
Steam news
Full Steam announcements and update articles for this title.
Hello everyone!! For over six years, Wired Productions and Tomas Sala have built worlds together.
From soaring across the skies of The Falconeer to rebuilding civilisation in Bulwark: Falconeer Chronicles, our partnership has always been about creativity without compromise. Tomorrow, that journey continues as we officially reunite to publish Tomas’ newest project: ShipShaper.
Those of you who have already been playing the game since it's announcement know that this is a game built around experimentation and expression. A creative toybox where the fun comes from pushing things too far and seeing what happens.
Even during the demo period, players have already gone wildly beyond expectations. The community has created ships Tomas himself never imagined possible, which says everything about the spirit behind ShipShaper. There's also the added bonus of being able to bring your creations from ShipShaper INTO Bulwark to use as your naval vessels on launch!
We’re incredibly proud to be working with Tomas again. He remains one of the most original creators in games, and ShipShaper perfectly captures why we first partnered all those years ago.
The ShipShaper demo is available now on Steam.
Wishlist, play, experiment and show us what you create.
An update with many features for people who like to focus on the city building elements of the game. It overhauls wall/walkway building allowing you to make curved settlements. It adds a new way to control a neighborhood theme via a tower cap, it overhauls tower building and adds new floors and caps so there is more variety in the actual core shape of towers. It improves interactions, it overhauls the economy and put in some foundations for more depth and challenge when designing resource locations, and it makes the ocean much prettier to look at, and every ship you own sailable. So this started out as the prep work to connect Bulwark to my ShipShaper Ship design game, so you can use that as a design tool for Bulwark. But it ended being perhaps the most fundamental citybuilding update since release! Enjoy and let me know if I did a good job. here's a link to shipshaper so you can check that out (exporting to bulwark will be part of the release, not the demo)
Don't forget to leave a review for Bulwark, I know a lot of you already have but I think a lot of folks who tried Bulwark 2 years ago might find a completely different game and I would love to see some older reviews reflect all the care and effort that's gone in this game !
oops I also am working on a new Bulwark DLC. This is slated to release in the future to support the ShipShaper release and Bulwark further development. I will be adding a bit more to this theme pack over the summer, ideas are always appreciated.
On with the update!
you can now build curved walls of any type and any length and varying angles .
the curved walls are flexible and controllable based on the incoming walls on a tower, it tries to continue the existing walls as a starting tangent.
place a wall from an unconnected wall to make it straight or make it very short or long to force a straight wall
curtain walls placed underneath skyways also can be curved
improved the wall building algorithm to prevent edge cases where walls end up too high or flying in the air
high bridges are placed to actually cover gaps in the rocks
no curved walls for harbors
Harbor walls are forced to connect at water level.
Old non flexible curved sections removed and remade into new straight bridge sections that may spawn.
Some stone walls given deeper foundations so they look better
You may get curves, but you may not get order!
The resource algorithm now counts the resource paths to find the highest providing path, not just the first calculated , providing a more predictable and logical outcome.
resource industry buildings can now spawn on foundations as well
resource power and outpost worker output counts second generation towers as well (so you can make more complex /diverse resource setups)
trade route profits vary based on distance and amount of resources transported (longer and more resource output equals a higher splinter profit)
the accurate profits are shown in the captain selector screen for the harbor
all captains get bonuses from trading with a trading post.
merchant princes get an overall 40% trading bonus
A endpoint or trading harbor will show blue if captains are assigned
resource buildings can spawn on foundations
resources are counted from towers two hops away from the extractor
resources are counted through a new system that is a bit more stringent and balanced to be a tad harder
resource flow paths fixed stretched icons
top tier iron industry buildings added if you supply an extractor with stone and wood
Dreadfully boring all that economy stuff, so I did at least set out to make the iron works look a lot more metal.. cuz metal..
you can select any ship on a trade route you own to sail around
if you sink a ship its captain is removed, (there is a risk with sailing a battleship into combat)
your surveyor and escorts will stick around your sailing ship
after you deselect the ship it will travel back to its trade route
new much higher quality water shader and waves
prevented ships from shortcutting through the maw via further pathfinding improvements
Pretty waves, basically the entire Ursee is just a tech artist's quest to ride the perfect wave!
you can now change any floor easier by pressing the build floor when a floor is selected on a tower with a cap
you can easily swap a cap by pressing the build button selected (if no commander is present)
added new floor models
added new cap models
some caps are special and will spawn a certain architectural neighborhood, making a related set of craft houses spawn dominantly
a new type of craftsman house added and NPC encounter
any tower gets the same floor based on position seed as a default
after capping a floor simply pressing build on any floor, replaces that floor with the next type
the balconies now no longer have a random height and can be placed at level heights for more symmetrical towers.
