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Steam News3 November 20258mo ago

🦣 Addressing Feedback + Big Content Update 🦣

This is a longer update on some of the latest progress in the development of Folk Emerging. It addresses a lot of the player feedback from the latest playtest (thanks again!

In this update5

Full notes

Full Folk Emerging update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

9 fixes15 additions21 changes3 removals
  • Gameplay
  • UI and audio
  • Balance
  • Fixes
  • Events
  • Maps
addedIt addresses a lot of the player feedback from the latest playtest (thanks again!), and adds new features and content, moving along the roadmap towards a polished demo.
removedHeadline ChangesTerritorial tile claims removed (structure claims remain)
changedHeadline ChangesBig UI update with fullscreen/window settings, UI scaling, and QoL improvements
addedDesign💼 Specialists Specialist effects made more impactful overall Each of the 4 main personality attributes now matter for Specialist effects Character traits added as states (e.g. Wise, Herder, Ranger) Specialists now upgrade based on character traits, each giving a unique bonus (instead of XP just giving an incremental increase of the specialist’s base effects) Specialist roles can now be unassigned from their current Person Each Person can accumulate XP for multiple Specialist roles over their lifetime Lorekeeper and Master Crafter merged into 1 specialist role: Maker Balanced Warmaster’s effect on risk of injury from battle so it’s more difficult to completely bring it to zero
removedDesign🔨 Production Production Focuses reworked to scale with Production and local/adjacent features, making Production much more significant throughout the game Scavenging yields scale with adjacent Predator Threats Wood and Stone are now gathered via Production Focuses, so these resources no longer accumulate passively Farming and Herding are now Production Focuses, so Food yields from Farms and Pastures no longer accumulate passively (but other Farm/Pasture effects remain passive)
removedDesign🚩 Territorial claims over tiles are removed (claiming structures remains)

Folk Emerging changes

addedIt addresses a lot of the player feedback from the latest playtest (thanks again!), and adds new features and content, moving along the roadmap towards a polished demo.
removedTerritorial tile claims removed (structure claims remain)
changedBig UI update with fullscreen/window settings, UI scaling, and QoL improvements
added💼 Specialists Specialist effects made more impactful overall Each of the 4 main personality attributes now matter for Specialist effects Character traits added as states (e.g. Wise, Herder, Ranger) Specialists now upgrade based on character traits, each giving a unique bonus (instead of XP just giving an incremental increase of the specialist’s base effects) Specialist roles can now be unassigned from their current Person Each Person can accumulate XP for multiple Specialist roles over their lifetime Lorekeeper and Master Crafter merged into 1 specialist role: Maker Balanced Warmaster’s effect on risk of injury from battle so it’s more difficult to completely bring it to zero
removed🔨 Production Production Focuses reworked to scale with Production and local/adjacent features, making Production much more significant throughout the game Scavenging yields scale with adjacent Predator Threats Wood and Stone are now gathered via Production Focuses, so these resources no longer accumulate passively Farming and Herding are now Production Focuses, so Food yields from Farms and Pastures no longer accumulate passively (but other Farm/Pasture effects remain passive)

This is a longer update on some of the latest progress in the development of Folk Emerging.

It addresses a lot of the player feedback from the latest playtest (thanks again!), and adds new features and content, moving along the roadmap towards a polished demo.

Headline Changes

  • Specialists & Production now more impactful

  • Territorial tile claims removed (structure claims remain)

  • Split-off bands have automated foraging, reducing micromanagement

  • Big content update for foodwebs & domestication

  • Big UI update with fullscreen/window settings, UI scaling, and QoL improvements

Design

  • 💼 Specialists

    • Specialist effects made more impactful overall

    • Each of the 4 main personality attributes now matter for Specialist effects

    • Character traits added as states (e.g. Wise, Herder, Ranger)

    • Specialists now upgrade based on character traits, each giving a unique bonus (instead of XP just giving an incremental increase of the specialist’s base effects)

    • Specialist roles can now be unassigned from their current Person

    • Each Person can accumulate XP for multiple Specialist roles over their lifetime

    • Lorekeeper and Master Crafter merged into 1 specialist role: Maker

    • Balanced Warmaster’s effect on risk of injury from battle so it’s more difficult to completely bring it to zero

  • 🔨 Production

    • Production Focuses reworked to scale with Production and local/adjacent features, making Production much more significant throughout the game

    • Scavenging yields scale with adjacent Predator Threats

    • Wood and Stone are now gathered via Production Focuses, so these resources no longer accumulate passively

    • Farming and Herding are now Production Focuses, so Food yields from Farms and Pastures no longer accumulate passively (but other Farm/Pasture effects remain passive)

  • 🚩 Territorial claims over tiles are removed (claiming structures remains)

  • 🍏 Resources & Stockpiles

    • Stockpiled Food now goes to waste at a % rate each turn.

    • Resource stockpile limits are removed, instead there are now resource carrying capacities. Bands can stockpile any amount of a resource but when they move, any excess beyond the carrying capacity is left behind, cached on the tile.

