About the Game
Starting with an empty plot of land and only your closest family, you will learn to survive as you establish your hearth and home, watch over your livestock, harvest your fields, and fight the bitter winter. Whether you grow your fledgling settlement into a bustling inn or a central trade hub, or you instead content yourself with building a prosperous and self-sufficient homestead or livestock ranch, everything rests in your hands - including the very lives of your clanfolk.
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Craft your family's story from start to finish across multiple generations, building a home from nothing, and leaving behind a legacy for generations to come.
Create your precise lineage or choose from an existing clan, then take charge of a multi-generational family seeking to survive in the harsh Scottish Highlands. Your family members will get married, have children, grow old, and eventually pass away, leaving their contributions and struggles to be carried on by the next generation.
Manage schedules to make sure everyone is well rested, well fed, and reasonably happy without risking your family's preparedness for when the harsh winter inevitably settles in. Morning rituals, socializing, and rest punctuate a day of chores: sowing seeds, tilling soil, fishing, hunting, crafting, and cooking.
Every member of the family has their own traits, aspirations, dreams, and skills that help determine what they do best. They will care for themselves and for each other, and they will seek to better themselves over time. Your youngest family members are full of potential and learn from working alongside their elders - teach them to hunt, cook, clean, build, or farm, ensuring all the core survival skills are carried forward to the next generation.
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The warm summers give way to crisp fall nights and brutal winters before life and spring return to the highlands - your survival depends on your ability to plan ahead and adapt to the flow of the seasons.
Each season presents its own challenges and opportunities - whether picking berries, trapping eels, hunting rabbit, or seeking out mushroom patches, you'll need to make the most of the opportunities of medieval life.
Soil conditions change and a host of factors impact how well your crops grow. Till the soil, employ techniques like slash-and-burn farming, and train the right farmers to keep your clan fed.
The environment presents constant challenges - your livestock, your wares, and your clanfolk themselves must be kept safe from heavy rain and sub-zero temperatures. Water left in the cold turns to ice that must be melted over a fire. Food soaked in the rain spoils quickly, though wet objects don't catch fire as easily. Farm animals without shelter can die of poor health, and unless your people are properly clothed in furs, they can freeze when not standing next to the warmth of a fire.
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Establish your homestead starting with nothing but the land around you. Build the knowledge of survival across generations - every collected branch, tree, stone, and reed unlocks new ideas and methods your clanfolk can use to improve their living conditions.
From sleeping in the dirt under the night sky to constructing properly ventilated houses and barns made of brick and stone, you'll be unlocking new materials to use and items to craft every step of the way.
Technological advances happen naturally over time as you work the raw materials the land gives you, spurring your clanfolk to the creation of new ideas and methods. Pottery, bricks, and tiles are only available after you first dig up clay. Manufacture of iron tools are the product of chipping away at the right mountains. Working with furs is the result of hunting and skinning animals at the butcher's block.
Maintain complex and realistic production chains across the seasons, prioritizing tasks and setting crafting quotas and requirements. Balance the need for essentials and luxuries alike.
Prepare yourself for inevitable disasters – poor health, harsh weather, and raging fires can turn a thriving homestead into a graveyard or a funeral pyre.
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Your clan is not the only family in the highlands - traders, travelers, and neighbors seeking work will visit, giving you an opportunity to make new friends, earn coin, or grow your settlement.
Trading posts attract members of other clans peddling useful goods and seeking to purchase your wares for themselves. Your reputation with another clan determines the types of goods their traders bring, and with each clan specializing in their own products, the right friends can ensure your survival.
Travelers seek lodging as they pass by your homestead, and if you so choose you can provide them shelter. Particularly happy guests might extend their stay or pay good coin, and building a bustling inn can be an attractive possibility.
Workers from other clans will arrive at job boards from time to time seeking an opportunity to earn money in exchange for their labor. A few extra skilled hands can go a long way towards finishing the harvest, bolstering your hunting parties, or staffing your newly built inn.
Clanfolk is a game about life and family. Lead the generations of your clan to experience full lives in the Scottish Highlands.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
v0.644
- Fixed case where if a tool is being carried, and there are no available tool storage slots and then a hauling tasks starts, the haul task will start and stop until the haul item is picked up and tool dropped.
v0.645
- Fix for additional hauling bug introduced in v0.639 that could cause singe stacks to be hauled instead of grabbing nearby extra haulables too.
v0.646
- Fixed issue that could cause haulers to get stuck, introduced in v0.645.
v0.639
Food Desirability Improvements
- Changed Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.
