1. The Falconeer
  2. News

The Falconeer News

Vote For The Falconeer in the Steam Awards!

Hi everyone.

You’ll probably have noticed its Steam Awards season again! And that means you all get to decide which games deserve a bit of spotlight.

Now the Falconeer is eligible for the ‘Labor of Love’ category, and that strangely pulls at me. And in today's marketplace every opportunity can be vital, and for instance just getting nominated will shine a big spotlight on The Falconeer. So I’ve got to try and ask you for your nomination.

So! Let me make my case that The Falconeer is deserving and hopefully that will convince you to make the Falconeer your selection for “Labor of Love”.

And if it’s nominated or not, at the very least it's a good opportunity for a retrospective look at a year of Falconeer updates!! So here goes!



It has been just over a year now since launch (already?!) and whilst many would think that getting a game developed over the incredibly challenging state of things that 2020 left us, the hard work that came AFTER has been just as intensive and thankfully, rewarding.

Over the course of development we had an eager (Flock? Squadron? Flurry?) of Falconeers in Discord that had been eagerly following development news, and from the moment an early Beta build was made available for them to try, I was overwhelmed with both the volume and the passion shown by the community with regards to changes, fixes, suggestions and ‘wishes’ that were put forward by the early bird players - and whilst many suggestions did find themselves into the version of the game that launched, several things were put on a list ready to tackle post launch and develop into bigger things.



Balancing this feedback from the community that by now also included everyone who bought and played the game on Steam and talked with me in the forums (thank you!) as well as some of the critiques from reviews and of course my own personal visions and plans for The Falconeer became an intensive task that has not stopped since launch, with the aim of continuing to build upon the foundations I laid a year ago, and to make The Great Ursee a world that continues to provide mysteries to explore, lore to ponder upon, and most importantly entice you all to saddle up and take to the skies over and over again.

The Falconeer has received literally many dozens of updates over the last year. This includes bug fixes and improvements. The improvements included (just to name a few of many) three separate M+KB modes, difficulty rebalancing, gamma sliders, mouse sensitivity sliders,new ships, enemies and sea monsters, visual improvements such as floodlights on turrets and best of all guided rockets that changed up the core combat. The patch notes in total would run many many pages long.



But I also always envisioned a game that would have a lot more to do than what was available at launch (besides the 10 hour campaign). And so there were free content updates that added completely new mechanics, missions and stories to the game. The biggest two of these free updates were ‘The Kraken’ and ‘Atun’s Folly”. The Kraken added wreck diving and exploration missions to the game through several new locations and Atun’s Folley released earlier this year added pirate/criminal gameplay mechanics and a mini pirate campaign, as well as introducing legendary aces and their unique mounts to the game.

Both of those updates fleshed out the core gameplay with more diversity and things to do, and completed it to the level I always imagined it should have.


Once the core improvements for the game were released I had time to add two pieces of DLC, the first ‘the hunter’ was a small addition of flyable drake’s in the shape of the Mongres Hunter class, a fairly small DLC intended as a testbed for the bigger DLC ‘Edge of The World’ which was released a few months ago in august. This added multiple new classes/creatures, new weapons, new locations and best of all 3 end-boss/set piece focused mini campaigns that fleshed out some of the more esoteric lore in the game.



All in all the game that you find on Steam now is an entirely different beast than the one that launched roughly a year ago, and the continued work that I’ve put into it has been in no small part to the love, passion and support from both the Steam and Discord communities who also fell in love with The Great Ursee, and whose feedback and desire helped to fuel this constant development and iteration on the game - for this you all have my thanks!
I’ve been elated by the response so far to the game, and love it or hate it The Falconeer has blazed a trail for new Indie air combat games, something that fills me with a lot of joy.

So in closing, I’m really proud of the work I’ve been able to do to improve and expand the game, and I’ve loved reading people’s reactions here on Steam, good or bad. I’ve learned from them and improved the game based on your responses. And I’d love to have your nomination for the Steam Award for “labor of love”

Enjoy the Steam sale, go take a chance on some other indie games and VOTE and REVIEW for games you’ve played and enjoyed, trust me it makes a world of difference to developers! Thank you!

Happy Birthday Falconeers!

Today marks quite a special anniversary for myself, it’s a year to the day that Wired Productions published my game The Falconeer to Xbox and PC, on November 10th 2020.

Now that date might ring familiar for many gamers, as it also was the launch of the Xbox Series X/S and a whole new generation of consoles, and The Falconeer had the honour of being one of the launch titles for the new generation. This was massive for me. My little indie game bringing in the dawn of a new gaming era.



When I look back now there are lots of memories, many good and some not as good, that will forever be associated with that period in time for me. It was certainly a challenging time with the stress of release but mostly due to the onset of the winter lockdown of 2020 and Covid19, not to mention me recovering from Covid myself just a few weeks ahead of launch. And this all coming after a year bereft of shows and any real life interactions with gamers! How I missed that. I think it's easy to underestimate what impact just watching a gamer play your game can have. Not just in learning and feedback but also in the confidence and motivation it can inspire for the creator.
Hopefully in 2022 we will see events get back to their pre-pandemic days and we can meet up and perhaps share a beer!

