Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Folk EmergingNewsFolk Emerging - Customization + Endless Mode Update
In-game event

Folk Emerging - Customization + Endless Mode Update

Folk Emerging · published 30 Aug 2026, 03:35 UTC · build 25011085

All newsPlayers around this dateRead on Steam

This is a larger update that addresses lots of player feedback, adds more customization, and lengthens time with late-game content. It includes the following changes:

Design

  • Added the much-requested "keep playing" option after victory/defeat! (only in full game, not demo)

    • WARNING: anything beyond that point is outside the designed experience, will not unlock Steam Achievements, and performance will degrade as global population keeps increasing indefinitely!

  • Added game setting for Victory Threshold, starting with two options: 300 or 400. This should allow for more time spent with late-game content and proto-civilizations. (only in full game, not demo)

  • More granular difficulty settings:

    • Calm (used to be "Easier")

    • Favorable (new default)

    • Precarious (used to be "Standard")

    • Harsh

    • Relentless (used to be "Harder")

    • (NOTE: if you first load into an older saved game to finish that session, please then exit & restart the game before starting a new playthrough with the new difficulty settings)

  • "See map" button on game outcome screen reworked to be "Reveal map" and fully reveals the entire map (but if so, cannot keep playing)

  • Increase splitting threshold preferences for non-player bands, they now split less frequently

  • Temples now also give +5 VP

  • Buffed Attack Strength of various units: clubs 2->3; shields 2->3; spears 3->4; daggers 2->3; bows 4->5; raiders 4->6; sumerian war carts 4->6; kurgan chariots 4->6; celtic champions 4->6; indic militia 3->4; chinese ge 4->6

  • Flint now gives +1 Attack Strength instead of +10% Attack Strength

  • All three spiritual site worship point levels now give +1 Culture/turn, meaning +1/+1/+1 (cumulative) instead of +1/+2/+3 (cumulative) for each level

  • All cultural norms now give +1 Worship Point

  • Clan mediation effect duration increased from 10 turns to 15

  • Positive happiness levels no longer boost Fertility

  • Shaman's boost to Fertility decreased from +10% Fertility per 1 Discipline , to +5% per 1 Discipline

  • Fertility boost from Festivals decreased from +0.2 to +0.1

  • Mount Ararat's devotee bonus to fertility decreased from +0.2 to +0.1


UI

  • Green/red in attribute breakdowns now represents "good"/"bad", not just numerically positive/negative


Bugs Fixed

  • Fixed Steam achievement for winning on Harder difficulty

  • Fixed Steam achievements for becoming proto-civ worshipping a specific Deity

  • Fixed issue where gaining VP between turns from births enough to cross victory threshold would trigger victory acknowledgement, but if player then dropped below the threshold due to deaths and another player won on the same turn, there would also be a defeat acknowledgement. Now such victory/defeat acknowledgements only trigger at the start of the player's turn.

  • Fixed band splitting UX/UI bugs

  • Fixed saves not loading proving grounds units correctly

  • Fixed production target resource cost being multiplied by bonuses (e.g. Delver), these costs are now deducted as a second-order modifier

  • Fixed transferring specialist from one band to another not taking on new band's tile-based bonuses (e.g. Reliable Freshwater)


Please leave a Steam review and join the discussions on Discord where we get into prehistory and strategy.

Thank you to everyone that has played the game and shared feedback! More updates coming soon.

Cheers :)

Enkidu

More from Folk Emerging

Other announcements

All news
Game update27 Aug 2026Folk Emerging - Patch, August 27th 2026This patch includes the following changes: · Design · Settlers clan effect changed from +0.2 Fertility if Not Migrated This Turn to +25% Production if Not Migrated This Turn · Reliable Freshwater now gives -20% Risk of Disease, down from -25% · Maker specialist's Courage now gives -5% Risk of Disease per 1 Courage, down from -10% · Cattle risk of disease increased from +0.01 to +0.02 · Urban Dw…Community26 Aug 2026🎮 Game is OUT NOW!Excited to announce that Folk Emerging is out now on Steam! Compared to the free demo, the full version of Folk Emerging includes: · 6 playable Tribes · 6 Proto-Civilizations your Tribe could become (36 Tribe-Civ combinations) · 2x as many Technologies, extending to the start of the Bronze Age · 2x as many Cultural Norms, allowing a broad range of playstyles & societies · More content across mo…In-game event11 Aug 2026Folk Emerging Demo - Glory & Reinforcements UpdateThis is a larger update addresses lots of player feedback and expands the combat system, including the following changes: Design · Reinforcements: · Bands preparing for battle can now pull reinforcements from adjacent bands, to increase total available fighters that can be assigned to units. This makes smaller bands less vulnerable if clustered together. · When using reinforcements for an attac…