- So a food about to spoil with 100% desirability will have 100% + 1.5*100% = 250% desirability (this boost only starts to take effect in the last 1.5 days a quality remaining and increases from 0% to 150% over time)
- But a food with 50% Desirability will have 50% + 1.5*50% = 125% desirability;
- A food with 25% Desirability will have 25% + 1.5*25% = 62.5% desirability.
- What this means is low desirability foods may spoil more often, but the foods that have been set to be more desirable will be eaten more reliably.
- This is mostly an issue with Mushrooms which have a short spoilage timer and could be eaten due to increased desirability since they spoil quickly.
- If this change causes too much low desirability food waste due to spoilage, I will limit this change to mushrooms. - Please let me know.
- Added Cooling to the Desirability calculator so that it knows cooled foods will take 2x as long to spoil and will take that into consideration.
- Added Frozen State to the Desirability Calculator so that Frozen foods even if close to spoiled will not be given priority since the spoilage will not progress.
- Note: An exception to this is for foods at 5% quality left but still frozen. These foods are likely being nibbled by rats and will still be prioritized before being lost completely.
- Note: Distance still plays a role with food selection, with very far away foods being deprioritized. So where a 75% nearby food, vs a 100% very far food, the 75% will be picked.
Cooking Pot
- Fixed Cooking Pots being 10x more desirable than they should be. Was a result of the changes in v0.622. So a priority of 5 now related to 100% desirability 6 = 120%, 7 = 140% etc...
- Cooking Pot will now accept Dried Mushrooms
Skep Movement Improved
- Increased the Default Priority of Skep Shelters and Bee Boles from 4 -> 5 so that Skeps from Swarm Lures which have a priority of 4 will be moved to the Shelters and Bee Boles by default. Skeps are moved to the highest priority holders.
Decoration Changes
- New System to handle partially filling decoration slots. So for flowers, instead of taking 100 flowers, the slots will only use 10. Also works for Graves and Wake Tables.
- All tables changed from 4 -> 7 default priority so that the decoration slots for flowers get filled sooner.
- Tables were lower than the Herb rack (priority 6) so table flowers were being ignored until herb racks were all filled.
Other
- Fixed Default Priority of Eggs being 4 instead of 6 like other foods.
- Better description for Distance based task priority picking on the Clan Laws page.
v0.640
- Made the Deerhounds' Livestock guarding better about getting from inside buildings to outside to get at the predator when the route takes them further from the predator to get there.
- Fix for bug that could cause moving to a new settlement to sometimes fail and get stuck on the current map instead of starting up a new one.
v0.641
Default Hauling Priority Changes:
- All Seeds and Grain from 4,5 -> 6
- Dried Berries 5 -> 6
- Cut Hay, Oat Sheaf, Flax Sheaf 4 -> 5
- Fresh/Dried Hide 4 -> 5
- Heather, Bluebell, Thistle 4 -> 5
- This should help these items to be hauled sooner and be less likely to get rained on.
Other:
- Fixed bug where if a Clanfolk was dead but unburied before leaving a settlement, the alert to bury them would persist into the next settlement.
v0.642
- Fixed Hauling issue introduced in v0.639 when the size of decorations slots changed.
- Fixed case where sometimes Livestock could get stuck on a Grain Feeder with 0 food left in it and then starve.
v0.643
- Increased lifetime of Dried Berries from 12 -> 24 days so they survive to Winter.
- Added "Clearing The Table" to the table eating task, such that if an empty bowl/dirty dish is produced as the result of table eating, it will chain to an auto haul to clean it up.
- Also, if a food like Dried Berries, which is in a bowl is not completely eaten at the table, the remainder in the bowl will be hauled back to the food storage.
- Fixed rare bug where a Hauler could sometimes get stuck trying to pick up an item. Introduced in: v0.639
- Fixed case where Milking and Shearing Spot could get stuck workers if those spots were surrounded by other objects which prevented the animals from getting close.
- Changed Deerhound Guard behavior such that dogs will not get stuck barking at threats outside of a room that predators cannot get inside.
- Happens at night when predators sleep near barn and the dogs try to protect livestock inside.
- Increased Deerhound protect livestock behavior range such that the dogs can get out of much larger houses once they decide to go after a predator.
