2026-09-11 14:27 UTC · Community Announcements · zegenie
Another day, another update! This updates contains the following improvements / changes: Fixed an issue that caused pig farms to not properly produce pigs Fixed an issue with delivering production resources Fixed Townsfolk staying unhappy because they couldn't bother to take a trip to the pub Fixed a scaling issue on the stone mine, diamond mine, gold mine and diamond resources
2026-09-10 22:08 UTC · Community Announcements · zegenie
What is this? Two updates in one day?? It sure is! Here's a list of things fixed in this update: Fixed a bug that could cause a soft lock if you destroyed the last builder's hut Fixed a bug that caused fire guards to only go to the market and stock up their home if buildings were burning (not the best fire guards, then, are we) Fixed a bug that allowed you to assign folks with lower education to education-required jobs Tweaked a few numbers that could cause some stutters for certain pathfinding scenarios Keep sending feedback and reporting issues via Discord, Steam forums or the "Send feedback
2026-09-10 20:11 UTC · Community Announcements · zegenie
Thanks to everyone who is reporting issues and providing feedback both in the Discord server, via the Steam forums and using the "Send feedback" button in-game! Here's the short list of issues fixed in todays update: Fixed a bug in the tutorial that didn't unlock decorative gardens Fixed a bug where you couldn't add workers to your buildings if you only had unemployed educated or expert folks Fixed an issue that could cause early stutter on large maps with many resources We hope you keep enjoying the game!
2026-09-09 20:36 UTC · Community Announcements · zegenie
We're releasing a quick hotfix for the 1.0 release because a nasty bug that prevented multiplayer games from starting properly managed to sneak in! FIXED An issue the caused infinite recursion and a game crash for the client player very quickly in multiplayer games
2026-09-09 17:02 UTC · Community Announcements · Indie Wolverine
We did it.Folklands has officially left Early Access and 1.0 is available now!Folklands started because the four of us wanted to make the kind of settlement builder we grew up playing. Something inspired by games like The Settlers, early Anno, Caesar and Pharaoh, where starting with a few Folks and slowly turning an empty piece of land into a functioning town is the fun part.Early Access gave us the chance to build that game together with all of you, and with the release of 1.0, Folklands has become the game we wanted to make with you.What's new in 1.0?We have already taken you on a journey fo
2026-09-09 13:43 UTC · Community Announcements · zegenie
Hi everyone!In preparation for the release later today, we've updated the demo, so you can all play the most up-to-date version, even in the demo!Enjoy!
2026-09-08 18:15 UTC · Community Announcements · Indie Wolverine
When three brothers and a close friend make a game together, eventually somebody is going to ask the important question:Okay, but who won?For most of Early Access, Folklands was happy to let you answer that yourself.Maybe you had the biggest settlement. Maybe your economy somehow worked despite all evidence to the contrary. Maybe you simply survived the increasingly unreasonable demands of your Folks.With 1.0, we wanted to give you some more concrete goals to build toward too.In 1.0, you can choose which victory conditions are active before starting a game.There are now five different victory
2026-09-07 15:00 UTC · Community Announcements · Indie Wolverine
As your settlement gets larger, trying to produce absolutely everything yourself can start becoming a bit of a problem - maybe your map has plenty of Oil, but not much good land for Wine. Maybe your friend settled somewhere with exactly the opposite problem.With 1.0 we're adding a global market, which lets you buy and sell goods instead of having to build every production chain yourself.That means specializing your settlement becomes much more useful. If you've got easy access to something another player needs, you can produce more of it and put the extra goods up for sale. They can do the sam
2026-09-06 19:21 UTC · Community Announcements · Indie Wolverine
We're a team of three brothers and one very close friend who is basically a fourth brother, and we originally started making games for a pretty simple reason: we like playing games together.Our first project was a deckbuilder - starting off an idea one of the brother had for a movie. We worked on it on and off for around ten years - both digital and physical - before one of us finally asked a question that probably should have come up a little earlier:“Does any of us really like playing deckbuilders?”It turned out none of us did.So we started talking about the games we actually enjoyed playing
2026-09-04 16:27 UTC · Community Announcements · Indie Wolverine
Yesterday, we said Folklands 1.0 means More Folk. More Lands.There is, unfortunately, a small problem with the second part: The good land isn't always where you want it to be!As your settlement grows, each new tier brings new buildings, new opportunities, and new demands on your economy. As your settlement grows, so does the need to expand - farms need more space, production buildings need more resources. And eventually, staying comfortable inside your little corner of the map stops being an option.Sometimes you have to go looking.With this release, exploration and expansion play a much bigger
2026-09-03 16:35 UTC · Community Announcements · Indie Wolverine
MORE FOLK. MORE LANDS.Folklands 1.0 launches September 9.A journey that started almost 4 years ago is almost coming to an end - or is it a new beginning? This is the moment we’ve been building toward ever since we started!Since Folklands entered Early Access, the game has grown alongside the settlements you’ve built in it. Your feedback, ideas, strange little towns, extremely ambitious production chains, and occasional disasters have all helped shape the game into what it is today.And now we’re almost at 1.0.Building a thriving settlement and turning it into a well-functioning small town creat
2026-08-23 19:27 UTC · Community Announcements · zegenie
This is a minor update to fix an issue that prevented the game from launching via OpenGL
2026-08-21 07:27 UTC · Community Announcements · zegenie
Huge thanks to everyone playing the new builds and reporting issues! We read all feedback, so keep it coming. Here is a list of issues fixed in the current release: (Fixed in 0.9.0.1) When an expansion building collapses for any reason, multiple other buildings may collapse as well, disregarding their coverage area or service levels (Fixed in 0.9.0.1 for new accepted quests) When two quests require the same resource, the trading post will stop storing the resource after the first completed quest (Fixed in 0.9.0.1) Quest descriptions are missing the resource name in the excerpt In addition to t
2026-08-12 14:00 UTC · Community Announcements · Indie Wolverine
Hi everyone!We have two exciting pieces of Folklands news to share today:Folklands will officially leave Early Access and launch into 1.0 on September 9, 2026. We have also released a new quality-of-life update today, featuring several interface improvements, new production statistics, bug fixes, and other refinements based on your feedback. Our Road to 1.0It has been a little while since our last devlog. We promise we have not been slacking. In fact, it has been quite the opposite.Following the feedback we received from our previous milestone updates, we took some time to review the remaining
2026-08-12 13:48 UTC · Community Announcements · zegenie
Today’s update focuses on improving the information available to you while managing your settlement, making important systems easier to understand, and addressing issues reported by the community. Redesigned Villager Happiness Panel The villager happiness panel has been redesigned to provide a clearer overview of what your villagers need and what may be affecting their happiness. Overhauled Building Overview The building overview has received a complete overhaul. It now provides clearer information about the services each building requires, which services are currently covered, and other impor
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