Towers!.. but check out those waves!
fortresses don't destroy traceroutes (to prevent trade routes mis-connecting to the wrong harbors)
Wrekker and Verne more expensive
piranha and Murenal cheaper
wonder quest may spawn if you kill or vassalize a faction (or absorb), if you meet the 5000 pop criteria
friendly gun turrets ignore friendly items blocking them
if a command tower with a unit commander has no access to workers or is unconnected, the command interfaces will not be availlable to buy or set modes and the commander will mention needing workers to operate
fixed a bug where capital airship commanders weren't checking for workers at all
free build has a bunch of new starting locations
trees spawn further away from the source also
added double click, static click and shorter hold mouse to open the captain selector and world events
mouse cursor remains visible on the build line always
build line hides and goes to cursor only at ranges to far to connect or build, so the game feels more conventional on MKB.
selecting the trade route now doesn't override if the cursor is over a legit tower
the hidden build cursor setting removed,.
As always all this support is only made possible by your support and patronage, the game is now on a big sale, the lowest it will ever go and the support is ongoing. There is no best time to get in , except right now or re-discover the game. Things that help is adding a user review or following my developer profile https://store.steampowered.com/developer/TomasSala or my youtube channel: ! Following or reviewing influences all the algorithms to keep all this support relevant and visible in the tsunami of new games also rightfully vying for your attention.! So thank you and let me know if any bugs appear!
This one has grown over time and the main features added are the following features:
Curved wall and walkway building , a procedural curve system is implemented so you can create proper curved walls!
Economy and Resource system overhaul, a new resource algorithm is now a proper calculation that allows any tower to be supplied from the highest possible source, not just the first calculated
Trading system overhaul, the amounts you gain from splinters now make more sense based on the captain, distance and amount of resources traded.
Neighborhood system, you can now set the neighborhood around a tower by giving it a custom cap, these extra caps are gained from the craftsman builder you encounter and an additional one was added with its own new style.
Sailing around the Ursee, with any ship you own. You can take control of any boat on a trade route and steer it around, similarly to the flagship 6. Overhauled ocean visuals.. cuz why not..,
More tower floors, you can now replace the look of any floor by simply building over it, and pressing the build button (only after placing a cap)
Here's a nice long video showing all the changes: If I sound nasal,, I got the sniffles, sorry.
See you all the 13th..
Hi Everyone, Time for a bigger development update and announcing the next bigger update : Architecture and Economy. This is isn't a massive content drop, but rather overhauling some core systems so they become better and more fully rounded.. and this specific latest addition is all about roundings.
You can also get curved curtain walls, basically any wall will curve itself to connect to the previous wall, if you want straight walls, just break the connection and then connect backwards.
The entire wall system has received a new algorithm that should create smoother wall gradients and now also curved walls. This more or less does away with the single fixed pre-curved walls, in favour of something much more user controlled.
trees spawn further away from the source also
you can now build curved walls of any type and any length and varying angles
the system now attempts to keep walls smoothly aligned with curves, make longer or shorter ones to keep em straight or increase the angle
freebuild has a bunch of new starting locations
friendly gun turrets ignore friendly items blocking them
fortresses don't destroy traderoutes (to prevent traderoutes mis-connecting to the wrong harbours)
wrekker and verne more expensive
piranha and murenal cheaper
wonder quest may spawn if you kill or vassalize a faction (or absorb), if you meet the 5000 pop criteria
improved the wallbuilding algorithm to prevent edge cases where walls end up too high or flying in the air
high bridges are placed to actually cover gaps in the rocks
resources are now distributed based on a better algorithm makings sure any tower takes from the highest possible source.
resource industry buildings can now spawn on foundations as well
resource power and outpost worker output counts second generation towers as well (so you can make more complex /diverse resource setups)
traderoute profits vary based on distance and amount of resources transported (longer and more resource output equals a higher splinter profit)
the accurate profits are shown in the captain selector screen for the harbour
all captains get bonuses from trading with a tradingpost.
merchant princes get an overall 40% trading bonus
yes !shipshaper will export to Bulwark!
Or follow me on steam: https://store.steampowered.com/developer/TomasSala
cheerio
Hi everyone , I am expanding the beta update with more improvements. I am also working on another little secret feature that can be an esthetic game changer ! I don't know if it will work, but if it will , expect to be added to this beta update. Most of the following changes are focused on improving core systems in building and economy. As a result of the much more complex resource algorithm. Also a few fixes from the war changes that were on beta already.