- Long paths were causing them to break off if the exit door was very far from the predator.
- Changed livestock guard behavior such that eating and drinking is more important than guarding, but attacking predators is still more important than eating and drinking.
- This is to prevent dogs from getting stuck guarding and then starving when the predators are close enough to be a threat, but not close enough to be an attack target.
v0.639
Food Desirability Improvements
- Changed Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.
- So a food about to spoil with 100% desirability will have 100% + 1.5*100% = 250% desirability (this boost only starts to take effect in the last 1.5 days a quality remaining and increases from 0% to 150% over time)
- But a food with 50% Desirability will have 50% + 1.5*50% = 125% desirability;
- A food with 25% Desirability will have 25% + 1.5*25% = 62.5% desirability.
- What this means is low desirability foods may spoil more often, but the foods that have been set to be more desirable will be eaten more reliably.
- This is mostly an issue with Mushrooms which have a short spoilage timer and could be eaten due to increased desirability since they spoil quickly.
- If this change causes too much low desirability food waste due to spoilage, I will limit this change to mushrooms. - Please let me know.
- Added Cooling to the Desirability calculator so that it knows cooled foods will take 2x as long to spoil and will take that into consideration.
- Added Frozen State to the Desirability Calculator so that Frozen foods even if close to spoiled will not be given priority since the spoilage will not progress.
- Note: An exception to this is for foods at 5% quality left but still frozen. These foods are likely being nibbled by rats and will still be prioritized before being lost completely.
- Note: Distance still plays a role with food selection, with very far away foods being deprioritized. So where a 75% nearby food, vs a 100% very far food, the 75% will be picked.
Cooking Pot
- Fixed Cooking Pots being 10x more desirable than they should be. Was a result of the changes in v0.622. So a priority of 5 now related to 100% desirability 6 = 120%, 7 = 140% etc...
- Cooking Pot will now accept Dried Mushrooms
Skep Movement Improved
- Increased the Default Priority of Skep Shelters and Bee Boles from 4 -> 5 so that Skeps from Swarm Lures which have a priority of 4 will be moved to the Shelters and Bee Boles by default. Skeps are moved to the highest priority holders.
Decoration Changes
- New System to handle partially filling decoration slots. So for flowers, instead of taking 100 flowers, the slots will only use 10. Also works for Graves and Wake Tables.
- All tables changed from 4 -> 7 default priority so that the decoration slots for flowers get filled sooner.
- Tables were lower than the Herb rack (priority 6) so table flowers were being ignored until herb racks were all filled.
Other
- Fixed Default Priority of Eggs being 4 instead of 6 like other foods.
- Better description for Distance based task priority picking on the Clan Laws page.
v0.640
- Made the Deerhounds' Livestock guarding better about getting from inside buildings to outside to get at the predator when the route takes them further from the predator to get there.
- Fix for bug that could cause moving to a new settlement to sometimes fail and get stuck on the current map instead of starting up a new one.
v0.641
Default Hauling Priority Changes:
- All Seeds and Grain from 4,5 -> 6
- Dried Berries 5 -> 6
- Cut Hay, Oat Sheaf, Flax Sheaf 4 -> 5
- Fresh/Dried Hide 4 -> 5
- Heather, Bluebell, Thistle 4 -> 5
- This should help these items to be hauled sooner and be less likely to get rained on.
Other:
- Fixed bug where if a Clanfolk was dead but unburied before leaving a settlement, the alert to bury them would persist into the next settlement.
v0.642
- Fixed Hauling issue introduced in v0.639 when the size of decorations slots changed.
- Fixed case where sometimes Livestock could get stuck on a Grain Feeder with 0 food left in it and then starve.
v0.643
- Increased lifetime of Dried Berries from 12 -> 24 days so they survive to Winter.
- Added "Clearing The Table" to the table eating task, such that if an empty bowl/dirty dish is produced as the result of table eating, it will chain to an auto haul to clean it up.
- Also, if a food like Dried Berries, which is in a bowl is not completely eaten at the table, the remainder in the bowl will be hauled back to the food storage.
- Fixed rare bug where a Hauler could sometimes get stuck trying to pick up an item. Introduced in: v0.639
- Fixed case where Milking and Shearing Spot could get stuck workers if those spots were surrounded by other objects which prevented the animals from getting close.
