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Devlog #12

Summer is over, and it's time for another devlog update! It's been a bit quiet on our front for a while now - our last devlog described the diplomacy feature and how this introduces you to the world around Folklands. In our previous devlog, we also talked a little bit about Raiders, AI and different interaction and conflict modes, spurring some of questions about how invasive these features would be. To put your mind at ease: the Raider, AI, and any other features that moves the game experience away from peaceful settlement building will always be optional settings. We're really looking forward to seeing your relaxing settlements, and at the same time we want the game to provide a challenge for those who want it. So, what is new with Folklands, what has changed over the summer, and what else is planned? As we touched on shortly in the last devlog, we wanted to share some exiting news of Folklands and also tell you why we have been quiet. While we can't reveal everything quite yet, we can show you something that will be very visible!

A noticeable redesign


Feedback from players and our own playtesting is unanimous in that many of the buildings have problems with visibility - it can be hard to tell buildings apart, what tier they are, and some of the buildings are - if not boring, then definitely a bit bland. So - over the summer, we have been working closely with a concept artist to help us better make sure our game vision is reflected in the way to world looks. And the results? Buildings that visualize the tiers, a more stylized look and a more coherent feel! We think they speak for themselves:

The original sawmill:



The current sawmill:



Concept art and new, updated sawmill:



As you can see from these new designs and images, the visual style is more stylistic and detailed. Inspired by some of the older games you've played before, we've experimented with a visual style that combines fantasy and realism, while keeping to our original vision of the game. This new style also fits the world art and design of the folks - Sigrid and Olof - much better than before! In our next devlog we'll have an opportunity to show how all these new buildings look in-game, as well as talk in more detail about something very exciting! Until next time!


[ 2024-09-04 12:39:44 CET ] [ Original post ]



Folklands
Bromantic Games
  • Developer

  • Bromantic Games
  • Publisher

  • Coming soon
  • Release

  • Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 27  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

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  • Review Score

  • https://victorycraft.studio/
  • Website

  • https://store.steampowered.com/app/2282890 
  • Steam Store

  • Folklands is a grid-based, relaxing settlement builder with simulated citizens. Grow your settlement from humble beginnings to a bustling town. Harvest resources, manage food supply and make sure your folks are happy, employed and safe from the dangers of the land (and themselves).

    Set up trade routes to stock up on resources you don't have, or create production chains to produce them yourself as you tend to the needs of your folks. Compete or cooperate with your friends in online or local area multiplayer games, all in a procedurally generated world.

    Planned Steam workshop support will let you create new resources and buildings or modify the game rules to your liking.
    MINIMAL SETUP
    • OS: 64-bit Ubuntu 22.04+ or equivalent
    • Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
    • Storage: 1 GB available space
    GAMEBILLET

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