New improvements:
fortresses don't destroy traderoutes (to prevent the switchting)
wrekker and verne more expensive
piranha and murenal cheaper
wonder quest may spawn if you kill or vassalize a faction (or absorb), if you meet the 5000 pop criteria
improved the wallbuilding algorithm to prevent edge cases where walls end up too hight or flying in the air
high bridges are placed to actually cover gaps in the rocks
resource industry buildings can now spawn on foundations as well
resource power and outpost worker output counts second generation towers as well (so you can make more complex /diverse resource setups)
traderoute profits vary based on distance and amount of resources transported (longer and more resource output equals a higher splinter profit)
Running beta changes
Economy algorithm changes to do a multi source tree recusive pass and then compares each tree to find the highest output source for any node , (I.e. every tower always takes from the highest connected source, not the first iterated as before)
For those not aware,, there is indeed also prep working going on to bring ShipShaper ships into Bulwark. yes that is one of the core purposes of ShipsShaper (besides being a cool ship designer in its own right and a proofing ground for big game #3 Ancient waves) check out (and please leave a review to support if you lke it) Shipshaper here. For those unaware, Bulwark and the franchise are solo developed, and mostly a work of passion, I do many experiments in these games, some work, sometimes not, but I always strife to update the games. You can support all of that (beyond buying any of the games, (do get them on sale!)), by following me on steam https://store.steampowered.com/publisher/TomasSala I realize there are naerly 25.000 people following Bulwark on Steam!!!! I salute you, but that follow only keeps you updated on Bulwark, and not on cool companion apps like ShipShaper.. Follow me for all the goodness and to tell steam that my games have fun and deserve future opportunities (this is how steam works, if you want to do well, you constantly need to provide data that you are doing well already). so please please lets get my follower count to 5000 !!! and make this franchise futureproof. (its just a silly goal, its ok if you don't wanna follow every gamedev on here) do let me know if the beta changes are good tho.. Cheerio, Tomas
Hey everyone, I am testing out a core economy update that replaces the resource algorithm with someting more complex. Previously the algorithm stopped calculating the resource access as soon as a tower had received a resource/been calculated from the first/oldest mine/woodmill or outpost. Once calculated it never checked again if the tower might have been supplied by another newer and more powerfull source. the new algorithm does a lot more calculations to come to a more logical and accurate outcome, this requires a bit of testing, so hence its on beta for all to test! Cheerio, Tomas
Hi Everyone, A new update is here, called "Repairman" ... well cuz its a very practical update. Lets go through it: Also, I am working in the background to prepare Bulwark to receive the ships created in ShipShaper, the ship design tool that is both freestanding but will also export to Bulwark. If you wanna support this franchise and solodev, consider wishlisting that or just trrying the free demo.
Gain a repairman commander that can be selected to rebuild and repair all ground turrets near him, its range is dependent on the size of the tower and the cost dependent on the amount of turrets, their damage and so forth. He's got his own gun themed top as well and can be found really early in the game if you're lucky.
Fortress spawning and behavior has been upgraded, they now spawn later in a war and not from the start and at the end of the war may also blockade trade routes. There are also two new types of smaller fortresses , closer to the sentry tower, while the bigger fortresses again spawn even later when the war has escalated.
Wars have seen a lot of changes, especially in how the waves behave. You might now see an incoming wave bend of and intercept your own attack, or defend their cities you are attacking.
You will also see the dynamic surface ships that sail around for factions go on the offensive and attack your settlements or rally at one of their own settlements that might get attacked. There are a variety of smaller changes that should make wars a bit more interesting and diverse, including occasionally seeing a fortress spawn close to your own settlements..
I spend some time improving the wall/walkway algorithm, this was very sensitive to the terrain beneath, making it very hard to create a clean castle or city. In the new algorithm it will try to slope more smoothly and avoid small crevacces or peaks, as you can see in the image the outcome may (no guarantees as it still needs to read the terrain) be somewhat more smoother and thus hopefully more interesting to construct with.
Trade routes now have improved pathing, its not perfect yet, but the super janky weird coast hugging should be greatly reduced and its now allowed to go straight with a new 'line of sight' algorithm. Performance should also be greatly improved, so that most ships now have more detailed /cost intensive settings. It's good to note that routes don't auto-adjust to a changing settlement, so if you build over them, you will still need to demolish the route, so that it can auto-respawn a better version.
fixed event GUI hiding during encounters
prevented loading errors from corrupting a save
massively improved the ship traderoute pathfinding..