- Changed Deerhound Guard behavior such that dogs will not get stuck barking at threats outside of a room that predators cannot get inside.
- Happens at night when predators sleep near barn and the dogs try to protect livestock inside.
- Increased Deerhound protect livestock behavior range such that the dogs can get out of much larger houses once they decide to go after a predator.
- Long paths were causing them to break off if the exit door was very far from the predator.
- Changed livestock guard behavior such that eating and drinking is more important than guarding, but attacking predators is still more important than eating and drinking.
- This is to prevent dogs from getting stuck guarding and then starving when the predators are close enough to be a threat, but not close enough to be an attack target.
v0.635
- Fixed issue where Clanfolk could get stuck trying to drink buckets of milk at a table when they were thirsty and there was no water available.
v0.636
- Fix for bug that could cause issues with auto supply counting containers like Honey Pots and Crunchy Honey.
- Lowered Automated Farming Task Priority from 5 -> 4 to match the default priority elsewhere. In existing games, the number will need to be lowered manually.
- Fixed bug where if an in use trough was emergency boosted, the Clanfolk would see it as a crafting station needing feed resources due to the extra unit slots, but since the trough was full already, they would just end up shrugging and having a drink when they arrived, next to the chicken already drinking there... As is customary in these types of situations.
v0.637
- Fixed bug where if a rushlight was on the border between tiles that could cause lighting flickering in windows.
- Fixed bug that caused Well Fed buff to persist most of the day when the Clan Mealtimes rules was active.
- Fixed bug where if Clan Mealtimes was on, and the Food Meter was less then 80% it was impossible to get pregnant in the morning when waking up. Was due to the hunger triggering eating at the table and hunger preventing pregnancy.
- Lowered the priority of various types of poop from 5->4 to keep consistent with other priority changes.
v0.638
- Fixed bug where if Clan Mealtimes were set, but Pets at table was not set, Pets would still only eat at mealtimes, sometimes causing dehydration/starvation
- Fixed Water intake being driven by Clan Mealtimes, when it should only be Food.
Update 19 is now live!
Hi Everyone,
Update 19 contains three sections: Creativity, Planning, and Efficiency. The focus for this update was to deliver a variety of long requested atmospheric and quality of life features.
Creativity:
Tables and Chairs:
{STEAM_CLAN_IMAGE}/41036152/c2bd929084a7b6da96ee8840d78235c818c353cf.jpg
- Clanfolk will now eat at the Tables if they have connected Chairs available.
- There is also an adjustable radius for each table to attract Clanfolk for meals.
- When a table is selected, all the chairs that are connected to it will also be shown with an attachment arrow.
- Clanfolk will prefer to sit in the chairs with higher desirability, but still obey priority preferring higher priority.
- Desirability is shown in the menu when picking which chair to build
- Reworked Serving Table such that the access point is now on the table instead of in the tile in front of it.
- Old style serving tables will remain, but all new serving tables will be of the new type. Destroy the old tables to retrieve supplies and build the new style.
- Added an "Ate At Table" positive affliction. This provides a bonus for having tables.
- More positive afflictions involving food variety and table activity are on the horizon as well.
- There will be work done on conversations at the table to make mealtimes a social event.
- The Cooking Pot will also work with Tables now.
New Floor Coverings:
{STEAM_CLAN_IMAGE}/41036152/926ef43265f92bc54a7af8dab86a45748e555f7e.jpg
- Added Straw and Tartan Floor Runners.
- These can be used to cover the length of a hallway and will grow and connect to neighbor pieces in the same direction.
- The floor runners are less wide than a tile, so the floor below can also be seen for a nice effect.
- Added 4x4 Straw and Tartan Rugs
- Added 3x4 Straw and Tartan Rugs
- Added 2x3 Straw and Tartan Rugs
Bigger Doors:
{STEAM_CLAN_IMAGE}/41036152/5967ea2ca9325a648cb29cbf62013a7444f5b028.jpg
- Added two tile wide Barn Door and Wooden Door.
- Added three tile wide Reinforced Door.
Milking and Shearing Spots:
{STEAM_CLAN_IMAGE}/41036152/d0d880e833dd7acc6bbcacb6c3b4c405486c2be3.jpg
- These new objects provide a logical anchor location where Shearing and Milking will happen.
- This prevents Milk and Wool from being left in the fields.