But I think that unique set of circumstances actually allowed for something quite amazing, a game that took flight over the course of a year. In any other year I’d dare say the release of this game would have been easier, but it wasn’t any other year and 2020 and 2021 have pushed myself, Benedict Nichols (the game’s composer), the crew at Wired Productions and more, to fully realise a vision of the Falconeer. It has been incredibly tough, but worth every moment.

And if you are a fan of the Falconeer you have reaped the benefit with a game that has grown in content and expanded into its current form, which is now available on a staggering number of platforms:
• Xbox to Microsoft GamePass,
• Steam
• Epic Game store
• GOG
• PlayStation,
• Nintendo Switch
• Amazon Luna
• Google Stadia

Phew, we have been busy! The Falconeer is a flight you can now take on any serious gaming platform. We have more platforms than King’s cross Station!



Over the year it's become evident to me that The Falconeer has left its mark on a genre that has all but been extinct up until now, with an idiosyncratic and esoteric game that was lauded with numerous awards including a prestigious BAFTA nomination (as the team at Wired have wisely let you know about at every opportunity!). Personally, I’m incredibly proud of the very positive Steam reviews (currently at 82% recommended and still rising) and the very positive reception on Nintendo Switch with a Metacritic rating of 80/100, taking it to the top 25 of best released Switch games this quarter. It’s 60fps handheld mode is a testament to the dedication of both myself and Stefan Wijnker (responsible for porting the game) to responsive high fps gaming.



The game has also grown exponentially in content and diversity. I’ve worked furiously to keep the community satisfied; (I hope!), with a string of free content updates which included adding wreck diving and exploration missions, flyable drakes, guided rockets, pirate mechanics and pirate missions and eventually a fully-fledged DLC “Edge of the World” that added 3 mini campaigns, new weapons and mounts to the game. It may be one year old, but the Falconeer evolved way more than that.

I wonder if all of that would have happened the way it did if the world had been in a different place over the last 12 months?



I’m grateful for the collaborations and friendships I’ve been a part of, especially the talented Benedict Nichols who created a unique score for the game. And we all get to celebrate this anniversary as it coincides with the pre-orders of the Double Vinyl OST of the game going live, another brilliant milestone, and a truly epic addition to any record collection! Go buy it here 😉

But most of all, I am incredibly grateful to the players who’ve played the game and have let me know over the past year how much they did, and those that still participate to form the wonderful community of Falconeers. My heart is warmed by their energy, creativity and passion for the game. I read every comment and every day I am surprised by the sheer out pouring of love for it. This made all the blood, sweat and tears worthwhile.

As for the upcoming year, the story of the Falconeer is far from over. I’ve already spoken to the community about the building/RTS spinoff of the game that will be my next focus. And there’s also a big box with a VR kit in my studio waiting for me to see if the Falconeer can be VR!?. So, there’s plenty to look forward to this anniversary!

Thank you once again.

Viva le Falconeer!

Tomas Sala – Creator of The Falconeer

revert previous patch

reverted build due undetermined launch crash

minor maintenance update

- The previously targeted enemy when dispatched for whatever reason also provides XP to the player
-Change death sequence so xp sequences is always calculated

The Falconeer | Double Vinyl

Tomas Sala, a one man developer, true talisman and industry warrior, became a beacon for just what is possible in “indie development” when he created and launched BAFTA nominated The Falconeer - a project that Tomas poured every ounce of soul, passion and creativity into. Core to the game experience was the emotional use of music, and this vinyl release is a celebration of the enjoyment and expression unleashed from the soundtrack and all the talented people involved.

Award-winning composer Benedict Nichols brings together an eclectic cathedral of a soundtrack that summons the dual nature of The Falconeer; nuanced, but yet dynamic! Steeped in a sense of nature, the score is layered with the beautiful and frenetic, the soundtrack invokes both the transcendental waters and high-energy of aerial combat by using everything from Mongolian throat-singing to razor-edge synthesis, organs, and Balkan choirs.

[previewyoutube][/previewyoutube]

Tomas and Benedict sat down together as they painstakingly handpicked the tracks that made it onto this stunning double LP, with a majestic sea azure blue and a sea green variant being chosen for the colours of the vinyl pressings. To contrast this, the team turned to illustrator Haley Wakefield, who, inspired by the themes, mood and visuals of the release, crafted a stunning and exclusive piece of art, lovingly housed in a gatefold sleeve.

The cover artwork has been created by Haley Bbanditt Wakefield.



For any audio fan of gaming soundtracks, film scores and beyond, these details make it a must have to own and limited to just 500 pressings in azure blue and 500 in Sea green. it’s a treasure you will need to act swiftly to secure.

Azure blue on the Wired Store

Green vinyl on the LRG store.

The pre-order window will close December 31st. This item will start manufacturing at the end of the window and is expected to ship up to four months after this date. Final vinyl colour may vary slightly.