improved economy performance
naval command ship reveals map|
improved shipping pathfinding
improved load performance
added a gunturret repair commander
enemy fortresses may also spawn on your trade routes as a naval blockade,,
two new smaller fortresses added for variety
as soon as you declare war the random warships( of that faction that sail around) will target your biggest port and come at you.. regular naval attacks will occur
some warships may sail to the settlement under threat by the player if the player hasn't yet conquered anything but is at war
in total conquest more faction diversity in the attacks
units en-route to the player for a war assault, may divert to defend a settlement under attack by the player
pirates and monsters on traderoutes now spawn more often close to your best warship on that route
refugees may spawn later in the game as well
prevents loading of old commander lists
prevents the "fortress message" from happening if there is no fortress
added more health to trading ships
reduced health on patrolling enemy vessels
improved ocean gerstner performance
tradeship try to flee combat
combat ships try to head towards combat
Cheerio, and always report bugs. Tomas
So the new update is getting more stuff, now open for testing on the public beta. Go to game properties/editions and betas/ and select beta There's a bunch getting added.
Dynamic War changes.
enemy fortresses may also spawn on your trade routes as a naval blockade,,
two new smaller fortresses added for variety
as soon as you declare war the random warships( of that faction that sail around) will target your biggest port and come at you.. regular naval attacks will occur
some warships may sail to the settlement under threat by the player if the player hasn't yet conquered anything but is at war
in total conquest more faction diversity in the attacks
units en-route to the player for a war assault, may divert to defend a settlement under attack by the player
pirates and monsters on traderoutes now spawn more often close to your best warship on that route
Architecture changes
Improved the wall/walkway algorithm with the goal of creating smoother traversals of the wall across jagged terrain, it cannot prevent every jitter, but walls /walkways may look a lot more smooth in this update. A small but meaningful fix.
The Repairman has his own base
And finally some general fixes:
refugees may spawn later in the game as well
prevents loading of old commander lists
prevents the "fortress message" from happening if there is no fortress
added more health to trading ships
reduced health on patrolling enemy vessels
improved ocean gerstner performance
These are on top of the earlier fixes announced for this update
fixed event GUI hiding during encounters
prevented loading errors from corrupting a save
massively improved the ship traderoute pathfinding..
improved economy performance
naval command ship reveals map|
improved shipping pathfinding
improved load performance
added a gunturret repair commander
As always these betas come at the risk of issues, please report anything so I can adress and get this update out.
Cheerio, Tomas ps: the Shipshaper demo went Overwhelmingly positive!! Go check it out:
So an Update for Bulwark!
Bulwark might have seen less development while I create ShipShaper (which will export to Bulwark), but it hasn't had an update in a while. So because some issues persisted and I finally found some solutions a new update is in the making. It's not massive, but it contains some new content even and a good amount of improvements
1. Repairman, gain a repairman commander that can be selected to rebuild and repair all ground turrets near him, its range is dependendent on the size of the tower and the cost dependent on the amount of turrets, their damage and so forth. He's gonna get his own top sometime in the next few days while this beta runs 2. fixes to shipping pathing and traderoute, no more janky inefficient routes! See image:
Complete changelist:
fixed event GUI hiding during encounters
prevented loading errors from corrupting a save
massively improved the ship traderoute pathfinding..
improved economy performance
naval command ship reveals map|
improved shipping pathfinding
improved load performance
added a gunturret repair commander
So a small but meaningful update, as always let me know if any bugs persist, some major overhauls in this , so testing is required. Cheerio Tomas
Hello Surveyors. Earlier this month we shared that Tomas had announced his passion project 'ShipShaper'. The demo has been in a soft launch state for the past couple of weeks gathering feedback and content requests (those of you who were here as part of Bulwarks development will no doubt know his working process!) Well today the big pivotal moment in ANY pc games lifecycle went live with NEXTFEST - and Tomas pushed a brand new update out that players can access now with some brand new parts, features and a host of quality of live adjustments. This comes on top of his most recent updates allowing you to place your creations in a bottle (as well as the Ursee Dioramas) AND the ability to 3D print anything you shape! You can find details on his latest demo right here :
If you like what you see, then feel free to give the demo a try and see what vessels you can create! Don't forget to drop a wishlist and a review if you enjoy it, and of course feedback on the forums is always seen and appreciated. Oh, and of course on actual launch you'll be able to import your ships INTO Bulwark or even export them into your own game creations as models, which is pretty neat. Tell your friends, and help creative sparks like Tomas continue to do things a bit weird, but always cool. Have a great NextFest!
Something new arrives, something that is about my love for boats and ships. As you may have noticed , ships play a vital role in Bulwark, and each ship is unique. Handcrafted little homages to the age of sail and early steampowered warships. And For Bulwark I wanted to make a ship designer expansion, and that's what I've been working on for the lasts months. It's gone really well and it's turned into a versatile design tool called ShipShaper that I am spinning of into its own application, And the demo is available right now !!