- The Clanfolk will first grab the appropriate tool, then take the tool to the Livestock, and then lead the livestock back to the station and get to work.
- If a Livestock cannot reach the Milking or Shearing Spot, then they will still be worked on in the field. So stations are best placed where Livestock can naturally reach on their own.
- Note: The stations can be shared by multiple Clanfolk, so making more than one in a barn is not needed. They work like the signs, where multiple units can use them at once.
- I also added Chained hauling to the Sheering and Milking tasks, so even if the task happens in a field, a hauling task will trigger right away to bring the products home.
- Added a progress bar to the Shearing and Milking task.
____________________________________________
Steam Reviews: Your Thoughts Matter
I just wanted to quickly divert from the new stuff to mention how helpful reviews can be. Even a short review indicating what stood out to you or a new experience achieved can be quite useful in letting others know what Clanfolk is all about. Reviews also help me to understand what players are enjoying and how to prioritize my tasks.
So between the Steam Forums, Discord, the Testing Branch, and Reading Reviews is how I decide what I will be working on next, the long term shape of the Clanfolk, or find a new rabbit hole to fall into.
So if you do decide to leave a review, thank you! but also no matter how you get your ideas and experiences out there, I read them and they are all very useful and appreciated!
Back to the new stuff!
____________________________________________
Planning:
Planning Mode:
{STEAM_CLAN_IMAGE}/41036152/022875e502550d38f0c022feecd2a333a316fc3a.jpg
- Planning Mode allows you to place colored Planning Areas.
- These look similar to stockpiles, but do not interfere with item or object placement.
- Planning Areas can be increased in size by dragging similar to the stockpiles.
- Planning Areas can be set to only be visible only in Planning Mode or all the time.
- Added a Planning Grid that should help a lot with counting tiles and general layout. (Off by default)
Selected Blueprint Actions:
{STEAM_CLAN_IMAGE}/41036152/4fb9b797f69fa26d4b4a947aa2c6523f407e2f63.jpg
- The Planning Menu also contains controls for modifying blueprints using a drag select.
- Possible blueprint actions are: Start, Stop, Cancel Build, Priority +1, Priority -1, and Set Priority.
- The blueprint layers affected can also be set using the toggles for Roofs, Walls, Floors, Objects, and Decorations.
- Blueprint Actions can be used to move entire buildings in and out of stopped mode and also to change their priority.
- The color for stopped blueprints is now grey and the stopped icon is also grey to make them less intrusive when not actively being built.
- Note: Blueprint Actions do not work on Tasks or Items, but those functions can be handled using Smart Drag even outside the Planning Menu. Just click an item and then drag and all other similar items will be selected.
Livestock Table:
{STEAM_CLAN_IMAGE}/41036152/f24c6d30f6ef17e10be129944b7c92d18144e46f.jpg
- The Livestock Table shows Type, Sex, Age, and Slaughter status of all livestock.
- Slaughter Scheduling is also unlocked with the Livestock Table. This will allow you to set a slaughter time for Livestock to some future growth stage.
- Slaughter times can be set by selecting an individual animal or at the livestock table.
- Clicking on an entry on the livestock table will take you to that unit.
- The timed slaughter status for livestock will show only when the livestock table is selected or the unit itself is selected.
- The Axe/Hand icon will appear once the slaughter task activates.
Chief Laws:
{STEAM_CLAN_IMAGE}/41036152/5e2de42a25eee01bab7b6a5ec9803ca2d53f87f5.jpg
- The Chief's Laws are set via the Clans panel.
- Chief Laws will be toggled rules that some Clanfolk will like and others will dislike.
- For now, the New Tables have provided a good test case for Clan Laws at eating times.
- Law: Clan Mealtimes: Everyone in the Clan will try to eat only in the morning and evening unless there is an emergency
- Law: Table Manners: Clanfolk at a table will wait for everyone on the way to arrive before eating. They will chat while waiting
- Law: Pets At Table: Pets are allowed to eat at the table and sit in chairs.
Efficiency:
Feed Range System:
{STEAM_CLAN_IMAGE}/41036152/79494403d769f980d207aecc8326622bb58819b8.jpg
- Most Crafting Stations now have an adjustable Feed Range. This allows you to ensure only items in nearby storages are used in crafting.
- The feed range by default is the entire map. This has been the behavior up until now.
