Seven exciting things we’ve learned about Fable

Finally, a proper look at Fable. First revealed in 2020, we now have confirmation that this is a fully open-world — and that’s just the start of it. Housing is back, morality is back, players can create their own custom heroes and so much more.

Playground Games has described Fable as “fairytale, not fantasy” — a more intimate, whimsical take on magic and heroism rather than sweeping epic drama.

This is not The Witcher, this is a magical British comedy on steroids. Here’s seven things we’re most excited about.

Got shot out of a window from that tower once. Good times.

The game has been created using Playground Games’ Forza engine, and it shows. The new images released today have a little Forza glow about them. The studio recently said in an interview with Xbox Wire they’re committing hard to player freedom.

Once you leave your starter village, Albion is fully open, with no level barriers stopping you from heading north, south, or anywhere in between.

Fable giant pumpkins.
I want to go here immediately.

Rather than steering players down a specific path, progression and difficulty are being shaped around the idea that every settlement should be viable and interesting from the moment you reach it.

Magical forests, rolling hills, spooky marshes, bustling villages and more await!

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Design your own character in Fable.

After years of speculation, character customisation has officially been confirmed. Like in the previous games, you begin Fable as a child, discovering your heroic powers early on after some kind of “disaster”. Then a time jump sees you return as an adult in your prime for the rest of the adventure.

Players are not stepping into a predefined hero, they’re creating one. Character heads, skin tone, hair, clothing, tattoos and scars will all be customisable.

Though, if you’re hoping for horns to grow from the top of your evil character’s head, you’ll be sadly disappointed. An IGN interview with Playground Games Ralph Fulton confirms that character morphing is no longer a thing.

Fable’s iconic morality system has been reworked into something far more subjective. Instead of a standard good vs evil scale, your actions now shape your reputation — and your reputation is judged differently by different people. Hence the lack of morphing.

C’mon, Esther. Gimme a break!

If you’re seen spending lavishly, stealing, cheating on your partner, kicking chickens, or even being kind, NPCs will notice — but not everyone will agree on what that says about you.

Each settlement develops its own “word cloud” of how it sees you, influencing everything from shop prices to romance options. The game won’t judge you, Playground Games insists — but the people of Albion absolutely will.

I mean.. Fair enough, Oliver. Sorry.

Combat in Fable still holds the same values of Strength, Skill and Will. But now, Playground Games calls it “style-weaving combat”, which essentially allows players to seamlessly chain melee attacks, ranged weapons, and magic together in one go. You can swing a sword, fire a shot from your crossbow, then hurl a fireball in one smooth sequence.

Encounters are designed around groups of enemies, each with strengths and weaknesses that encourage tactical thinking. Crowd control, positioning, and exploiting enemy behaviours all play a part! Enemies can also hurt each other, which players could use to their advantage.

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Thwomp!

It all looks faster, more expressive, and far more modern than the original games — a welcome evolution. I’m getting giddy just writing about it.

Yes, housing is back — and it’s more than just a novelty. Players can buy property, get married, and even choose to abandon the heroic path altogether for a quieter life.

If you want to head to a distant village and ignore your heroic destiny for a while, Fable looks to be designed to let you do exactly that. You can buy pretty much any house or business in Albion — become a mogul even!

House prices in Albion are booming.

Want to get married and settle down? There’s no ticking clock pushing you through the story, and settlements function as living spaces rather than quest hubs.

You can have children too. How many is too many? The way the developers have described this system, you can marry, have children, divorce and repeat… That’s a lot of potential children.

How many kids do you want?

There are over 1000 unique NPCs in Fable, each with their own personalities and 24 hour routines — crazy complex stuff. You could (if you so choose) follow an NPC around town all day; watch them go to work, head to the tavern, get up to mischief before retiring to bed.

A vain commoner. Surely she’d be up for a chat?

These NPCs also have their own jobs and individual beds in each settlement, meaning that every village has had to be designed with population and structure in mind.

I can’t even begin to think how they linked all of this together for over a thousand persistent townsfolk — not just filler crowds.

One of the clearest examples of consequence shown during the Developer Direct involves a giant named Dave, played by actor Richard Ayoade (The IT Crowd). In this specific quest, Dave has created some kind of growth formula… Hence being a giant.

Hello, Mr Ayoade. My, you’ve grown.

Players will eventually decide his fate — and that decision is like feathers to tar.

Kill giant Dave and his corpse will remain where he falls for the rest of the game, a permanent reminder of your choice. Wonder if it’ll rot over time? Curious what other major impacts we’ll be able to have on the world.

Rest in peace, Dave.

Leaving Dave’s gigantic corpse in the farmland will also have an impact on nearby house prices! This is just one example Playground Games highlighted, with no doubt many more to be revealed.


There’s now plenty to ponder, and a good eight months or so to wait. But we’re super excited to explore this fairytale world.

Fable is officially releasing in Autumn 2026, which is around September/October for us Aussies. It’s coming to Xbox Series X|S, PC and PlayStation 5.