- Medieval Houses DLC is available NOW! - 1 October 2026
HELLO EVERYONE!Bulwark: Falconeer Chronicles - Medieval Houses launches TODAY!6 different types of timber-clad houses will make your settlement appear far more high fantasy than before!You can build towers with the medieval cap, watching other medieval houses grow around them.Additionally, because a DLC drop just isn't quite enough...Dynamic Town Lighting has now landed in Bulwark!Hundreds of lights now glow across your beautifully crafted settlements. Buildings, street lights, ship masts, turret searchlights and dumbfire projectiles now all cast light! Watch as the lights fall on buildings, trees, the Ursee...how ethereal!Bug Fixes and QoL UpdatesThis DLC and Dynamic Lighting also comes with a host of bug fixes for the main game:Naval Commanders are no longer unassigned after loading a save.Rejecting a paid anomaly event no longer charges splinters.Mouse clicking on Map icons are now m…
- Beta patch available that adds realtime ambient lights to Bulwark.. - 26 September 2026
A small but visually impactful BETA is now availableI had some time this week to lift the lighting system from the Falconeer/shipshaper, improve its technical base so its suitable for Bulwark and that's now available on Beta. Basically if you set the shadows to Ultra (this is not a super heavy feature, be lightweight either). Though the lights add no extra cost for more complex builds.) you gain ambient light probes over your city and for gunfire. This isn't true directional lighting, so no shadows or any raytracing goodness, but point lights for each lantern above a walkway or each tracer round, big highlights on special buildings, even the mast lights on ships now work. As part of this I've tuned the night a little darker, this will affect everyone, but not criminally;) I do believe most people will be able to run ultra shadows. Also because I downgraded the ultra shadows to accommoda…
- htofix for freehouse worker sloop - 20 September 2026
Fixed the freehouse worker sloop from not appearing. also removed some big memory leaks as part of console port checkup. minor performance improvements
- Medieval Houses DLC Drops October 1st! - 18 September 2026
Hi everyone!UpdateWe are thrilled to announce the latest DLC for Bulwark - Medieval Houses will be available to purchase on the 1st October!We are also finally catching consoles, GOG and EGS up with Steam's version with a big update, so stay tuned for more on that.Medieval HousesThis DLC invites an element of high fantasy to your settlements, combining the Ursee with the Middle Ages.Here are the 6 new housing options, each with a distinctive timber frame:Upon purchasing the DLC, you will meet a craftsman through a world encounter that will sell you his architectural skills. If you accept his offer, these houses will begin to crop up, decorating your settlement with beautiful medieval houses!There's also a new medieval square tower cap. This means that any iron tower can be cycled through until the player reaches a fortress looking square, like below:Any stone tower that's connected to y…
- Export your ShipShaper Creations to Bulwark! - 2 September 2026
Hi everyone!Export your creations to BulwarkDid you know, you can export your ShipShaper creations into Bulwark?!YES. YOU HEARD ME!If you've made the ship of your dreams, you can include it in your Bulwark fleet.Wait, what is ShipShaper?ShipShaper, Tomas Sala's brand new ship creator is out now in Early Access!Watch the launch trailer here:Created by the mind behind the Falconeer Chronicles, Tomas Sala - there is no combat, management or prescribed way to build. No intimidating 3D tools, rigid grids or correct answers. Players simply pull, push, bend and shape forms into fishing vessels, tall ships, ironclads, submarines or glorious nautical creations no sensible shipyard would ever approve.Sound good? Of course it does! Sail into Early Access with us here:
- Workshop and Shipshaper integration now live. - 31 August 2026
Steam Workshop is here for Bulwark! In preparation for Wednesdays ShipShaper launch, I have pushed the beta update to live. This means the following: Bulwark now has a workshop for ships, these are exported from my new game shipshaper, which goes live this Wednesday (will be quite affordable upon release).Subscribe to the ships in the workshop, the keywords will tell you what ship they replace The selection is limited but will explode Wednesday when everyone can export ships from Shipshaper. TSwitch to any trade or combat surface ship and sail around (for fun you can also manually fire its guns)reload Bulwark and they will replace the appropriate ship in BulwarkPrepare your ships in the Demo, you can save them until Wednesday when the full version appears . The Demo does not export to Bulwark... so wait till Wednesday.Some unrelated new features to this update for Bulwark.I reworked the…
- Ship based Workshop releases for Bulwark in BETA now! - 13 August 2026
Steam Workshop is here for Bulwark!So it's been a while since I did a big update for Bulwark, and it's time to remedy this with some big news. For those of you who follow my games, I am creating shipshaper a historical and fantasy boat design experience/game that allows you to design boats, a little bit like Spore or Tiny Glade. ShipShaper also is part of this franchise, because it exports straight to Bulwark via the Steam Workshop. Here's what these ships look like inside Bulwark. So a quick rundown of this newsShipshaper is a fun new way to design ships, not just for Bulwark but it exports specifically to Bulwark alsoShipshaper releases September 2nd into EA.I've released a selection of ships NOW into the Bulwark WorkshopYou need to set Bulwark to BETA via game properties/betas and select the beta updateSubscribe to the ships in the workshop, the keywords will tell you what ship they…
- small hotfix - 8 June 2026
more improvement on traderoute raiders and warnings, deblocking a traderoute after time automatically and only warning if a raid actually triggered
- small hotfix - 1 June 2026
-fixed the cursor and ui hiding -ui re-appears on click -balanced revenue from housing down -improved the house detection for industry and citadel output calculation -fixed broken extension notappearing on balcony -fixed removing a cap breaking a tower -removed useless loops in traderoute pathfinding -more accurate trade route dection and tracking -improved target leading by turrets -target leading fps independent -gamepad left stick more fps independent -fixed gaps in tower floors -more preventions for de-escalating traderoutes once the threat is gone
- Wired Productions x Tomas Sala - We Sail Again! - 28 May 2026
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…
- small hotfix - 19 May 2026
fixed the attacks on trade routes from never cooling down fixed (again) that the warning can only occur when the raid actually starts fixed that demolishing a cap wouldn't allow a new one from being build fixed the watershader
- hotfix for cursor getting sluggish at 150+fps and towers inside ancient fort - 17 May 2026
-fixed controller cursor being sluggish at high fps -removed random tower/floor/cap inside ancient fortress
- small hotfix for ships getting stuck - 13 May 2026
ships would get stuck at their end harbour, now fixed
- The big 2026 Update is here: Architecture, Economy and Sailing ! - 13 May 2026
A MAJOR CITY BUILDING UPDATE!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…
- Architecture & Economy update coming may 13th, now makes every boat sailable - 6 May 2026
Hi everyone, The new update Architecture & Economy will be a major update and it is scheduled to release 13th of May. 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,…
- Architecture and Economy Beta now available with Curved walls - 14 April 2026
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. Check out this video on the new curved walls available in the beta. 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. New changes to the beta:trees spawn further away from the source also you can now build curved walls…
- New beta update now live - 9 April 2026
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 build…
- New resource /economy update now live on Beta - 4 April 2026
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
- 'Repair Man' Update now released! - 19 March 2026
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. 'Repairman' Content: The Repairman: 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. New Fortresses 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…
- Repairman BETA gets with naval attacks, fortress blockades and wall updates - 15 March 2026
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 occursome warships may sail to the settlement under threat by the player if the player hasn't yet conquered anything but is at warin total conquest more faction diversity in the attacksunits en-route to the player for a war assault, may divert to defend a settlement under attack by the playerpirates and monsters on traderoutes now spawn more often close to your best warship on that routeArchitecture changesImproved the wall/walk…