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
v0.657
- Fixed Bears now being allowed in Corpse Stockpiles and Dumps
- Made the Work/Home Zones less bright.
- Fixed case introduced in Update 19 that could cause less than full stacks to consolidated and hauled when ending a gather or harvest task.
- Fixed Bears getting stuck inside rooms.
v0.656
- Scare Bear task now shows up in the Task List
- Fixed case where if a Mother Bear (Artis) is fishing, and then is interrupted by a nursing task before she can eat the fish, then the food conditioning increases once the fish is eaten.
- Fixed case where there could be huge slowdowns if a Hunting task and Livestock butcher task happened at the same time. The wrong tool was sometimes being picked Bow vs Axe is the conditions were right.
0.655
- Updated French Language
- Upgraded the Fire/Light avoid tasks for Bears.
- Artis will not chase or standoff with Clanfolk within 2 tiles of a torch/fire source.
- Mathan will not go into lit tiles at all when chasing or standing off.
- What will tend to happen is that the Bear will stop just outside their Light/Fire tolerance area, leaving more time for the Clanfolk to back away safely.
v0.654
- Fixed Clanfolk that are hiding in houses to escape Bears panic running instead of slowly moving while carefully watching in direction of bear.
- Changed, Clanfolk hiding inside from Bear outside state so it will clear after a short time, allowing work to still get done if it is safe elsewhere.
- Clanfolk out is the line of sight of a Bear but still in standoff mode will now move quickly to find an escape door while they are unseen.
- Clanfolk now not allowed to pick tasks in rooms behind doors that are closely guarded by bears. They should take another route to get there.
- Clanfolk will now not try to hide behind doors that do not lead to rooms. So no hiding behind a free standing door in a field.
- Bears will now only Standoff against Clanfolk they can see (instead of just by distance).
- Once the Bear knows about a Clanfolk, they will remember them and track them even around corners until they get into a room though.
- This means that a Standoff bear will follow Clanfolk around corners once they know about them, but they will not standoff against Clanfolk on the other side of a house that they have never seen.
- Lowered Food Conditioning Affliction Timers but made the per second change much higher. So Food Conditioning only lasts 10 seconds instead of 500, but over that 10 seconds the change per sec is much higher.
- Lowered Habituation Gain from Humans Nearby from 5 -> 1 per second. The Habituation has been growing way too quickly.
- Lowered Angry Affliction on Bears from 1000 -> 500 Seconds.
- Bear Being Chased Affliction now lowers Habituation 10 -> 20 per second, but beware this makes the bear very angry over time.
- Dog Barking will lower Habituation from 0 -> 2 per sec now.
- Loud Music will lower Habituation from 0 -> 5 per sec now.
- These changes should help keep habituation under control now.
- Please let me know if Habituation is still getting too high too fast and I will continue to tune, thanks!
I am still busily working on the Bears. This patch should resolve a couple of the major issues.
Important Note: If you are having trouble with the Bears or dislike the mechanic, you can disable them for the time being by pausing the game with Escape, the selecting Settings/Gameplay and untick the "Allow Bears" toggle.
v0.653
- Fixed Bear blocking crafting stations in rooms close to but not containing the bear.
- Fixed Bears getting stuck in rooms. On saves with them stuck, they should find a way out now.
- Fixed Bears chasing Clanfolk into houses
- Made Bears in Aggressive mode not constantly gaining Flight (Courage) bar because it was getting them stuck in towns instead of leaving.
- Lowered Bear Hive detection range by 30%
- Made Hive Eating provide more calories to the Bears so total destruction is less likely.
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.
v0.608
- 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.
https://steamcommunity.com/groups/steamworks/announcements/detail/524229329545071275
Nothing else in the build changed aside from the UnityPlayer.dll file to patch the issue.
v0.573
- Changed Ice Jug/Water Jug Sibling Counting such that when stopped (X) they still count toward the sibling count for Clay Jugs.
- The problem was that when people made cold rooms and stopped pallets of Ice Jugs, those Ice Jugs no longer counted as siblings and more Clay Jugs were crafted.
v0.574
- Fixed livestock on Longer Lifespans getting pregnant again as soon as the previous babies are born instead of waiting until the babies are 50% grown.
v0.575
- Changed item counting such that all stopped items count toward supply count, not just Clay Jugs from v0.573
Current Release
Build 24231041
Uploaded Jul 22, 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
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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