The premise is simple: the game starts with a family in the Scottish Highlands, where they have to fish, gather, hunt, and farm, in order to make it through the punishing winters. I played Clanfolk before, but as it recently received an update (historically accurate beekeeping), I decided to return to this game. I generally like citybuilders, but this game sets itself apart to me in two ways: the generational aspect and the intricate progression mechanics.
Starting with a small family that creates a humble dwelling, over time, the player can create an enormous hub that houses a multi-generational clan. The characters age, gain skills, have children, grow old, and eventually pass away (if you’ve managed to keep them warm and well-fed). They have various likes, dislikes and character traits that can influence the way that they behave and how productive they are when working. Where in other games, the overview can quickly get lost, and the individuals start losing their individuality (which I did experience with Lakeburg Legacies), the pace of progression makes it possible to remember the characters (at least to the point I’m now). The family tree also emphasises the point of generational legacy.

This game also features some of the most specific production chains I’ve come across. If a player wants to make a bathtub, they will need iron hoops and staves. To get iron hoops, they need a “coopers anvil”, which needs iron ingots, which are produced by smithy, etc. For the staves, the player needs a shaving horse, which can be constructed using hand tools and boards, which are made at the carpentry station, which needs planks, etc.
This also comes with a ton of different storage spaces. Oh, you made baskets? There’s a specific basket storage unit for that. Oh, you made barrels? There’s a specific storage place for that? Jugs? Chamberpots? Ingots? Tool handles? Metal hoops? Dolls? Yes, for each and every one, and honestly, I’m all here for it. I do not need a “general stocking pile”, I love seeing my characters put away their toys and finished bowls of berries in the designated spots.
That also means that there is SO. MUCH. TO. UNLOCK. At the beginning of the game, this unlocking feels quite gradual and “natural”. A character finds an egg and has a fire? “cooked egg” is now unlocked. At a certain point, your clansfolk need to learn skills from other clans, which means it’s expedition time. They bring their new skills home to their family, which unlocks, you guessed it, MORE STUFF!

So, that being said, how is my new playthrough going? I had the hubris to pick a higher difficulty level (I mean, I played before, so there’s nothing I shouldn’t be able to handle, right?). Let’s say I’m happy the game does not have an iron man mode in this instance. In the early beginnings, some terrible fires were blazing through my humble dwelling, or, as the game puts it “raging fires can turn a thriving homestead into a graveyard or a funeral pyre”. Ouch. Sorry everyone. I’m happy there is a reload option.


How’s the new update and beekeeping? I’d love to tell you. There’s just one issue. I forgot how slow I progress in this game. I think that the gameplay overall favors a slower pace, but as I am way too occupied with making every room as comfortable as possible (no shared rooms, no small rooms, ONLY stone roofs as I don’t want any more premature funeral pyres), it takes a ton of resources, and, thus, time. That also means that despite the dangers in this game, the gameplay feels quite relaxed as there’s no combat. I create a new project, 2 double rooms and two single ones, adjoining a central room with a hearth, and I sit back for 2-3 seasons while the family works on their land, house, and production.

Oh, right, did I mention that this game is still in Early Access? I’m really interested to see what else will get added to this game.

Hello! My name is Corine Gerritsen and I am responsible for the subproject ‘Mechanics’ in the project of Playful Time machines. I got both my BA degree in history and my RMA in Ancient Studies at Utrecht University. I started focusing on the past in video games during my internship at VALUE, and the topic stuck. Always up for checking out new, old, small, big, whacky, and serious ludic renditions of the past.





