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Bulwark Evolution: Falconeer Chronicles News

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The Architect and Accuracy Update is out now!

Ahoy surveyors - today the brand new Architect and Accuracy update has made its way from the Evolving Beta branch into the main game - and been implemented both here and across all other platforms!

Take a look at the new features, visual improvements and more in the trailer!
[previewyoutube][/previewyoutube]

This update focuses on making the combat feel punchy, tighter and more rewarding, whilst altering how resources and population work along with brand new high tier Faction buildings, all combining to give more options when it comes to painting your civilisation across the Great Ursee.

[h2]Full patch notes can be found here :[/h2]

[h3]New Architecture Content[/h3]
โ— The Mancer Order have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Mancer population of 2500 and higher.
โ— The Mancer Order now have floodlights on some buildings as a flourish.
โ— The Mancer Orderโ€™s leader, โ€˜Lord Illuminatorโ€™, palace building has been improved.
โ— The Imperial Remnant have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have an Imperial population of 2500 and higher.
โ— The Imperial Remnant now have flags on some buildings as a flourish.
โ— The Bannerless have a new alternative second citadel type.
โ— Bannerless round walkways and foundations now have faction props.
โ— The Bannerless have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Bannerless population of 2500 and higher.
โ— The Bannerless now have flaming braziers on some buildings as a flourish.
New Mechanics
โ— Commanders and Captains unlocked within a scenario save are now available in free build.
โ— Demolishing buildings now recycles resources.
โ— Resource access is taken into consideration when workers build their houses.
โ— Workers will downgrade their houses if resource access is lost.
โ— Workers will upgrade their houses if resource access is gained.
โ— Special buildings give 40 splinters.
โ— All trade ships now give 1 splinter per journey, and merchant Princes give 30.
โ— Requirements for higher-tier houses are now more stringent (Stone cannot be built upon wooden foundations for instance)
โ— 1 splinter is given per population increase into your treasury.
โ— Splinters from trade and population growth can be added to your treasury from within the inventory or itโ€™s automatically collected after dawn.
โ— Splinters from trade and population are shown separately in the inventory.
โ— Captains and Commanders from vassalised factions will work for you, but not if a rejected Captain is assigned to the same route.
โ— Turrets can be individually destroyed on a ship or airship.
โ— The โ€˜Iโ€™ key, LB or L1 buttons now open the inventory.
โ— The worker cost for command towers is now only applicable when a commander is installed. It is equal to the tower's โ€œpowerโ€ and related to the number of units it spawns.
Balancing and Accuracy
โ— Late-game combat splinters should now always be at least 200 splinters.
โ— Hostile or neutral settlements have a reduced impact on trade-route security.
โ— Rebuilding surveyor cost has been reduced to 500 splinters.
โ— Speed and trigger distance have been increased for projectiles to improve accuracy/lethality.
โ— Unit amounts have been increased for most Commanders.
โ— Unit repair cost halved.
โ— Combat Captains have an increased impact on trade-route security.
โ— Traderoute length has an increased impact on trade-route security
โ— Ballistics prediction has been adjusted to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed.
โ— Turrets re-acquire targets in front of their sights rather than general vicinity (less downtime).
โ— Turrets no longer fire when obstructed by friendlies.
โ— Turrets will engage with an enemy if it is firing directly at them (defend themselves).
โ— Enemy raid formations have been tightened to ensure that they stay closer together.
โ— Turrets part of a hostile settlement are double-checked as targets (prevent them from being targeted).
โ— Reduced the chance for Bannerless houses to spawn.
โ— Several Captains have expanded cargo manifests to help in managing large colonies.
โ— Unrest amongst factions will only lead to war if you have a sizeable war battlegroup, with the Bannerless being the easiest to trigger and Mancer the hardest.

[h3]Steam Deck[/h3]
โ— Improved readability on Steamdeck.
โ— Steamdeck starts with an increased UI scale.
โ— Twitch integration has been removed from Steamdeck.

[h3]Visual improvements[/h3]
โ— Horizon clipping is set further in the distance to prevent an ugly cutoff.
โ— Minor post-processing and sky colour changes.
โ— Increased bloom and AO a bit.
โ— Houses may sometimes have a tiny amount of tilt.

