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Bulwark Evolution: Falconeer Chronicles News

Bulwark joins the Tiny Teams Fest 2023

We are pleased to announce that Bulwark: Falconeer Chronicles has been chosen to be in the Tiny Teams Fest 2023.

Running August 3rd 6 pm BST - August 10th 6 pm BST.

Focussed on Indie games where there are 5 or fewer people making the game. Bulwark: Falconeer Chronicles was a perfect fit with just solo dev Tomas Sala at the helm.

Tiny Teams is all about celebrating games made by solo developers and micro-studios, helping them connect not only with the Steam audience but with content creators across the Yogscast network and beyond.



Indie games will appear on the Tiny Teams sale page, but they also will be streaming games throughout the week on Steam and Twitch.

Make sure to play, stream and wish list your new favourite indie games during the fest.

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

Bulwark: Falconeer Chronicles Evolving Demo |

Join Tomas Sala the solo dev behind Bulwark: Falconeer Chronicles evolving demo as he does a deep dive into the game in our latest trailer.

[previewyoutube][/previewyoutube]

Forgoing the ‘beta route’, Tomas Sala has launched the first ‘evolving demo’ that will see players help shape Bulwark: Falconeer Chronicles in a way never before seen. With live demo updates based on real-time player feedback, Tomas is lifting the lid on his development and utilising his passionate community of gamers to help him craft his vision, with the game on show and playable much earlier than traditional campaigns.

The Bulwark: Falconeer Chronicles evolving demo is not going to be on Steam forever, so wish list and play it now:
https://store.steampowered.com/app/290100/Bulwark_Falconeer_Chronicles/

Find out more here:
Bulwark: Falconeer Chronicles

and join in the conversation on Discord.
Bulwark Official Discord

more pre-holiday fixes

[h2]Changelist[/h2]

  • swapped the foundations, squares at bottom, triangles ate floor 2 and 3.
  • made it that the floors have logical heights (with the stone narrow tower ,things got a bit weird)
  • prevented the commander tower rollover (from the air) from being wrong or staying lit
  • added a title to the harbours and states, connected, blocked etc.
  • added the harbour titles to the tutorail (should always be visible in the tutorial bits about harbours, and otherwise only in flow mode)
  • made the day/night cycle longer/slower

bugfixes and improvements to wall building

Squashed a loot off small bugs last few days.
Most notably it was unpredictable when a wall would have a bridge, especially in the shallows. Also the breakwater walls (so walls that are thicker closer to the deep water) weren't working properly anymore.

Also fixed the flags, they'd sometimes float in the air.

Many small menu and cursor glitches, (like not being able to use the esc button to close the pause menu)

Small fries but always part of a janky experience if you notice to many.

As always drop a post if you notice something odd or off, this is an evolving demo so development is ongoing.

cheerio,

Pre holiday Update

So I'm going on a holiday;) first time in 6 years, insanity.

That means also there will be some changes to how and when the evolving demo is run going forward, more more on that later this week.

For now there's a new update and it adds a few new things

[h2]New first time control choice menu[/h2]
firstly it adds a menu you will see only once at the start of the game, asking you to pick from one of the four control schemes. (controller, controller right handed, mouse and Mouse alternative).

The mouse and mouse alt are the most interesting, with the mouse scheme being basically the 'old' default Bulwark controls, but with orbit mapped to the WASD (q and e still pan) and the mouse alt setting it to the new scheme introduced a while back.

that scheme moves building away from the RMB, (puts orbithold on the RMB) and builds with spacebar and moves some other bits around and WASD is camera panning. Offcourse it doesn't suddenly add a conventional command bar, but it should feel less confusing for new players. So that's why there is now a choice at the start.

You can still rebind and change everything manually from the control menu.

[h2]Changes to make foundation building more predictable[/h2]
Second big thing is that , stone towers now have 1 extra floor. You can upgrade a single stone tower to a two story tall stone tower, which then transform again into a command tower.


this new taller stone tower adds new options like skyways to stone towers and combinations with command towers to allow for a few more cool short tower variations. But more importantly it allows changes to the foundation system. Now circular fortress pieces are build always from the ground floor and square expansion foundations only from floor 1 and 2 (balconies are unchanged).

this makes things more predictable, which is good, I hope!

here's the full changelist for this update:

features
  • added control template menu with 4 templates
  • changed that the mouse template now has rotation back under wasd (to be completely old school)
  • changed how the buildline works for balconies and foundations, there the buildline doesn't drop to the ground, this to improve depth perception. (seeing as the height is rarely the height of the spawned item anyway)
  • added a second floor to the stone towers
  • triangle shaped foundations are now always build from the ground floor
  • square shaped foundations are now always build from the 2nd and 3rd floor.


fixes
  • reworked control menu reset option
  • made sure the glowing "mouse hold" circle isn't visible when you start scenario 2
  • back button now works predictably on map and scenario selection
  • various small bugfixes
  • changed how the height of foundations is limited