Welcome to this first devlog. We at Bromantic Games are super excited to start this devlog series to give you a glimpse of what we're working as we keep on developing this game.
We will continue posting these development updates as often as we can, so let us know if you have feedback or questions!
Current state of the game
The game builds we use internally are very playable. The base game mechanics such as resource distribution, harvesting resources, transforming goods and assigning occupations have been completed for quite a while. The last months we have been busy working with artists and designers, finishing our game style and art direction, making sure it all fits together with the game theme.

Internally, we also play multiplayer games weekly, making sure this functionality is always working. Our developers play on a mix of Mac, Windows and Linux computers, so we also test crossplay functionality every time we play. We want the game to be playable regardless of which computer you use, or whether you enjoy single- or multiplayer games.
Feature overview
We can't disclose all the game features just yet, as we're still hammering some of the details out, and we want to make sure it all comes together in an enjoyable game experience. All of us have grown up playing the Settlers, Anno, Caesar / Pharaoh games, as well as other games such as Populous, Black & White, etc, and we all have a good idea of the type of game we want to make - a cross section of the fun game mechanics we liked from the series we've played the most.
Folklands is a resource management / distribution game at heart and every resource you see and use needs to be harvested and transported. A woodcutter cuts down a tree and turns it into a log - it gets picked up by the plank maker in the sawmill who turns it into planks - which in turn is transported to a building site for construction. However, none of them can work without a hammer or a saw - at its core, the entire game revolves around making sure your resources are properly distributed and the needs of your population met.
In addition to this, we are inspired by other games' approach to services, which means taxation, fire and security as well as health will all play a crucial role in making sure your settlements is working well. Your guards, doctors, tax collectors and fire brigade all patrol the streets, and need their resources to work efficiently. Without a proper supply of water, fires may spread uncontrollably. Unless your doctors have access to a range of herbs or remedies, sickness can render your folks unable to work - and properly trained and equipped guards are crucial to avoid a settlement-wide crime spree.
We can't wait to show you how these systems all work together!
Sigrid and Olof
The last few weeks we have started to add our folks to the game, with the finalized appearance of Sigrid and Olof. Of course, everyone won't be named Sigrid and Olof, but that's the name of our art characters.

The folks in the game will of course all be styled according to their occupation, and we're looking forward to seeing Olof and Sigrid in their work outfits!
What are your favorite settlement builder gameplay mechanics? Tell us in the comments!
Until next time!
[ 2023-06-22 14:36:18 CET ] [ Original post ]