    • Cached resources get added to the stockpile of the first Band to step on that tile. Cached Food goes to waste at a high % rate each turn.

    • Cooking tech now directly gives +50% Food yield, boosting Food from any source, not just foraging

  • ♻ Foodwebs

    • Big content updateAdded entirely new dedicated foodwebs for Steppe, Desert, Savannah, and Rainforest climates.
    • Added more megafauna (including Mammoths in the Steppe)

  • 🌱🐄 Domestication

    • Big content update: Domestication outputs now vary based on species being domesticated (e.g. Sheep, Camels, Wheat, Agave), and each has unique & powerful effects

    • Domestication sped up to require less domestication points overall

    • The Maker role is now the only source of Domestication points, so Domestication can only happen in their assigned Band.

    • Effects of Farms and Pastures now vary with the type of Domesticated Item equipped in them

    • Farms and Pastures now decrease Food Forageable and Foraging Impact in adjacent tiles

  • ⚔ Combat & AI

    • AI bands now retreat away from bands that recently attacked and defeated them in combat

    • Bands can now be conquered if attacked & defeated in combat and sufficiently outnumbered

  • ⚙ Reducing micromanagement

    • Band foraging actions can be automated (toggled setting)

    • Split-off bands are now semi-autonomous offshoot bands whose foraging actions are automated by default.

    • Domestication being limited to the Band with the Maker specialist reduces micro as well.

  • 🧭 Movement

    • Each band’s movement action has a “reminder” toggle, which can be turned off so a band can stay on its tile without needing to re-confirm every turn

    • Not showing movement reminder on the very first turn (movement can still be initiated via the Band Actions buttons)

  • ⚖ Balance

    • 1-turn boosts from opportunity events are now more powerful than related items that have similar effects

    • Hunting migratory herds now gives higher Food yields (5 → 10 default, 10 → 20 if adopted norm Ferocity)

  • 🌙 Factions theme switched from animal worship to natural elements worship (e.g. Sun, Moon)

UI

  • Added fullscreen settings with a borderless window option and windowed option for switching screens

  • Added resolution settings

  • Accounted for a broad range of aspect ratios

  • Added UI scaling settings (1x-1.2x)

  • Made expected resource yields more noticeable and added color (e.g. negative Food yield is yellow by default, red when it will result in a food deficit; positive is green)

  • Resource carrying capacities are yellow when exceeded by the stockpile (meaning resources will be left behind when moving)

  • Structure banners on map now show equipped Item

  • Changed structure background to clay tablet

  • Adjusted position of map tooltip in bottom-right of screen so it's always right next to the minimap (independent from resolution/AR)

  • Changed tooltip background to be stone slab like other UI panels

  • Added a small question mark in the corner of the status button to prompt players to hover on it for the action tooltip

  • Enabled pressing Enter/Return key to press status button

  • Band map banners now show more info (e.g. specialists assigned, what is being produced, founder/offshoot type

  • When clicking on an unassigned Role in the pinned characters banners, the Band>Members sub-page now automatically opens, and if Person view is open it switches to the Person>Roles sub-page

  • Foodweb page now has background texture corresponding to that foodweb’s climate.

  • Made button highlights more noticeable, e.g. when cultural norms are available

  • Make victory points a hyperlinked phrase in more places so it’s clearer how they are earned

  • Unstaged any staged structure-placement action when another band is selected or another producible is selected

  • Enabled game restart via main menu without needing to exit and re-open app

  • Changed default light text color from white to ivory like interactable buttons

  • Updated arrows in foodweb, clan, and tech tree pages, with subtle animation shader where appropriate.

  • Made modifier text in tooltip breakdowns more descriptive

  • Enabled hyperlinks on just icons without any text, for more compact tooltips

Bugs Fixed

  • Fixed wonders not becoming available after researching Stoneworking

  • Fixed battle timeline buttons remaining clickable after fight is over, now player can't click "next step" multiple times to get multiple raid events

  • Fixed little green/red arrows for expected change in foodweb species population size not showing up on certain resolution screens

  • Fixed baseline audio volume, no longer quiet compared to other apps

  • Fixed adopted Council norm not being recognized in clan dispute event, outcome requiring it is now selectable

  • Fixed food forageable from foodweb species species sometimes being negative, now clamped to minimum 0

  • Fixed military view not updating to show newly selected band's units when switching selected band while military view is open

  • Fixed tooltip persisting and following mouse when it should disappear (e.g. when opening/closing panels)

  • Fixed wrong Happiness values after Band splitting

  • Text and event fixes

Programming

  • Minimized duplicate UI update calls

  • Optimized how inter-cell feature effects get applied to map entities

  • Added new modifier type: *additive* reference multiplier, e.g. get the Shaman's Charisma (e.g. 2), multiply that by 3 (= 6), and *add* that to an attribute's value

  • Upgraded project to Unity 2020.3.49f1

I'll soon post about next steps and plans going forward.

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Cheers :)

Source

Steam News / 3 November 2025

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