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Folklands
Bromantic Games Developer
Bromantic Games Publisher
Coming soon Release
GameBillet: 10.11 €
Game News Posts: 41
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (24 reviews)
Public Linux Depots:
  • [0 B]
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, were introducing a system that brings structure, purpose, and a touch of personality to your growing village. The research is not just a checkbox its a living, branching path that defines how your settlement grows, looks, and thrives.

Knowledge is power (and sometimes speed)


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 towns 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.

Choose your path or follow someone else's


Heres where things get interesting. As your settlement develops, youll 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 youd 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 isnt just functional your buildings will look different, your villagers may dress differently, and your settlement will feel unique based on the path you take.

Its not just about building


With the new research system in place, youll notice that building tiers are now locked behind your research progression. This means no more mindless expansion youll 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? Its on the tree. Dreaming of public schooling? You know where to look.
By progressing through the research tree, youre not just unlocking features youre writing the story of your settlement, shaping its future with every choice.

But wait, theres more...


This update also brings a slew of new building animations, production overviews, and improved feedback systems well 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, its not just about what you build its about who you become. Until next time!


[ 2025-07-01 07:47:43 CET ] [ Original post ]

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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33.17$ (17%)
GAMERSGATE

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MacGamestore

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0.99$ (75%)

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