[h3]Improvements[/h3]
โ— The Soultree now has a golden colour when you align with a faction.
โ— Increased the size of the tier 1 pirate foundation.
โ— Skybridges no longer block ships from moving.
โ— Patrol units spawn higher up.
โ— Improved the Bannerless citadel foundations to spawn houses better.
โ— The Advisor now explains extractors when one is selected when resource flow mode is enabled and disabled.
โ— Ships are no longer blocked by small obstacles.
โ— Ships move to one side if near other ships.
โ— The scenario menu now fades out when exiting to the main menu.
โ— You cannot build for half a second after a menu to prevent accidental builds.
โ— Houses younger than 30 seconds cannot be de-populated or upgraded by the system.

[h3]Bug Fixes[/h3]
โ— Trade posts no longer accidentally give resources without the appropriate Captain.
โ— Fixed that NPC settlement houses don't despawn over time.
โ— Trade harbour connections no longer get removed when in the scenario menu.
โ— Fixed resources not being transported along pathways more than 20 towers away (due to trade routes for instance).
โ— The Advisor no longer pops up in the settings, controller, game help or Twitch menus.
Splinters aren't shown or triggered in freebuild.
โ— Houses don't upgrade or downgrade in free build dynamically.
โ— Removed some conflicts in the resource network, where superior resource access wasn't given to a tower because it was closer to a lesser resource route.
โ— Prevented a half-working pause menu from appearing over the scenario selector menu
โ— The descriptive text of the inventory screen is now correct and shows text for all extractor types.
โ— Rewind animation in photo mode now doesn't affect the population.
โ— Removed advisor saying "new units available" when the battlegroup is full.


That's a lot of updates! Thank you all for your feedback from the evolving beta branch that helped shape this update - and we can't wait to see what you create with this new sandbox!

Tomas will be looking to update the Evolving Beta branch with start of the next big 'Naval Command' update in the near future, we'll let you know when you can dive in and see how The Ursee is getting even bigger! As always, continue to share your creations with us on all the socials, be sure to join Tomas Discord, and keep that feedback coming!

Have a great week!

- Gary from Wired Productions

Wired Facebook | Wired Twitter | Wired Youtube | Wired Discord | Wired Instagram | Wired Twitch | Wired Tiktok | Wired Instagram

Architecture and Accuracy Update Release Date (Updated)

The 'Architecture and Accuracy Update' is now going live later this month! Coming to Steam, PlayStation, and Xbox. Check all the major changes in Tomas's preview video:

[previewyoutube][/previewyoutube]
[h3]The Bannerless Architecture Update Preview[/h3]

12/06/24 Update: Originally we planned this to launch on June 13th, however, we felt a little more time was needed and also wanted to sync the update to a promo discount for new players. We're projecting the update to go live on or around June 27th.

"But what about me! I've been a loyal player since day one!" - Well, firstly Tomas and Wired love you - secondly, if you head into Discord you can gain access to the update beta preview! Yep - loyal fans can play the update right now and talk to Tomas live! Thank you for your support, and know that Tomas also has his eyes on the next big update!


Today we have a sneak peek into the Bannerless faction architecture update. Their settlements will look more cohesive and noticeably different than other factions. Changes will be available soon in the upcoming, free Architecture and Accuracy Update.


[h3]Bulwark Community Roundup 5[/h3]

Bulwark players keep surprising us with screenshots they have made in recent weeks. Some have caught our eye in the last few days, so we wanted to share them with you. Look at those magnificent structures and great shots captured by the Steam Community.

captured by Knuffy131

captured by zaccone2304

captured by mkrootPL

captured by Sachiel

captured by DKTamr

If you want to be up to date with all news from the Bulwark: Falconeer Chronicles universe, make sure you're following official Bulwark Discord and channels on X/Twitter and YouTube!

Discord | X/Twitter | YouTube

[h3]Play Bulwark: Falconeer Chronicles now![/h3]

https://store.steampowered.com/app/290100/Bulwark_Falconeer_Chronicles_The_Creative_Building_Sandbox/

Latest Evolving Beta News

Bulwark: Evolving Beta Update

Today i'd like to share a big update to the Evolving Beta, and most excitedly a preview of some of the cool stuff that's coming in the Architecture and Accuracy Update.