For you Bulwark users, no the demo does not export to Bulwark YET!, but the final product will allow you to design boats for use in Bulwark 100%. And it opens the door to modding and so much more. I am also adding something special to ShipShaper, and the reason it's its own thing, a license to use whatever you create in shipshaper in mods, indiegames, 3d printed minis, whatever. You can create and use what you make.
And here's a longer session of me fooling about with it
Thanks for the patience, it's been a barren 6 months for Bulwark, but as you can see the plans are ambitious and all connect back to Bulwark as much as to new games. The Falconeer Chronicles will keep growing for a long time, Cheerio, Tomas
This is the time of year where jack frost starts to nip at your toes, so stay inside and play some of the warmest indie games.
You may even find your new favourite Indie Game with the Wired Winter Steam Sale 2025!Cozy up with our incredible discounts and expand your gaming library. Whether you’re into intense single-player tales or exciting multiplayer action, Wired Productions has something special for you, including some brand new updates landing today! Firstly, Bulwark: Falconeer Chronicles is a whopping 55% off until January 5th!Our latest update introduces bellhops and room service, two new systems that will add more life, personality, and depth to the day-to-day flow of your hotel. We’ve been keeping most of the details under wraps since the first teaser way back in September, but expect new interactions, animations and challenges, and a fresh layer of hotel activity you haven’t seen before!
Prepare to conquer exhilarating new challenges in Aaero2, where epic showdowns against colossal creatures, aliens, and high-tech robots await you in stunning environments inspired by the neon world of Arcade Paradise and the dreamy soundtrack from Lania Kea, one of the brightest stars from Black Razor Records.
DAKKA,DAKKA, DAKKA!
The biggest Speed Freeks update is here. There's races, stunt parks, hill climbs, skill tests, meme maps and other wacky things!
And they can all be played in multiplayer, providing some of the most fun we as a team have had in Speed Freeks. Go get it ya gits!and so many more so head over to Steam Sale page!
...and while you’re here, don’t forget to hit that Wishlist button on our upcoming titles:
This sale only lasts until January the 5th, so whether you’re looking to complete your collection or dive into something brand new, now's the time. Visit us on X, Instagram, YouTube, Bluesky, Facebook, Discord, TikTok, The Wired Website and The Wired Store.have a wonderful holiday from everyone on the Wired Team and get saving up to 90%!
So there are a number of items to mention in this update post. 1. Steamcloud saves no longer syncs settings between devices. This means controls and performance settings aren't synced. So your PC can use mouse and keyboard settings at 4K but your steamdeck retains its gamepad settings. Quite a big QoL of deck users. This change is live for all users
Beta improvements availlable on game properties/betas/beta patch 1. The Mad Lector Battery unique building now comes in three colors, green, red and blue. The location you place it will determine the color, just move it slightly to get a color thats saved in your file. The Battery was always a fun photomode enhancenment/cosmetic. but now you can make even more atmospheric shots. 2. Half V-sync added as option. This is essential if you have a 240hz monitor but your PC cannot run at that resolution and framerate. (or your hyve city is preventing you). then you can run the game at a v-synced 120 fps. Or if your monitor is 100hz you can now choose to play v-synced at 50hz 3. 85% downsampling added to AA settings,. in addition to 150 and 200% upscaling, there's a 85% downscaling. this lowers the resolution of the gameview, while keeping the interfaces at native resolution. You would only want to use this on steamdeck or portable low resolution devices.. Bugfix: The Mancer Lord Illuminator could be prevented from sailing up if you already acquired the top tier ship captain thru the entagon.. now fixed.
I made a small patch to the beta branch (game properties/betas) today. Here's the changelist -Waves are spaced out more over time in regular play (300% more duration), they remain as hectic and unchanged in Total Conquest. just for regular play. -you can select harbor endpoints from the sky, not just startpoints, makes managements a tiny bit easier. -I noticed someone mentioning the "hold" mechanic to open the harbor or commander menus was unclear at the start. And I can imagine people not being used to this and thus missing tons of content. So I made a quick fix,, if you click the harbors or command tower or question marks, you will always see the circle progression bar for a second , but if you just click it doesn't fully make the circle. Sort of a hint that you need to press longer. Hopefully that's an intuitive way to make it clearer.
Today I am going to ask that if anyone hasn't left a review yet for Bulwark or especially the Falconeer and you have it in your library to please do that. It's the daily deal for the Falconeer Remaster and truly needs all the help it can get. Cuz this daily deal is a huge step in funding Ancient Waves and more Bulwark content. Reviews help draw in new audiences and simply an important step to success, its super appreciated.
