Fabledom is a fairytale city-builder with adorable graphics, a sense of humor, and a deceptively relaxed gameplay loop. I love it, but only recommend it on Steam because its flaws include a game-breaking bug on every other platform. (If you're reading reviews because your fablings are dying, skip down to "Tips + Tricks" below; I've got you.) Gameplay For the most part, this is a standard city builder: You begin with a procedurally generated map and a handful of "fablings"; place roads, houses, resource gathering stations, etc.; assign workers to jobs and try to keep everyone fed, warm, and healthy. Fablings don't reproduce, but weekly visitors might want to move in. As the town's population and coffers grow, you unlock new gameplay options. It deviates from the norm by (a) giving you a "hero" who can engage in combat and/or scrounge up buffs, curses, and decor items; and (b) introducing six other kingdoms with rulers who can be seduced or infuriated through trade, gifts, and missions. Seduction takes patience and resources, but unlocks unique items useful for trade, construction, or military might. What Works For Me β
Supply Chains. Okay, I condensed four bullet points down to this: for all its quirks and snark, Fabledom is an interesting resource management and logistics game at heart. On harder difficulties especially, you're constantly balancing production and population, micromanaging stockyards and granaries, and taking care to place related production centers close to each other to reduce production time. β
Death. This is a cute little cozy game, but if you're not paying attention to the various systems, your fablings start dying one by oneβ¦ and then en masse. I personally find this hilarious. (If you don't, see "Tips + Tricks" below.) β
Flexible City Building. Construction is forgiving: it may take a while to build something depending on its proximity to laborers and stockpiles, but if a finished building doesn't have employees or attachments (like fields or upgrades), it can usually be relocated with a click. When placing houses or townhouses, you have a surprising amount of control over the attachments. Decorations can be placed on roads without disrupting traffic. β
Head of House. Here's an unique example of resource management: every residence has one "Head of House" whose job is to keep the ol' homestead stocked with food and coal. The "peasants" you start with live in three-person hovels, meaning there's three mouths to feed but only two fablings who can be assigned to the workforce. Commoners and nobles are more expensive to bring in but live in communities with the fantasy equivalent of an utopian HOA; as a result, they use fewer resources and take up less space. Military consumes resources but can be sent on missions for rewards. It's all a neat balance of workforce, income, and materials. β
Heroes, Expeditions, and Military. Your redheaded Viking hero can be leveled up in combat trials, and directed to investigate the various fairytale locations/creatures on your land; the latter triggers a pop-up event with choices that may have lasting repercussions. Once you install a Messenger's Guild and reach a certain rank, you can dispatch your hero and troops to aid or disrupt other kingdoms. β
"Romance." This is not a dating sim; "courting" and "marriage" are just flavor for choices made while developing the kingdom. That said, the candidates are funny, the rewards are great (don't sleep on tulips; the bulb market bubble hasn't happened yet ), you can break up with them before tying the knot to woo someone else, and it's -- it just fits the theme. My only quibble is how long it takes to progress relationships. β
Visuals. It may be a cartoony 3D game with limited character models, but it nails the lighting and general ambiance. It's fun to watch seasons change and fablings going about their lives while dragons terrorize them, plus your village looks fantastic whether it's a jumbled industrial heap or neatly organized grid. Did I mention that there are winged pigs? What Doesn't Work For Me β Game-Breaking Bug. If you buy the game on Steam, don't worry. If you buy it on literally any other platform , your entire kingdom will eventually forget how to eat, die of starvation, and there's nothing you can do about it. At time of writing, the devs have talked about fixing this butβ¦ yeah. β New Game. When starting a new save, you pick (in order of how it appears on the screen): a difficulty level, a kingdom, its name, your name, whether you'd prefer a prince or princess partner, and if you want to design a crest. This is great, except changing these values resets the difficulty to "Normal." The number of times I created a "Cruel" save only to discover that it wasn't is kind of embarrassing. β Tutorial . The tutorial and narrator teach you the basics, but the rest is up to you to figure out. The subreddit is forever haunted by new players who have no idea what to do. Tips + Tricks π¨ Place granaries near wells and pretend like they have the same range. π¨ The employees of any given work station have green, yellow, and red dots beside their names. The dots indicate how far they have to travel to secure food and warmth; your fablings should all have green dot occupations. π¨ In your first year, prioritize lumber, coal, and farms . If you're not generating enough resources, especially on "Cruel" difficulty, consider turning away interested fablings during fall and winter; otherwise, you're inviting them to participate in the Hunger Games. π¨ If a fabling dies of starvation even though you have plenty of food and active granaries, pause the game. Stretch your hands. Open the employment menu and fire every single fabling from every single job. Then, click on every house and re-assign the head of household. Click play. Pause. Starting at the most remote work centers and then moving inward, add employees; the game will automatically pick the closest residents. Final Thoughts + Recommendation I started drafting this review four months ago and can't quite shake the feeling that I'm under-selling how cozy yet covertly complex this game is. It's a beautiful world to get lost in, especially when you're feeling fried but not crispy enough to fully turn your brain off. I start new saves every month or so, but it feels relaxing and cathartic every time. If you want Cities: Skylines or a crunchy colony sim like Rimworld , this isn't for you. If you're looking for the lovechild of OG Sim City and Shrek , or if you enjoyed The Wandering Village , or if you're a cozy gamer looking to experience city builders for the first time, then I HIGHLY recommend this -- but only on Steam. Follow [url=https://store.steampowered.com/curator/45365863/]Eekz Today for more crafting, life sim, management, strategy, and story-rich recommendations.
Expand the review