It's best not to tell but to show some of the changes as these are new buildings your population can build if they have access to enough resources. Yes, your population will now take resources into account when building their houses and industry, with the topmost result being these larger "apartment building" scale buildings.

On top of that the factions have gotten a few more flourishes to make them unique. Especially the Mancer and Bannerless, their settlements should look more cohesive and well "factional" with more differences. Mancers, for instance, have ominous 'Minas Morgul' style floodlights to enhance their already dark vibes. All of this is still under development but have a gander ;), there is other news as well, nominations and all that (see below).

First up we have a video detailing some previews for some upcoming changes to the Imperial Faction followed by a preview of some changes coming in the future architecture update.

[h3]The Imperial Architecture Updates[/h3]

[previewyoutube][/previewyoutube]

The Imperial architecture will be enhanced with its top-tier buildings, larger scale and stronger interior spaces. Take a look at their settlements



[h3]Colour Gradient Updates[/h3]

Lighting settings are being improved and I'm implementing expanded colour gradients



***

[h3]AMD Pixel Award Europe 2024[/h3]

Bulwark: Falconeer Chronicles has been nominated for AMD Pixel Award Europe 2024 in the BEST GAMEPLAY and BIG BANG! categories!


Fingers crossed for Bulwark and congratulations to all the nominees, I wish them the best of luck!

Pixel Heaven Games & Pop Culture Festival 2024 will take place on 7-9th June in Warsaw. More info: https://pixelheavenfest.com/en/

***

[h3]Bulwark Community Roundup 4[/h3]

Bulwark players keep surprising us with screenshots they have made in recent weeks. Some have caught our eye in the last few days, so we wanted to share them with you. Look at those magnificent structures and great shots captured by the Steam Community.

captured by Sachiel

captured by Grandmaster

captured by Brokenvegetable

captured by mkrootPL

captured by Final Cipher

***

Patch notes (now live in beta):

This is a comprehensive list of changes that have just gone live in the Evolving Beta Branch - Also expect changes and upgrades in: Soul Tree, resources system, inventory, merchants, Gotham City-like buildings, and lots more reasons to use built-in photo mode coming in the full featured Architecture update later.