Hi everyone, An update that changes some fundemental things
The increased density from a few upgrades ago is now still posibble but the amount of workers at a location is much more influential
workers access determine how many houses get build along a walkway
worker access determines the quality (together with resource acces) of the house, the size and splinter revenue
top tier houses can only spawn at top tier locations
walkways with low worker access will spawn the worst and fewest houses
I've toned it down a bit, but if this mechanic is enjoyed I can sharpen it up.
I have improved the visuals in several ways
The ocean looks fresher and colors in general less cloudy
the draw distance has been substantially improved, reduce it in the visual quality setting if it affects performance.
Hope this patch is enjoyed, feedback is welcome, Cheerio,
Tomas
Alright folks, it's here and I can finally go have a lie down :) For those of you coming in Fresh, for the last year and more I've been slowly working to remaster and re-imagine my first solo game 'the Falconeer'. That remaster has now gone live as a free upgrade to any steam owner or new player. Now for those wondering why? Check this epic trailer first ;)
So as you can see its a giant difference and a lot of passion went in to this, the goal isn't just to fund future games, but turn this franchise into a single cohesive body of work. And now both games are joined in visual quality, storytelling and value. My mission is to not be a throw-away hit driven developer but release original experimental games that are sustainable products that are lovingly maintained and evolved over time.
The Remaster is a free upgrade to the base game, the Falconeer store page has been changed to reflect the remastered status.
The VR version isn't upgraded, but is still playable as a legacy option
The old 2020 version is also still playable as a legacy option
This weekend the Falconeer Revolution Remaster will be the Steam free weekend promo
Monday will see the Falconeer as a Daily Deal, so plenty of options to try this and be easy on the wallet
Proceeds from all DLC and the Falconeer Remaster Sales will power development of my 3rd game 'Ancient waves' and future support and content for all games.
Follow me as developer and stay notified and help my games be seen by the algorithm (besides wishlist and game following) Follow me on Steam
Oooh don't forget to check out some of the big changes I've been experimenting with for Bulwark on the Bulwark Beta branch!! Nobody gets left behind. Actually many of the recent improvements to Bulwark have stemmed from the Falconeer Remaster work. This is truly one big project. More to come , after a good long sleep, Tomas
Massive change incoming on beta -
imported more ocean tech/shading from falconeer
improved lighting even more while bringing it back a bit from the bleak realism.
Stone houses along walls are at at right angles so things look a tiny bit more decluttered
whales should go over the edge anymore
big gameplay change..
the density of housing AND industry is directly linked to the worker access at that location. So hive cities.. yes, but everything flows from your citadels,
house upgrades are more tied to worker access now, as well as resource access. So at the outer edges of your settlement housing shouldn't spawn higher tier houses if the worker access isn't there.
income is higher from houses to offset the lighter density in places.
This does actually change a lot of the game,, it requires a bit more thinking to gain more splinters through growth, cuz mindlessly grinding walkways isn't an instant solution, and its not for resources either as you cannot insta-fill a resource area anyway.. not without good worker access. Anyways this came to me from a user review that said the most efficient settlements look the worst. Which was actually the case, this is a bit of a remedy for that. Now available on beta
A new beta patch is available in game properties/betas/beta branch. here's the changelist.
Old savefiles could break the game, new compatibility code added.
population income nerfed to match the higher build density from the previous patch
cheers
Tomas
Hi everyone.
I had a beta update cooking that mainly increases the amount of houses that spaw
This comes with an increase in revenue that might get nerfed later a bit.
But overal hive city style density wss greatly appreciated by discord players
So i am going to push it live.
Enjoy.!
LAUNCHING NOVEMBER 5th, the Falconeer Revolution Remasteer.
It's finally going to happen, the Falconeer Remaster is now officially launching November 5th 2025. More importantly any existing Steam owner can try out the Beta right now.
In 2020 together with Wired Productions I released the Falconeer , my breakout solo developed game. And by all accounts it did really well, it even got nominated for a BAFTA and it was a Xbox Series Launch title. That last bit is important, cuz being required to Simship (that's an actual gamebiz word) Xbox and PC at the same time, during a pandemic isn't a Zen place to be. Every release is horror, but this one was pretty bad by every account. And let's be honest the PC launch suffered in many ways, some my own mistakes biting me, some consequences of releasing a indie console launch title in a week where both Xbox and Playstation where launching their next gen. But that is one part of this story, a chance at doing it better, the other part is that the Falconeer is a game about me, it is a deeply personal game related to mental health issues, burnout, conflict, anger and trying to escape the prisons we create for ourselves. You know, flying off into the sunset and all that... in 2024 I released Bulwark that was catered to steam, evolved with steam players over a year of playtesting and now nearly 18 months of solid post-release content and improvement. But it also left me a bit burned out, dealing with the games industry in 2023, 24,25 isn't great, you open up any industry news and it's not been happy reading. In 2023 my Dad also passed which didn't help either. So in the evenings of doing my dreamjob of making videogames, I spend my free time making a video game... again. I was relaxing by taking bits of Bulwark and sticking them into the Falconeer. Cuz that is my happy place. This has gotten a bit out of hand in '25 and at some point I was juggling two games and bringing improvements from Falconeer back into Bulwark and back and forth. But damn if it wasn't good, if it felt like I was finally making the Falconeer that was stuck under all that stress and obligation. And so here we are... and damned If I didn't have a deadline , the 5 year anniversary of the Falconeer in November 2025.
