Patch 1.6.1c

V 1.6.1c

Bugfixes
  • Fixed some events appearing incorrectly
  • Fixed some new omens (like Thirsty Day) possibly blocking the game

Fixes - V 1.6.1b

V 1.6.1b

Bugfixes
  • Fixed Compressor not appearing in the building menu sometimes
  • Fixed Water Eaters not working at times
  • Fixed the Small Brewery slot sometimes not connecting to the building above in the research tree
  • Controller: Fixed controller not focusing correctly on the new multi-unlock message UI
  • Dad: Fixed Fused Pipbots sometimes producing the wrong output
  • Dad: Fixed destroying a building not removing the Fused Pipbot
  • Localization fixes
  • Minor optimizations

v1.6.1 - the Catman plays with cats

Hello Elders!

Thank you so much for the warm welcome to Folkways!

I've been monitoring the early feedback, and decided to do some tweaks. Since the new elders use a lot of the new mechanics, and can get pretty advanced, I had put them later in the tree due to their prerequisites, but I can see that you are eager to try them! So I have now moved them a bit earlier, especially Dwarf is moved a lot earlier, and Cats are moved a bit earlier. I hope this can help in making them not seem so far away!

Also, during playtesting, I forgot that being a literal Catman gave me an advantage when playing as cats, so I gave a buff to the early game for Ronomy, as it felt a bit too hard! Food is still pretty scarce for Cats, but the new buff should give you an edge to get your food chains up!

Have fun!
- Michele


V 1.6.1

Balance
  • Trisavolo: Scattered Stones now produce 5 stones per turn instead of 4
  • Trisavolo: Increased Scattered Stones spawn value from 48 to 72, thus increasing starting stones on the map
  • Ronomy: starting Food from 16 to 20
  • Ronomy: start Manure from 4 to 6
  • Ronomy: starts with one Hunter Cat
  • Ronomy: Reduced starting plants on the map
  • Ronomy: improved starting ruins selection
  • Solace Buffet: Now requires a Hunter instead of a Cook


Memories
  • Revised Folkways memories so that the new elders are now encountered earlier in the memory tree


UX
  • Restored auto-swap recipe functionality from 1.5


Bugfixes
  • Fixed a rare bug when building signposts on flat mountains
  • Localization fixes and minor optimizations
  • Fixed Xenophobia events not working correctly
  • Fixed the unwelcome Idiot starting as a Fishpip in Delirium node
  • Fixed the VIP Cat in the base game messing up if you do not also have Folkways