Today we launched Folk Tale on Steam Early Access, at one point hitting rank #4 in the top sellers list above Grid2 ( we’re now sitting at 6th ). Folk Tale is being developed using Unity 4.1.2 Pro. We are a small team that initially started as a collaboration in the dev forums nearly two years ago.
The Early Access price includes the current alpha, regular updates throughout development, the final digital retail version, and all patches thereafter. There’s no paying twice should you be considering joining us for the journey.
Thanks to everyone who supported us during Steam Greenlight. Our focus now shifts towards developing the all important sandbox mode.
Some praise needs to go out for the time and tech provided by folks including Aren Mook ( NGUI and FOW ), Aron Granberg ( A*Pathfinding Project ), Megafiers, Advanced Surface Shaders, HighlightingSystem and of course UT themselves for keeping Unity awesome ( even if I do bitch about the gc and api ). They’ve made my job as programmer a whole lot easier and more productive. Special thanks go to Aren and Aron who have been included in the credits for providing their considerable time and support on Skype. Thanks guys, you rock!
We wanted to send a huge thanks out to any Unity developers who have purchased a copy of Folk Tale Alpha on Steam Early Access to support us during alpha. The launch weekend is going mind-blowingly well:
Steam Top Sellers List:
#1 Sim - Folk Tale #1 Indie - Folk Tale #1 Strategy - Folk Tale #2 RPG - Folk Tale #3 in overall sales for all categories. #1 Mac Sales
We’re running an open consultation with the Linux community on how best to proceed with Folk Tale on Linux if any Linux users are interested in contributing their thoughts:
It’s awesome and a showcase of how far you can push unity for this sort of game. If anyone’s considering making something ambitious in unity, they owe it to themselves to grab this.
I first sat down working solo in May 2011 after evaluating Unity for a few months. It turned into a collaboration in Summer 2011 after I presented early progress. It’s been a long journey, much of which is covered on blog.gamesfoundry.com, so I’m not sure I could pinpoint an exact date when “full” production began.
The Folk Tale team is now 11 strong, with a mix of full-time and part-time team members spanning 15 time zones all working from home.