- It is now possible to lower the feed range, such that only items close to the crafting station will be used. (adjustable range circle)
- This is good for cases where you do not want a Clanfolk to walk across the map to grab a stick to add to a fireplace.
- So if there is a branch pile nearby, and the branch pile is fully within the feed circle, only then will the branches be used.
- When using this tool, hauling becomes more important since crafters will only see items within the circle.
- Please let me know if you run into problems with this. It is a very powerful tool, but also a really easy way to break the crafting flow.
- If you don't touch the Feed Range Slider, then everything should work as it always has in terms of crafting.
Haul Priority:
{STEAM_CLAN_IMAGE}/41036152/7412a8d6bd51a8ba838b3591fbb95c98fdc2e956.jpg
- Added a Haul Priority slider to the Inventory Menu.
- This will allow you to set the haul priority of all current and future items of a type.
- Useful for cases like increasing the priority of branches, so all newly spawned branches get hauled first. Instead of having to select them and then raise their priority as they are spawned.
Crafting Priority:
{STEAM_CLAN_IMAGE}/41036152/7fd45363e2ae9f6082b906fcea39bc324aadbc4b.jpg
- The Non-Strict Priority system has been rebalanced to prevent the default priority creep that had been happening with crafting stations.
- The Default priority of most entities has been lowered to 4 to give more headroom as well.
- Originally the priority of the crafting stations was used to dictate production flow, but with the addition of non-strict priorities, these higher priorities caused workers to be drawn into production chains instead of working on other tasks.
- Solution: Crafting priority Slider
- There is now a Crafting Priority Slider under the Clans Menu. (Clan Laws)
- Crafting Slider Settings:
- Materials: This will weight the workflow in reverse such that raw materials are given priority.
- Distance: This will turn off workflow weighting. So in this case the closest station (of the same priority) becomes the most desirable one.
- Products: This will focus on building the more advanced items as they become available.
- Note: Previous saves will have a mixture of the new and old default priorities, so it is best to reset object priority using the button on the bottom right of the screen.
{STEAM_CLAN_IMAGE}/41036152/15f607805b1b2b8cb4bb0babcd79b18d03a27aed.jpg
Better Closest Item Find:
{STEAM_CLAN_IMAGE}/41036152/b0e5e1b2318873c2e720ae485f25581ebc0b0fbd.jpg
- Upgraded the Get Closest Entity logic - this is tries to figure out the closest entity to pick up, but walls and pathfinding can change what it means to actually be closest.
- It is a solve for the problem of a Clanfolk trying to grab something on the other side of a wall, when it would be better to just walk 5 steps in the other direction for the slightly more distant object.
- The new Closest Entity logic can "somewhat-smartly" scan for items up to 40 tiles away using pathfinding (vs 7 tiles in previous version)
- The new system can do up to 16 checks vs 5 checks to pathfinding per search, but as pathfinding distance increases the number of checks allowed decreased to keep the logic performant.
- The new system also caches similar searches, so in the old system a storage box could contain 6 items and use up all 5 checks, but the new system treats this as 1 search.
- The new system also estimates the pathfinding distance to neighboring tiles, so those also will not consume from the 16 possible checks.
- So all together the system should be better (but not perfect) at finding the closest entity, even behind walls.
Key Bindings:
{STEAM_CLAN_IMAGE}/41036152/848d5bb8397b18c315ad056ba7d601d2f32ddb3a.jpg
- Found in the Settings Menu
- Note: Dvorak keyboard users will need to remap Z and Q
Road Map
There is a lot more to come! Please take a look at the Road Map for further long term details as well.
https://store.steampowered.com/news/app/1700870/view/3388412789658793666
I am going to get to work on Update 20 now.
Thanks very much for playing Clanfolk!
Andrew Hume (Blorf)
MinMax Games Ltd.
{STEAM_CLAN_IMAGE}/41036152/8104992defa34dc67cf834441df9dbd2ce5f010d.jpg
Dogs playing poker (Clan Law: Pets at Table)
v0.608
- Fixed Swarm Lures and empty Skep Shelters not updating their Domain Circles after Winter.
- Simple Workbench: Added Sound and Effect
- Weavery: Added Sound of the stone weights clinking together
- Simple Tailor and Tailor Bench added Tailoring sounds.
- Fixed the Scroller for the Marriage Picks sometimes showing up when it should not.