Well it is literally everything, I've ripped apart nearly every system. It's still the Falconeer underneath but it's also not. Lets look at a picture, cuz that tells one part of the story. Let's not beat about the bush, I am blazing with pride for this new Remaster, it looks insane. And it's been insane because not only did remake the warbirds and their animations, remade every location in the game, large and small... I also redid some of the core tech that is driving this textureless bonanza. There are now dynamic lights , you can see your tracer fire light up the environment, it's a proper spectacular game now. The Falconeer was one man striving 5 years to make epic from the ground up, the Remaster is one man taking 10 years of Solodev and pouring it all into making it epic.
Well thats up to you to decide, but this Beta that starts today is also important cuz I need feedback. But to prepare for that feedback, here's a few things from the long list of what's been done. 1. Improved flight controls, animations and collisions. Yes all that lovely detail required the already very coarse collision system to be reworked and deliver a flying experience where you can go thru all of those arches. At the speeds and size of the world, there are always going to be collision failures, but this area has received a lot of love and attention. Flying the bird should feel smoother than ever, faster and more responsive. 2. Balances and changes to escort missions and those idle downtimes. Yes escorts by en large are shorter and outside of escorts most sections allows fast travel. Chapter 1 fights especially have also been made larger and more epic, bringing you quicker into the good stuff. Enemy AI isn't as dumb and will try to avoid obstacles and fight lower if possible. More zooming thru the rocks where possible. The easy, hard and hardcore game settings have rebalanced hopefully giving folks wanting a quicker run of the game a good time. I will be listening closely to any mission sections that can be cut or cleaned out more. Balance feedback is my nr 1 request from this Beta. 3. A filled up world Well the Ursee will always have its haunting and lonely moments, but when you hit upon those cities and fortresses, empty should not be a word on your lips. Bar any AAA outing , this should be the most detailed flying experience (featuring giant birds) out there. But there is a bit more news here. 4. Edge of the World content now included in the base game.
The Edge of the World DLC that contained 3 new minicampaigns, pteron and fenix mounts/classes and some sidecontent is now rolled into the base game. And this content has also been brought up to the Remaster Quality levels (as you can see here with the Mogress Mawspring). 5. The elephant called MKB controls
Let me be blunt when the PC version launched I initially did not want to support Mouse and Keyboard controls, this is and forever will be a retro style 'stick flyer' but I relented and made several options, some were liked (after post release improvements) some where not. I made mistakes here. Initially I was going to make the remaster controller only, but instead I chose to actually take the control scheme with the most potential and spend considerable time in crafting one single mbk control system (not 3 like before) and polishing it properly. I am very uncertain about this, but I feel this is the best one I made and it gives more or less the same vibes as the controller system. Some of the jank with orbiting the camera and tracking targets have been removed and some the acrobatics split up with seperatea WASD controls for rolling/strafing left and right and diving and boosting up. I am very curious to hear if I fucked up or did good, is it super conventional? hell no, but it's got some the love and time it deserves. 6. New content? Well I am not going to make that mega breakdown yet, but there's a lot to see. The core game is identical, but there are now cosmetic armor sets to acquire for your bird, Wired Productions is in the midst of recording more Voice acting for the remaster and the locations you might have visited have all been substantially expanding. Some lore issues have been fixed and some lore has been ret-conned into Falconeer. You will even see some settlements change a bit chapter to chapter. There are tiny details for the sharp eyed, new clues as to how and why things happened , dotted around the landscape. Take Northgate for instance now a unique place with a relic sized curtain wall, few things are as they were. That's all the tease for now, because anyone owning the game can go and try the Beta now.
Well I have been handing out the closed beta on the discord for quite some time, and I will be developing and improving right up and beyond release. the Falconeer can expect more work for the foreseeable future. But the next few weeks anyone can load it up that already owns the game, just go to game properties/betas and select the remaster.
Thet beta will run up to november 5th when everyone can try and buy the Remaster as it will replace the legacy edition. The VR version is not (yet) getting the remaster but will remain as a legacy launch option.
