About the Game

INTRODUCING A CREATIVE SANDBOX BUILDING GAME:
Bulwark is about designing your fortress and expanding it into an empire.
I hope you enjoy my attempts to experiment and evolve this game into something enjoyable and fresh.
Bulwark also continues to evolve with each passing update, based on your feedback.
So positive or negative comments are welcome. If it’s intended to help then it’s all appreciated, either here in the forums or in the friendly discord.
Story:
You are in charge of the last remnants of free people on the Ursee, tasked with building a new home. Carve your path onto a world, tower by tower, wall by wall, sculpting from the daunting cliffs and perilous waters of an unforgiving landscape that refuses to be tamed.
Game goals:
Design fantastic ocean fortress settlements. Progress is simple, grow the populations of various factions and you will progress on their Soultrees. Unlocking commanders and captains that may work for you, unlocking new ships, units and abilities.
Play Your Way:
Bulwark - Explore the Great Ursee as you build your grand civilisation. Scavenge for resources,create trade routes and strike alliances with other factions scattered across the waves as you balance negotiation and conflict to grow your settlement.
Freebuild - Enjoy a cosy ‘Freebuild Mode’, devoid of the conflict and challenges present in standard play, you can sketch and experiment without the need for resources, building without limits.
Total Conquest - War has come to the Great Ursee. You start at war with every faction, diplomacy is disabled and the frequency and scale of raids is ramped up. It is no longer enough to just build - now you must survive.
Building Resources:
Wood, stone and Iron aren’t stored or tallied up, the only thing that counts is distance, not cost. You transport resources along your network of towers as well as trading routes over the sea. Towers and walls within range of the resource can be upgraded and built for free, those out of range cannot.
Splinters :
The currency that powers diplomacy, army building, buying new locations and unique buildings is separate from resources, it runs on a currency called, Splinters. You gain these through population growth, trade with other factions or as rewards from combat.
Challenge:
The game challenges you to design and grow grand fortresses, often at little cost other than setting up trade routes for resources. As you grow you may invite in populations from other factions which unlock faction unique content from their “soultree”.
But everybody hates everybody on the Ursee and doing so might lead to war or to loyal allies that merge with your empire. This sandbox builder has consequences!

Version Information
Steam Patch Notes
Official update history
-removed random tower/floor/cap inside ancient fortress
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 shipshaper so you can check that out (exporting to bulwark will be part of the release, not the demo)
[dynamiclink href="https://store.steampowered.com/app/4339280/ShipShaper/"]
The Salt of the Sea!
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 !
ANNOUNCING THE "MEDIEVAL DLC"
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.
[dynamiclink href="https://store.steampowered.com/app/4669440/Bulwark_Falconeer_Chronicles__Medieval_Houses_DLC/?beta=1"]
On with the update!
Wall building Changes
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
[img src="{STEAM_CLAN_IMAGE}/42854035/df6e21c78c13edfbee46ead2c551aaa418cd0e9e.png"]You may get curves, but you may not get order!
Resource Changes
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
[img src="{STEAM_CLAN_IMAGE}/42854035/d5e98ad5b9d7b184e7d76511d2befe563fbac7a0.png"]
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..
Sail Any ship and ShipShaper preparations
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
[img src="{STEAM_CLAN_IMAGE}/42854035/c4d4c8141360c177c7f507b6ca432cce9e9a87de.png"]
Pretty waves, basically the entire Ursee is just a tech artist's quest to ride the perfect wave!
Tower Building/cap improvements and neighborhoods
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.
[img src="{STEAM_CLAN_IMAGE}/42854035/e6ec8680596dc0d1d0c331d2f6e7b36afb6af72b.png"]Towers!.. but check out those waves!
Strategy Changes
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
General changes
free build has a bunch of new starting locations
trees spawn further away from the source also
Interaction Changes
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!
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.
[dynamiclink href="https://store.steampowered.com/app/4344070/ShipShaper_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.
[img src="{STEAM_CLAN_IMAGE}/42854035/8682c30b83a042fb58671506b0a3381055bf389a.png"]
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 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.
[img src="{STEAM_CLAN_IMAGE}/42854035/11b4547249dd75aa464d56a7b5d97cb9ca876877.png"]
More dynamic War behavior
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..
Better walls
[img src="{STEAM_CLAN_IMAGE}/42854035/45823b88d53a2079fdf900b982353bd8c49ea97c.png"]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.
Improved Traderoutes
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.
[img src="{STEAM_CLAN_IMAGE}/42854035/f092c65cb9687b43b991d7f50455332f6aa2309d.png"]
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
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
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.
[dynamiclink href="https://store.steampowered.com/app/4344070/ShipShaper_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.
[img src="{STEAM_CLAN_IMAGE}/42854035/8682c30b83a042fb58671506b0a3381055bf389a.png"]
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 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.
[img src="{STEAM_CLAN_IMAGE}/42854035/11b4547249dd75aa464d56a7b5d97cb9ca876877.png"]
More dynamic War behavior
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..
Better walls
[img src="{STEAM_CLAN_IMAGE}/42854035/45823b88d53a2079fdf900b982353bd8c49ea97c.png"]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.
Improved Traderoutes
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.
[img src="{STEAM_CLAN_IMAGE}/42854035/f092c65cb9687b43b991d7f50455332f6aa2309d.png"]
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
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
Current Release
Not available
Update Required for Latest Version
The base game download is an older build.
To get the latest version, download both the Base Game + Update patch.
Bulwark.Evolution.Falconeer.Chronicles.Verne.Bannerless.Pack.Update.v20250309-TENOKE.rar
38 MB
Additional Files
Update Patches
1 file · Only if your local version is older
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.2 GB
F9124114
7d8d0f3711e0a89c54a5a0f883d8187399ff4d09236c136c1ea83c1ff7aeae1a
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View AllDownload Bulwark: Falconeer Chronicles for PC with a direct link or via torrent. Get the full version of Bulwark: Falconeer Chronicles for free. Bulwark: Falconeer Chronicles is a Casual released by Tomas Sala.