- trade-posts don't accidentally give resource back without the appropriate captain
- demolishing will recycle resources
- houses build on the inside of breakwater walls can be further away
- resource access is taken into consideration when people build their houses.
- requirements for higher tier houses are more stringent (stone cannot be build upon wooden foundations for instance)
- fixed that npc settlement houses don't de-spawn over time
- suspension bridges and sky-ways won't block ships
- your population will downgrade their houses if resource access is lost.
- your population will upgrade their houses if resource access is gained.
- rewind animation in photo-mode doesn't affect population
- repair cost halved
- late game combat splinters should always be at least 200 splinters
- combat captains have increased impact on trade-route security
- hostile or neutral settlements have reduced impact on trade-route security
- trade-route length has improved impact on trade-route security
- rebuilding surveyor cost reduced to 500
- increased speed and trigger distance of projectiles to improve accuracy/lethality
- increased unit amounts from most commanders (edited)
- changed the ballistics prediction to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed readability fixes for steamdeck
- patrol units spawn higher
- trade harbours connections would get removed in the scenario selection menu, now prevented
- soultree is gets golden color when it is your aligned faction|
- fixed resources not being transported along pathways more than 20 nodes (due to traderoutes for instance)
- turrets reacquire targets from in front of their sights, not general vicinity (less downtime)
- turrets don't fire when obstructed by friendlies
- turrets will engage with an enemy if it is firing directly at them (defend themselves)
- turrets can individually be destroyed on a ship or airship
- tightened enemy raids to stay closer together
- turrets that are part of a hostile settlement are double checked as targets (prevent them not being targeted
- spawning population gives a splinter to your treasury
- removed advisor saying "new units available" when fleet is full
- investigate bannerless inbalance
- special buildings give 40 splinters
- any trade ship will give 1 splinter per journey, merchant princes give 30
- population splinters and trading splinters are added at dusk every day
- fixed a small disbalance where there was a slightly larger chance for bannerless houses to spawn
- splinters from trade and population growth can be accessed in the inventory or collected after dawn from the player citadel
- splinters from trade and population are shown separately in the inventory
- the descriptive texts of the inventory screen is now correct and shows text for all extractor types
- i or left shoulder button opens inventory
- advisor doesn't pop up in settings , controller, game help or twitch menu
- commanders and captains unlocked in your scenario saves are available in freebuild
- splinters aren't shown or triggered in freebuild
- houses don't upgrade or downgrade in freebuild dynamically)
- some VOs regarding for instance businesses where never shown
- removed some conflicts in the resource network where superior resource access wasn't given to a tower because it was closer to a lesser resource acces route that was closer
- changed ship pathing to never be be blocked by small obstacles and move aside if near other ships
- prevented a half working pause menu to appear over the scenario selector menu
- scenario selector menu now fades out when exiting to main menu
- unrest amongst factions will only lead to war if you have a sizeable warfleet, with pirates being the easiest to trigger and mancer the hardest
- minor post processing and sky color changes
- increased bloom and AO a bit
- houses may sometimes have a tiny amount of tilt
- several captains have expanded cargo manifests to help in managing large colonies
- captains and commanders from vassalized factions will always work for you
- prevented a half working pause menu to appear over the scenario selector menu
- scenario selector menu now fades out when exiting to main menu
- unrest amongst factions will only lead to war if you have a sizeable warfleet, with pirates being the easiest to trigger and mancer the hardest
- minor post processing and sky color changes
- increased bloom and AO a bit
- houses may sometimes have a tiny amount of tilt
- several captains have expanded cargo manifests to help in managing large colonies
- captains and commanders from vassalized factions will always work for you
- Mancer Order has new top tier houses/buildings that ar e larger and unlock if you gain their leader, their alignment or a mancer population of 2500 and higher
- Imperial Remnant has new top tier houses/buildings that ar e larger and unlock if you gain their leader, their alignment or a cancer population of 2500 and higher
- Bannerless have a new alternative citadel model
- increased the size of the tier1 pirate foundation

***

If you want to be up to date with all news from the Bulwark: Falconeer Chronicles universe, make sure you're following official Bulwark Discord and channels on X/Twitter and YouTube!

Discord X/Twitter YouTube


Play Bulwark: Falconeer Chronicles now!

https://store.steampowered.com/app/290100/Bulwark_Falconeer_Chronicles_The_Creative_Building_Sandbox/

Evolving the next update together

[h3]Hi everyone,[/h3]
Perhaps you've noticed the bit of fun I had with the name of the game and the various news articles about it. This post isn't about that but it is related, it's about how you can be part of the development of the next named update "Architecture and Accuracy" and how some of you already have.

So with regards to the name and all that, Bulwark certainly has strategy, but it doesn't have a proper campaign. And adding the words creative sandbox to the title just gives people a better expectation for the game. This wasn't about players miss-tagging, you can tag how you feel, that's the system, but rather about the store page needing improvement. And you'll notice the short description has changed to clarify this as well as the top level genre is now 'simulation'. All of this is fairly normal store optimization to make sure players get the right info, didn't expect it to go viral ;) Tho 'nuff said about that.

Just to sign off on the matter, I did make a new video to explain the ideas behind Bulwark in 60 seconds, check that out here :

[previewyoutube][/previewyoutube]

Architecture and Accuracy, the Upcoming Named Update!


I've been paying attention to the reaction to the roadmap reveal and taking a look at what people have been saying within the forums and Discord as things they feel are a priority. As such, whilst the roadmap currently has the planned "Naval Command" update landing next, I've decided to invest a bit more time and build it out into something that should satisfy those of you that want a bit more challenge, combat and ways to challenge yourself within the Great Ursee.

With this in mind, I'm going to bring one of the architecture updates forwards, and start fleshing out the creative sandbox a bit more to ensure the framework of building and politics and resources and everything else in between is solid and in a good place before heading over into a world that incorporates a bit more strategy.

