Compara los precios de Folklands en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bromantic Games. Publicado por Light Up Games. Lanzado el 24/3/2025. Disponible en PC, Linux. Géneros: Simulation, Strategy, Early Access.

Old-school Settlers DNA wrapped in a clean modern UI, but this Early Access build still has some blank rows in the spreadsheet where content should be.

I keep a mental tier list of settlement builders sorted by production chain complexity, and Folklands slots in at an honest mid-tier that punches above its indie budget. What three brothers at Bromantic Games have built is a deliberate love letter to the Settlers-Caesar-Pharaoh lineage, and the foundational logic is sound: wood goes to the Sawmill for planks, planks feed construction, construction unlocks a Toolmaker, the Toolmaker enables farming, farming unlocks food variety, and so on. Each dependency is legible. For players who bounced off Anno 1800 because the production web felt like an org chart, Folklands is the on-ramp you've been waiting for. The resource economy is the game's strongest card. You begin harvesting raw materials like logs and stone from a procedurally generated map, then build Woodcutters, Stonecutters, and Sawmills before graduating to farming, tool production, and a trading post. That trading post matters more than it might look at first glance. Early on you literally cannot manufacture tools yourself, so establishing trade routes with one of three neighboring kingdoms is not optional strategy, it's survival arithmetic. Procedural maps shuffle resource density each run, so a forest-rich map plays differently from a stone-heavy one, which gives the loop real replay legs even at this stage. The optional disasters toggle, which surfaces fire hazards, sickness outbreaks, and crime pressure, is a smart difficulty dial. Sandbox players can ignore it entirely; anyone wanting a harder puzzle turns it on and suddenly every building placement decision carries risk. Where Folklands earns its criticism is in late-session momentum. Once the production chains are humming and citizens are happy, there is little external pressure to rebalance your economy. The absence of dynamic world events means the mid-game plateau can stretch into comfortable repetition rather than escalating challenge. Diplomacy with the three factions feels thin in the current build, and reviewers have fairly noted the lack of biome variety and mechanics like hunting that would widen the strategic surface. The UI is functional and genuinely better than most genre entries at this price, though opening a new menu without the old one auto-closing is one of those small friction points that adds up. Steam Workshop support is on the roadmap, which, if delivered, could extend longevity significantly given how moddable the classic Settlers titles became over time. For newcomers to the genre, the tutorial paces itself well, introducing buildings gradually and never front-loading mechanics. That respect for the player's attention span is not universal in city-builders, and it genuinely matters here. Multiplayer supports up to eight players with cross-platform support and the ability to save a session and continue offline, which is a pragmatic feature set for a game this early in its lifecycle. Steam user sentiment sits at roughly 73 percent positive across a small review sample, which is a reasonable signal for an Early Access title still filling out its content roadmap. The developers are visibly active with community feedback, and the roadmap flags additional buildings, resource types, and visual improvements ahead. Folklands is not going to replace the depth of a fully shipped production-chain sim, and at this stage it is honest about that. But if your appetite is for a no-stress entry point into a beloved genre, or you want a session that does not demand a three-hour block of uninterrupted attention, this scratches the itch without demanding tribute. Diego, Scout Team

Folklands
SimulationStrategyEarly Access

Folklands

24 mar 2025Bromantic GamesLight Up Games
GamerScout opina

Old-school Settlers DNA wrapped in a clean modern UI, but this Early Access build still has some blank rows in the spreadsheet where content should be.

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Steam Deck Unsupported
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I keep a mental tier list of settlement builders sorted by production chain complexity, and Folklands slots in at an honest mid-tier that punches above its indie budget. What three brothers at Bromantic Games have built is a deliberate love letter to the Settlers-Caesar-Pharaoh lineage, and the foundational logic is sound: wood goes to the Sawmill for planks, planks feed construction, construction unlocks a Toolmaker, the Toolmaker enables farming, farming unlocks food variety, and so on. Each dependency is legible. For players who bounced off Anno 1800 because the production web felt like an org chart, Folklands is the on-ramp you've been waiting for. The resource economy is the game's strongest card. You begin harvesting raw materials like logs and stone from a procedurally generated map, then build Woodcutters, Stonecutters, and Sawmills before graduating to farming, tool production, and a trading post. That trading post matters more than it might look at first glance. Early on you literally cannot manufacture tools yourself, so establishing trade routes with one of three neighboring kingdoms is not optional strategy, it's survival arithmetic. Procedural maps shuffle resource density each run, so a forest-rich map plays differently from a stone-heavy one, which gives the loop real replay legs even at this stage. The optional disasters toggle, which surfaces fire hazards, sickness outbreaks, and crime pressure, is a smart difficulty dial. Sandbox players can ignore it entirely; anyone wanting a harder puzzle turns it on and suddenly every building placement decision carries risk. Where Folklands earns its criticism is in late-session momentum. Once the production chains are humming and citizens are happy, there is little external pressure to rebalance your economy. The absence of dynamic world events means the mid-game plateau can stretch into comfortable repetition rather than escalating challenge. Diplomacy with the three factions feels thin in the current build, and reviewers have fairly noted the lack of biome variety and mechanics like hunting that would widen the strategic surface. The UI is functional and genuinely better than most genre entries at this price, though opening a new menu without the old one auto-closing is one of those small friction points that adds up. Steam Workshop support is on the roadmap, which, if delivered, could extend longevity significantly given how moddable the classic Settlers titles became over time. For newcomers to the genre, the tutorial paces itself well, introducing buildings gradually and never front-loading mechanics. That respect for the player's attention span is not universal in city-builders, and it genuinely matters here. Multiplayer supports up to eight players with cross-platform support and the ability to save a session and continue offline, which is a pragmatic feature set for a game this early in its lifecycle. Steam user sentiment sits at roughly 73 percent positive across a small review sample, which is a reasonable signal for an Early Access title still filling out its content roadmap. The developers are visibly active with community feedback, and the roadmap flags additional buildings, resource types, and visual improvements ahead. Folklands is not going to replace the depth of a fully shipped production-chain sim, and at this stage it is honest about that. But if your appetite is for a no-stress entry point into a beloved genre, or you want a session that does not demand a three-hour block of uninterrupted attention, this scratches the itch without demanding tribute.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayerpvponline-pvpcross-platformtier:indieProduction ChainNordic FantasyProcedural MapsCitizen SimulationTrade RoutesOptional DisastersSteam Workshop PlannedUp-to-8 MultiplayerCozy Difficulty Toggle

Requisitos del sistema

Mínimos

OS
64-bit Windows 10 or above
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
OpenGL 3.1 And Direct 12 or higher Compatible graphics card with 4GB VRAM or better
Processor
Dualcore 64 bit Intel® or AMD AMD® from 2015 or newer

Recomendados

Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Bromantic Games
Distribuidora
Light Up Games
Fecha de lanzamiento
24 mar 2025

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¿En qué plataformas está disponible Folklands?

Folklands está disponible en PC, Linux.

¿Cuándo se lanzó Folklands?

Folklands se lanzó el 24 de marzo de 2025.

¿Quién desarrolló Folklands?

Folklands fue desarrollado por Bromantic Games y publicado por Light Up Games.