This Remaster is launching as a free update for every steam user. There will also be a promotional steam events around the 5th and the 10th, so if you don't own the Falconeer, hold off till then and be sure to get a good deal. But this does mean that this a pure passion project, it's not here to milk wishlist or run up the Steam Charts, it simply cannot do that anymore. It's here because I want it to be here, I want all my games and this entire universe to reach a certain standard and be a 'whole'. Not some sequentially released games, left to be abandoned and left to dust. So if you buy the Falconeer or Bulwark, you know they are good recent versions that have received love and care and your feedback has to the best of my limited abilities been heard, digested and often integrated. I have not even had the time to make any supporter DLC to support this release, it's just here a free update and the existing big DLC rolled into it. Try and supporting this franchise by leaving a supportive review or following my steam developer page
https://store.steampowered.com/developer/TomasSala
And let me know if you enjoyed the game, if you felt it sucked or could do better., I am here to prove that that your compliments and enjoyment keeps me going, and your feedback and warranted critiques keep me up at night. ;) ooh and all the sales of the Remaster that do happen, you can bet your ass, that money is going into keeping me aflioat, making the third game in this sequence a ship-design and open world adventure called "ancient waves" and more updates for Bulwark and Falconeer. Cheerio, Tomas..
Hi everyone, Based on a community requests housing can now be build up tighter, or more accurately more houses will spawn if your worker supply is higher. Filling out those platforms more tightly than before Also the entagon had a little clocktower house that would spawn aamongst your houses, that was totally broken. You now received a free imperial outpost instead of that little craftsman house.. oops. Fixed that as well. Let me know if these changes are good and fun, then I can push the entire thing to live
Cheerio Tomas
Hi Everyone A new beta hotfix is live
Fixes the names of pirate settlements that would sometimes be incorrect
made it that if you select vsync in the game settings it will try to cap the fps to the Hz value of the resolution you selected. This for folks with super high fps monitors but the game isn't hitting (say 157 hz) consistently and then its better to select a resolution with a lower hz (say 60hz) and for the game to use that as its vsync target. Offcourse its always better to use your AMD or Intel preferences to manage this, but having it ingame is kinda good.. needs testing and feedback. (v-sync off still means uncapped fps btw)
Old beta got pushed live as hotfix #5
entagon and diplomatic message spawn closer to their appropriate buildings for more consistant appearances
Trying to purchase thru the entagon a settlement that was nearby and visible would cause it to error.
faction capitals should only be available to take thru subterfuge last
when users flipped RMB and LMB , fast travel was broken, now fixed added the native resolution to the res settigns regardless if unity says its valid or not
Hi everyone, Hopefully the last hotfix :)
entagon and diplomatic message spawn closer to their appropriate buildings for more consistant appearances
Trying to purchase thru the entagon a settlement that was nearby and visible would cause it to error.
faction capitals should only be available to take thru subterfuge last
when users flipped RMB and LMB , fast travel was broken, now fixed added the native resolution to the res settigns regardless if unity says its valid or not
keep on reporting those issues, Tomas
Hotfix #4
fixed two null-ref errors where selecting the mechanics from the air would break the dialogue/menu
prevented the surveyor from being auto-upgraded due to errors or high framerate interactions (it remembering a button down from opening the menu for instance)
the mechanic now has a brief "upgrades completed" note on display if your surveyor is fully upgraded as additional feedback
the captain/commander menu allows snappier movement thru all the captains/commanders
the tutorial task prompts where are the very top of the screen, my estimate was that lots of folks where missing these, moved them more to the center of the screen
the prompt to orbit the camera has been made more sensitive /shorter. So that people pass this section quicker and can go to where the interface is visible easier.
I hope this was the last of the behemoth mechanic issues, the entire commander screen now has a substantial amount of special interactions, buy/sell, patrol/escort stances/upgrade menus and it's quite the beast of edge cases as it can be accessed in multiple ways.,. So apologies for any errors there. please continue posting more feedback issues, doing my best but always love to see people being engaged and feedback is so worthwhile any day where a small frustration can be alleviated is a good day!
the following changes are live on the beta branch. Go to game properties/betas and select beta patch from the pulldown to test these changes.
surveyors you once bought during a session are always available to change to in the inventory during that session at 250 splinter cost (parking fee;)
fast travel wouldn't always teleport your surveyor causing it to be en route and not directly available
travel to a commander or captain location via the soultree was sometimes inaccurate
fixed mistakes in the inventory list unit name and visual preview
made inventory fleet inspector snappier to use
used squidbelly unit selection snappier to use
Keep on reporting!
tomas
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Bulwark: Falconeer Chronicles, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Bulwark: Falconeer Chronicles statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.