[h3]So this update adds two main things, besides a lot of small changes.[/h3]

1. A rework of the housing system.
2. A rebalance and refactor of the targeting systems for units and turrets.

So a bit of a weird combination, but thanks to some really good detailed feedback the last few weeks I've been able to re balance combat, repairs and rework a lot of the targeting, making combat quicker , more punchy and less of a slog. So that gets added to what was an architecture focused update, no need to withhold that.

New floodlight flourishes and new top tier houses unlock from your faction Leader, in this case making the Mancer look even more ominous.
[h2]The Evolving Update[/h2]

And here comes how you can involve yourself with this update. One of the main reasons Bulwark was as well loved as it was on launch, was because of the incredibly valuable feedback gathered from the Evolving Demo. Given the importance of the upcoming updates to the game, I'd like to step back into that feedback loop - Informing you of what's coming in a named update, pushing it out into a constantly updating Beta, and then letting your feedback as to whether you feel it is achieving what the update sets out to do, or requires a little more tweaking to really shine.

Accessing this Evolving Beta branch is simple - go to game properties on Bulwark in your library and then the tab BETAS and select the beta patch. That will update your game to the version I am making as we speak - and voila!

The upcoming architecture update isn't finished by any sense of the word, but those who participate will see updates nearly daily and be able to deliver feedback on the housing and balancing to make the update better and ultimately ensure what goes into the final update release, comes out making as many people happy as possible.

Regardless of my failures in tagging and storefronts, I do honestly thrive on feedback and player participation, here and on discord, so lets re-open the floodgates and let everyone try the work in progress.

[h2]Here are the changes already done and available now in the beta branch[/h2]

improvements to housing:
  • demolishing will recycle resources
  • resource access is taken into consideration when people build their houses.
  • Top tier houses appear from the Mancer Order under certain conditions (all factions will get this)
  • Top tier flourishes (floodlights) appear from the Mancer Order under certain conditions (some factions will likely get unique flourishes)
  • your population will upgrade their houses if resource access is gained.
  • requirements for higher tier houses are more stringent (stone cannot be build upon wooden foundations for instance)
  • your population will downgrade their houses if resource access is lost.
  • houses build on the inside of breakwater walls can be further away

Accuracy Content:
  • increased speed and trigger distance of projectiles to improve accuracy/lethality
  • changed the ballistics prediction to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed (
  • turrets reacquire targets from in front of their sights, not general vicinity (less downtime);
  • turrets don't fire when obstructed by friendlies
  • turrets will engage with an enemy if it is firing directly at them (defend themselves)
  • turrets can individually be destroyed on a ship or airship
  • tightened enemy raids to stay closer together
  • turrets that are part of a hostile settlement are double checked as targets (prevent them not being targeted)

Balancing
  • repair cost halved
  • late game combat splinters should always be at least 200 splinters
  • combat captains have increased impact on trade-route security
  • hostile or neutral settlements have reduced impact on trade-route security
  • trade-route length has improved impact on trade-route security
  • rebuilding surveyor cost reduced to 500
  • increased unit amounts from most commanders

General Improvements
  • readability fixes for steamdeck
  • soultree is gets golden color when it is your aligned faction|
  • new "tomas" explanations in the scenario menu

Bugfixes:
  • patrol units spawn higher
  • trade-posts don't accidentally give resource back without the appropriate captain
  • fixed that npc settlement houses don't de-spawn over time
  • suspension bridges and sky-ways won't block ships
  • rewind animation in photo-mode doesn't affect population
  • trade harbours connections would get removed in the scenario selection menu, now prevented
  • fixed resources not being transported along pathways more than 20 nodes (due to traderoutes for instance)


So lots going on and the cadence of updates is still going on, do expect the naval command to take longer than scheduled, I've learned to be a bit more careful on the strategy side, so trying to make it count, not just new content but really make it good. More new on that and opportunities to test that in the future.


[h2]Expanding the community management team:[/h2]
p.s I do wanna add, I am sometimes short or hurried with my questions, they are never sarcastic, if I ask or suggest something it is with the honest intention of getting the most precise feedback from you all.

That said I have asked the community folk from wired to jump in and assist, as it's getting to be a bit much for one person who also has to do all the development. So if you see them on the forum treat them kindly and know that all the info they gather also ends up with me.

Cheerio and as always keep the feedback coming.

Join the discord here: https://discord.com/invite/falconeer