- Lowered sound multiplier of the mining pick sound from 0.5 to 0.3
- Upgraded Grass Shader such that grass now can show on top of walls but only in the places where it would be natural to do so. I am thrilled that this worked!
- Fixed non spoiled dead humans showing up in the spoiled section of the inventory.
v0.606
- Fix for bug that caused v0.605 to break in regions where numbers are represented like 0,605 vs. 0.605
v0.607
- Fixed World Name allowing invalid character for the file system which would then cause all kinds of havoc
- Fixed Emergency Boost for removing Walls, Floors, and Roofs not working when in strict priority mode.
- Fix for Family Tree menu in case where a previous Chief had been deleted.
- Added Scroller to the Marriage Picks for cases where there are more then 5 available options. Some options were getting stuck offscreen
- Fix for saves where the Beekeeper did not appear on the map after doing the Renown expedition at the first settlement. I have been unable to reproduce the problem, but this will detect the problem and fix it after the fact.
- Ash Wash and Bark Wash now consistent in that they both work in the rain, but also both freeze in winter.
- Changed the Bark Wash into an on demand type crafting object like the Ash Wash. This means that you can now set the desired amount of Leather to produce.
v0.602
- Updated Food picking logic to more favor older foods so the get eaten before spoiling.
- Fixed Clanfolk getting their Key level for doors being set to minimum (hand) when starting a new settlement.
- Optimization: Made case where livestock need to graze but there is no grass available faster. Saw a case of a huge slowdown with lots of pigs and no grass to graze.
- Fixed case where if the pregnant mother returns after being sent away the first time, she has had the baby but also the next time she gets pregnant, it is an instant birth because the pregnancy progress was not reset.
- Fixed Sparks not showing up on floors.
- Fixed rare case where sparks could ignite tiles diagonal from a fireplace. The only danger tile should be the one right in front now.
- Fixed case where when loading a game that had an incorrectly indexed stockpile. Now the tile that was incorrect will not block future stockpiles in that location.
- Reworked the Stockpile system to prevent a bug that could in rare cases cause a container to point at the wrong stockpile. Please let me know if you see issues with the stockpiles/containers.
- Fixed Standing Banner not having environment values.
v0.603
- Fixed Beekeeping training not showing up in Winter.
- Fix for a case where when a Stockpile is being repaired from v0.602 and both the original stockpile and the broken stockpile are both container objects. The second stockpile was being removed but not recreated.
v0.604
- Fixed bug where it was possible for a Skep Shelter to "eat" a Tool/Water Jug if it was being carried when a Skep was to be moved to another location.
- Fixed bug where if an empty Swarm Lure had a higher priority than a Skep Shelter that was full, Clanfolk would repeatedly try to move the Full Skep to the Swarm Lure and get stuck.
- Fixed case that could sometimes cause tasks to juggle an item in place while calculating pathfinding very long distances.
- Fixed case where if Combs collection was requested while a skep was moved from a lure to a shelter, the full skep was left on the ground by the lure instead of being hauled to the shelter.
- Critical service threshold for Food, Water, and Bathroom increased from 15% to 20%. This is when we handle attributes during work time.
- Task interruption requirement for Food Water Bathroom moved from 15% to 10%. This is to create a 10% time window to prevent tasks from being interrupted by biological functions shortly after being picked.
- To explain, during work time, only critical needs are serviced, but previously task breakout also happened when a need became critical. By creating a buffer zone between task breakout and attribute service, there should be more task persistence
- Or everyone will just starve and poop themselves to death, but we will see :)
- Made similar adjustment to Warmth, but did not change the critical threshold since warmth is really fiddly. So the Critical threshold remains at 15% but the task breakout will happen at 5%. This should make winter work more reliable... Or everyone will freeze.
- For sleep the Task breakout is down from 10% to 5% sleep bar left now. Please let me know if you notice people falling asleep out in the world. There is not a lot of buffer room to work with in the sleep department.
v0.605 - Current Default Branch
- Changed Dead Clanfolk that have spoiled such that they will show up in both the Inventory Corpse list and the Inventory Spoiled list to make them easier to find.
- Fixed bug where honey that was in a jug pallet would suddenly become very attractive to eat.
Current Release
23628764
Uploaded Jun 21, 2026
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System Requirements
How to Install
Clanfolk.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
313 MB
23628764
67B6F04D
bfe4978be9b7577be533bf40a6adebc5628b81ae08852cd54d159638275cc021
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