2026-09-02 14:00 UTC · Community Announcements · liv
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
2026-08-31 07:46 UTC · Community Announcements · Muppetpuppet_mp
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 gun
2026-08-13 07:22 UTC · Community Announcements · Muppetpuppet_mp
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 s
2026-06-08 12:13 UTC · Community Announcements · Falconeer
more improvement on traderoute raiders and warnings, deblocking a traderoute after time automatically and only warning if a raid actually triggered
2026-06-01 19:33 UTC · Community Announcements · Falconeer
-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
2026-05-28 13:00 UTC · Community Announcements · WIREDGary
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
2026-05-19 21:50 UTC · Community Announcements · Falconeer
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
2026-05-17 12:47 UTC · Community Announcements · Falconeer
-fixed controller cursor being sluggish at high fps -removed random tower/floor/cap inside ancient fortress
2026-05-13 21:13 UTC · Community Announcements · Falconeer
ships would get stuck at their end harbour, now fixed
2026-05-13 12:46 UTC · Community Announcements · Falconeer
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 yo
2026-05-06 18:13 UTC · Community Announcements · Falconeer
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 t
2026-04-14 10:30 UTC · Community Announcements · Falconeer
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
2026-04-09 16:40 UTC · Community Announcements · Falconeer
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 cheap
2026-04-04 16:42 UTC · Community Announcements · Falconeer
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
2026-03-19 16:16 UTC · Community Announcements · Muppetpuppet
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 de
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