- Update 1.0.08 patch notes - 16 September 2026
Happy Wednesday (or Thursday, depending on your preferred timezone)! Another update rolls out today with fixes for issues that have been reported! Please keep reporting issues via the in-game feedback form, Discord or via the Steam forums 🫶 Here's the list of changes / improvements in this release: Fixed an issue where unlimited resources like well water and fish was incorrectly counted Updated the logic when moving the harvest area for harvesting buildings (like the fishing hut) so it immediately updates the warning flag for whether resources are available Fixed a bug that caused berry bushes to be removed when destroying a berry hut Added a message in the trading post for the demo and tutorial game mentioning that trading is disabled in the tutorial game (this is the only available game mode in the demo) Fixed a bug that made research unavailable if your combined number of educated /…
- Update 1.0.07 patch notes - 14 September 2026
A very special thank you to everyone who is helping us track down and fix all these annoying lag issues! Your savefiles and feedback makes a huge difference! It's also wonderful to see all the different settlements you're building! Here's the list of changes / fixes for this release: Found and fixed a couple of performance-related memory leaks which would cause degrading performance when playing the game over a period of time Fixed an issue where guards would be stuck looking for tools forever if you reloaded a save where there were previously looking for a weapon set (you know who you are) Fixed several performance-related minor bugs Actually updated the in-game version number
- Update 1.0.06 patch notes - 12 September 2026
This release focuses mainly on fixing several reported game breaking crashes. If you're still experiencing crashes, please keep reporting them via the in-game "Send feedback" button, attach the save file and try to let us know if there is any recognizable pattern to the crashing (what did you do right before the game crashed). Chages / fixes: Fixed several cases of game crashing bugsFixed an issue that caused incorrect research costFixed an issue where the shown research cost and the actual cost didn't matchFixed a bug that caused experts salary to not be budgeted as an expenseFixed several bugs that could prevent unhappy villagers from actually leaving the villageFixed a bug that caused fenced buildings to not have their fences removed when the building was destroyedFixed a bug so that the "missing resources" warning now disappears when you move the work area of a building to an area t…
- Update 1.0.05 patch notes - 12 September 2026
Thank you to everyone reporting issues. Sending us savegames with your feedback helps a lot! Here's the list of changes / fixes / updates in this patch: Fixed two random game crashes that were introduced in 1.0.02 and 1.0.03 Fixed a bug that made it impossible to manually assign workers Fixed a bug that caused NPC quests to appear way too frequently Fixed a bug that prevented continuing the previous game in the demo Updated the wandering logic to reduce stutter
- Update 1.0.04 Patch notes - 11 September 2026
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
- Update 1.0.03 patch notes - 10 September 2026
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"-button in-game!
- Update 1.0.02 patch notes - 10 September 2026
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!
- Version 1.0.01 changelog - 9 September 2026
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
- Folklands 1.0 is OUT NOW! - 9 September 2026
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 for the last few days, sharing more information about the 1.0 release, our story and how we got there. But if you haven't checked that out (or just forgotten about it), here's a quick summary of what we're adding in 1.0:More settlement progression with increasingly demanding Folks, a deeper economy a…
- Demo version updated - 9 September 2026
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!
- FIVE WAYS TO WIN. ONE DAY LEFT. - 8 September 2026
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 conditions:Monument Construction is about reaching the point where your settlement can construct one of the available city statues.Prosperity Score rewards building up the overall strength of your settlement.Regional Dominance is for players who would rather keep expanding until a large part of the…
- YOUR NEIGHBOR HAS OIL - YOU HAVE WINE. FIGURE IT OUT. - 7 September 2026
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 same with whatever you're missing.And because friends can join an existing game later, you don't all need to start together or carve up the map perfectly from the beginning. Someone can show up, find a nice patch of land, realize you've already taken all the Oil, and work out another way to make thems…
- HOW FOUR GUYS ENDED UP MAKING FOLKLANDS - 6 September 2026
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, and we kept coming back to The Settlers, early Anno, Caesar and Pharaoh. These were games we'd been playing together since the '90s, and there were things we loved about all of them.Settlers had that satisfying idea of taking one resource somewhere and turning it into something useful. Anno kept…
- GOOD LAND IS GETTING HARDER TO FIND - 4 September 2026
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 role in how your settlement develops. The interesting resources are scattered around the map, and some of them are even protected!With improved map generation logic, no two maps put the same opportunities in the same places. Map size, water level and resource abundance can all change, which means…
- MORE FOLK. MORE LANDS. - 3 September 2026
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 creates a whole new set of things to worry about. That's why - over the next several days - we’ll take you on a journey to show you what’s coming.The final game will provide more ways to grow, new challenges to manage, more decisions to make and most of all: more opportunities to build the settlement of…
- Changelog 0.9.0.2 - 23 August 2026
This is a minor update to fix an issue that prevented the game from launching via OpenGL
- Changelog 0.9.0.1 - 21 August 2026
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 this, we are very interested in save games where you experience visible stuttering as the settlement grows. If this affects you, please join our Discord to send us a copy of the save game for debugging. Happy building!
- Folklands 1.0 Launches September 9 + Quality-of-Life Update Available Now - 12 August 2026
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 Early Access roadmap and make sure it aligned with both the game we set out to create and the game our community has told us they enjoy playing. After putting our heads together, we decided to combine the final two milestone updates into one larger 1.0 release.This gives us the opportunity to deli…
- Release 0.9.0 - 12 August 2026
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 important details about its performance. New Productivity Statistics You can now view more detailed productivity statistics and track production on a building-by-building basis. This should make it easier to identify bottlenecks, compare performance, and improve the efficiency of your settlement. Improv…
- Games of Norway - 10 May 2026
Next week kicks off the "Games of Norway" event, and Folklands is partcipiating together with a whole slew of other Norwegian-made games! If you haven't yet, check out the updated demo, and don't forget to visit the Games of Norway homepage to see all the other amazing indies participating in this event!