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Steam News12 June 202623d ago

Folk Emerging Demo - Scarcity & Abundance Update

This is a larger update that includes a new demo map seed and the following changes: Design Species in ecoregions uninhabited by Bands now slowly gravitate towards approximately equilibrium populations Resource costs fo

In this update6

Full notes

Full Folk Emerging update

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

What changed

10 fixes13 additions17 changes2 removals
  • Maps
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
  • Compatibility
addedThis is a larger update that includes a new demo map seed and the following changes:
changedDesignResource costs for all structures and tile improvements is now halved
addedDesignNorm switching is now enabled, at 3x the norm's normal cost
changedDesignFood and Fertility rework: Added Band states based on current level of Food availability: Minimal/Adequate/Comfortable/Abundant Food Stockpile Food availability states boost Fertility (+0/0.05/0.1/0.15) and Happiness/turn (+1/2/3/4) Hedonism norm now gives +30% Fertility if Food Stockpile is Adequate (1x population) or higher, but also gives +0.2 Food Waste rate/turn and -20% Production Reliable Freshwater no longer boosts Fertility, but its Health/turn bonus is increased from +5 to +10, and it now lowers Risk of Disease by -25% Pressured by Wildlife/Exposure/Discontent band states now also give -30% Fertility Modesty norm now also gives -20% Fertility
removedDesignPastoralist playstyle rework: Herding production focus is removed The passive Food/turn from various Livestock items now gets aggregated into a Food From Livestock modifier of Food/turn Pastoralism norm and Herder trait now boost Food From Livestock Pastures no longer equip Livestock items, instead they boost Food From Livestock for adjacent Bands, and are much cheaper to construct Livestock items now reduce Production by -0.1 each (stackable)
changedDesignTrade: Trade Value of all items and resources is rebalanced Trade Value is doubled for the last item of each type Non-player bands now insist on keeping a minimum of Stone and Wood when trading Improved balance of deals offered by non-player bands

Folk Emerging changes

addedThis is a larger update that includes a new demo map seed and the following changes:
changedResource costs for all structures and tile improvements is now halved
addedNorm switching is now enabled, at 3x the norm's normal cost
changedFood and Fertility rework: Added Band states based on current level of Food availability: Minimal/Adequate/Comfortable/Abundant Food Stockpile Food availability states boost Fertility (+0/0.05/0.1/0.15) and Happiness/turn (+1/2/3/4) Hedonism norm now gives +30% Fertility if Food Stockpile is Adequate (1x population) or higher, but also gives +0.2 Food Waste rate/turn and -20% Production Reliable Freshwater no longer boosts Fertility, but its Health/turn bonus is increased from +5 to +10, and it now lowers Risk of Disease by -25% Pressured by Wildlife/Exposure/Discontent band states now also give -30% Fertility Modesty norm now also gives -20% Fertility
removedPastoralist playstyle rework: Herding production focus is removed The passive Food/turn from various Livestock items now gets aggregated into a Food From Livestock modifier of Food/turn Pastoralism norm and Herder trait now boost Food From Livestock Pastures no longer equip Livestock items, instead they boost Food From Livestock for adjacent Bands, and are much cheaper to construct Livestock items now reduce Production by -0.1 each (stackable)

This is a larger update that includes a new demo map seed and the following changes:

Design

  • Species in ecoregions uninhabited by Bands now slowly gravitate towards approximately equilibrium populations

  • Resource costs for all structures and tile improvements is now halved

  • Spiritual Site Devotee bonus now also gives +10 Victory Points

  • Excess Science/turn now overflows to next turn when completing a tech

  • Cordage tech now unlocks a Nets amenity, which gives passive Food from adjacent rivers and coast

  • Norm switching is now enabled, at 3x the norm's normal cost

  • Some Cultural Norms now give extra Influence to certain Clan types

  • Studying Nature production focus is now unique to the Sages Clan

  • Food and Fertility rework:

    • Added Band states based on current level of Food availability: Minimal/Adequate/Comfortable/Abundant Food Stockpile

    • Food availability states boost Fertility (+0/0.05/0.1/0.15) and Happiness/turn (+1/2/3/4)

    • Hedonism norm now gives +30% Fertility if Food Stockpile is Adequate (1x population) or higher, but also gives +0.2 Food Waste rate/turn and -20% Production

    • Reliable Freshwater no longer boosts Fertility, but its Health/turn bonus is increased from +5 to +10, and it now lowers Risk of Disease by -25%

    • Pressured by Wildlife/Exposure/Discontent band states now also give -30% Fertility

    • Modesty norm now also gives -20% Fertility

  • Pastoralist playstyle rework:

    • Herding production focus is removed

    • The passive Food/turn from various Livestock items now gets aggregated into a Food From Livestock modifier of Food/turn

