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Bulwark Evolution: Falconeer Chronicles News

Tomas Sala Interview

Bulwark: Falconeer Chronicles solo creator Tomas Sala talked to Eurogamer's Christian Donlan bout the creative process of being a solo developer and The Bulwark Evolving Demo.

"The game Sala's Building isn't just a very different genre to The Falconeer. It's a very different way of putting a game out into the world. That's very much on purpose. Rather than aiming for a distant release date, Sala's already put Bulwark up on Steam in the form of what he calls an 'Evolving demo'. It's free to play. It changes over time. Sala adds and subtracts and can explore feedback."

Eurogamer said "When you were on the ground you hopped from one building to the next rather than simply shifting the camera. If you ask me, this is genius: it feels like progress is tactile like you're clawing your way towards having an outpost in an inhospitable world."

Read more of the article here

Wishlist and unlock your creativity with the evolving demo now:
https://store.steampowered.com/app/290100/Bulwark_Falconeer_Chronicles/

A bug in the resource system was fixed

The resource system would stop working , popping in and out or not showing workers. now fixed

Bulwark Heads to LA

Tomas Sala is taking the Bulwark: Falconeer Chronicles evolving demo to the City of Angels and you can go hands-on with it as part of The Mix Guerrilla Collective 2023.

Bulwark: Falconeer Chronicles is a new city-building game set in the oceanic world of The Great Ursee, by BAFTA-nominated developer Tomas Sala. Design, develop and defend your Bulwark, manage resources and make choices to create unique fortress settlements in a world reeling from a cataclysmic war.



Bulwark: Falconeer Chronicles is about Tomas’s love for creating and kitbashing fortresses and settlements and it aims to bring that joy back to gamers. In the game, players will create their own fortified settlements within the haunting landscapes of The Great Ursee, the world of The Falconeer.



The core gameplay is squarely focused on wildly building across the rocky cliffs and crags of the world. Light resource management, combat and story elements bring your creation to life, whilst giving a voice to its inhabitants and allowing you to expand with exotic new build options.

Let your creativity run wild as you become the creator of your own Bulwark.

If you can't make it to LA and want to try the Bulwark: Falconeer Chronicles evolving demo. We have you covered.

Build your Bulwark here:
https://store.steampowered.com/app/290100/Bulwark_Falconeer_Chronicles/

You can also go hands-on with fast-paced combat in a brand-new Gori: Cuddly Carnage Demo, Los Angeles Onsite Showcase on June 8th

Take a look at the brand-new Gori: Cuddly Carnage trailer, a foul-mouthed third-person hack N slash action adventure.

[previewyoutube]https://youtu.be/vRXfq-04g5k[/previewyoutube]

John from Angry Demon Studios guides you through Gori: Cuddly Carnages cast of characters, enemies and weapons. Download the demo to play June 8th until the 11th.

Whiskerlist and play the demo below:
https://store.steampowered.com/app/1299690/Gori_Cuddly_Carnage/

Wired Productions also have The Last Worker and Hotel Architect taking part in the event, so make sure to check them out!

https://store.steampowered.com/app/1579280/The_Last_Worker/

https://store.steampowered.com/app/1602000/Hotel_Architect/

Check out the rest of The Mix Gorilla collective.

skip tutorial? hell yes!

Hi all,

I did hear the calling for a way to skip the new more rigid tutorial. there is a new campaign screen that allows you to disable it., that should save some annoyance for those putting in hours in the demo (I can see you!!)

Also a bunch of other changes , here's the list:

  • added a scenario settings menu
  • scenario's spawn faction specific outposts
  • fixed some weird cursor resets on controller
  • faded blocked cursor when ground building on the buildline
  • removed timeout for fresh extractors to respond quicker to them receiving their first connection and start producing
  • increased distance that walls can be snapped and build
  • removed cursor blinking to illegal harbor at illogical distances to any shore tower
  • advisor dresses in the fashion of the dominant faction, (slippery bastard)
  • fixed the maw/mawspring shader (some buidlings were missing the depth shadows)
  • fixed resource reports not being prompted
  • fixed harbors from another savegame scenario attracting ships for hire
  • fixed a bug where long walkways wouldn't reach and be auto destroyed
  • fixed a bug where political influence from commanders was rampant and would take over the entire settlement.
  • added an event for the pirate skullship commande


As always please report any broken stuff.!

More Leader integration, some new ships and politics feedback

The following update is for new features and content for the "evolving demo" now live of the game. Evolving means I develop the game while use the free demo to showcase and test out new features. Development will be ongoing for the next 6 months, so the game and demo are 'evolving' as things get developed.

time for another update.


This update focuses on the leaders. leaders are special NPCs that will sail up and request to join you, but only if their faction has dominance in your settlement. In other words if you hired more pirates they will start to take over and you can go all the way by installing their leader.

If you install a leader in a command tower, you are instantly at war with a specific faction.
  1. Imperial Fallen Empress, she seeks to end the Mancer Order
  2. Mancer Lord Illuminator, he seeks to end the Imperial Remnant as punishments for their crimes.
  3. Pirate Lost King, the Lost King seeks to plunder and Raid the Imperial Remnant.


I may in the future add a freehouse pirate hunter, to wage war against pirates, but they aren't included yet.

This update also adds a 2warships each to the imperial and Mancer faction. (with one more in the works for pirates, who already had 2 warships)

Once you assign a leader the following will happen
  • A certain faction will go hostile
  • Hostile faction will send surface ship raids
  • Certain random encounters will be hostile
  • Friendly warships and commanders can be found and hired. Each faction already has a few locked commanders and captains that can only be gained with a leader.


There is one more faction missing in all this the Freebooter, the organic cavedwellers from the Falconeer. Likely they will make an appearance post launch, as their visual style will be radically different and I'd like a small break after release to dive into it ;)

With regards to schedule, the last update was 8 days ago, this was mostly because I was at the Nordic Games conference in Sweden for a few days , had the opportunity to open the conference with a talk on my work. With non-E3 coming up, what used to be E3 but is now a patchwork of smaller events/shows I will be in LA for a week around the ninth of june. I'll be hard at work pumping out a few updates before then and when I get back.


Other changes
  1. changes to tutorial
  2. removed drag on photomode camera with mouse
  3. sharks now spawn where they should
  4. more fishes
  5. finally removed that bug where a commander tower hq got removed while building balconies
  6. made ships / random encounters easier to select
  7. hostility icon now points to more logical locations
  8. hostile factions are now shown with flames in the politics overview on map and flow
  9. fixed back the extra woodmill walkway requirement in the tutorial
  10. prevented a black screen block when going to the main menu while a random event was activ


this one is quite invasive as far as updates go,, it's prepping a lot of systems for more content, so don't be suprised if the amount of combat is modest, more to come. risk of bugs is present, please report any weird behavior

Cheerio
Tomas