    • Pastoralism norm and Herder trait now boost Food From Livestock

    • Pastures no longer equip Livestock items, instead they boost Food From Livestock for adjacent Bands, and are much cheaper to construct

    • Livestock items now reduce Production by -0.1 each (stackable)

  • Trade:

    • Trade Value of all items and resources is rebalanced

    • Trade Value is doubled for the last item of each type

    • Non-player bands now insist on keeping a minimum of Stone and Wood when trading

    • Improved balance of deals offered by non-player bands

  • Combat:

    • Watchtower now gives Attack Strength instead of Morale, and no longer only when defending

    • Health/turn malus from Injured In Battle lowered to -40 from -50

    • Baseline Risk of Injury from Battle lowered to 0.6 from 0.8

  • Festivals:

    • Renamed Fire Rituals production focus to Festivals.

    • Festivals and Medicine Rituals both now also give -50% Training/turn

    • Artists Clan no longer gets passive +20% Culture/turn, instead gets +50% Culture/turn while producing Festivals

    • Honoring Chief production focus removed, instead Festivals now give +1 Reputation to Chief for 10 turns each time they're completed

  • Added difficulty settings:

    • Easier: 100 starting Happiness, +5 Happiness/turn, lower risks, slower development & less aggression for non-player factions

    • Standard: 50 starting Happiness, standard development & aggression for non-player factions

    • Harder: 0 starting Happiness, -5 Happiness/turn, faster development & more aggression for non-player factions

  • Added game speed settings:

    • Faster: -50% cost of techs and norms

    • Standard: normal cost of techs and norms

    • Slower: +50% cost of techs and norms

  • Some visible changes related to full game content (lots more behind the scenes):

    • Added various late-game military units

    • Proto-Vedic and Proto-Slavic civs are replaced with Proto-Indic and Proto-Kurgan

    • Fortifications tile improvement added

    • Last tier of cultural norms now replaced with Taxation vs Redistribution, Law vs Shame, and Matrilinality vs Patrilineality

    • Nets tech renamed to Intensive Fishing and unlocks a new Fishing Weir structure

Programming

  • Enabled units special abilities to target themselves

  • Refactor of production & construction progress and availability tracking

  • Added separate volume controls for ambience sound effects (e.g. nature sounds)

  • Enabled remappable controls (for now starting with a couple basic actions, expecting to add more)

  • Added setting for muting game audio when app is not in focus

UI

  • Made UI interactions and updates juicier

  • Added unit categories: infantry, mounted, melee, ranged

  • When a unit doesn't have an item equipped, empty item slot is highlighted red

  • Moved tooltip for 'Run Trials' button to be in the bottom-right of the screen so it doesn't block units in Proving Grounds

  • Top-left tribe icon tooltip now also directly shows player's tribe summary

  • 'Completed Wonder' acknowledgement added when player completes wonder

  • Added some missing info to Potential Modifiers lists

  • Added cultural norm icons

  • Movement Points renamed to Moves, Training Points renamed to Training

  • Training production focus renamed to Practicing

  • Fire Rituals renamed to Festivals

  • Person > Relationships > All sub-page is deactivated

  • Reworked and streamlined various tutorials

  • Pressured by Wildlife/Exposure/Discontent notifications are now red

  • Various other UI tweaks and improvements

Bugs Fixed

  • Fixed various bugs related to construction projects progress & completion

  • Fixed potential debt calculation sometimes being done based on wrong band's evaluation

  • Fixed first tech starting with some progress already made

  • Fixed some UI elements from specialist assignment panel showing up in specialist transfer panel

  • Fixed acknowledgements (e.g. Under Attack) between turns sometimes showing up empty

  • Fixed potential visual bugs due to staging/unstaging conflicts between movement, scouting, splitting, and construction

  • Fixed newly split offshoot Bands not being able to open Opportunities on the same turn they split

  • Fixed ESC key not closing diplomacy view

  • Fixed Delete button in Save/Load menu not working

  • Fixed autobattler unit tooltip triggers

Known Issues

  • Sometimes number of assignable fighters shows a negative number in the numerator

  • Sometimes prey cluster 'hunt' action isn't available when it should be (its button remains grayed out). Haven't been able to recreate the issue, please reach out if you encounter it

  • Linux: game sometimes gets stuck during autosave (seems to be due to dual-boot setup with storing game files on external NTFS drive; works fine when files are moved to EXT4 drive)

  • NOTE: This is a larger update that may break older demo saves!

News

  • Folk Emerging will be in Next Fest next week! If you're able to play the demo on the 15th-16th of June, that would help increase the game's visibility in the fest. Thank you for your support!

Source

Steam News / 12 June 2026

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