Show/Hide Show/Hide

Bulwark Evolution Falconeer Chronicles

 
Beefy update live nowJun 12, 2025 - Community AnnouncementsHi Everyone, it's time to release the latest Beta Patch into the wild. This is the last mixed/QoL patch until the Behemoth free content expansion coming hopefully later this summer ;) Hope this one is good and let me know if it feels good or if you spot new issues. the Fog of War is a community request that I think is a really nice overall addition, nothing to drastic but should give players a bit better sense of progression thru exploration. New Features:Added fog of war on the mapfog of war is removed by discovering settlementsfog of war is removed by building in an area fog of war is removed by visiting fixed purchasable locations.Added the resources a settlement will trade underneath its highlighted world icon (ingame)Added the resources a settlement will trade underneath its name on the mapResource locations near other faction settlements are now ownedHighlighting a resource location will show if they are owned in red, Highlighting a resource location will show the owning faction Not much to see here, move along.QoL and Balancing improvements:Increased the zoom out/height of the camera to go from a max of 120 to 160Added pyro rockets to the Verne , both in practice and inventoryImproved the formation flying of capital airships so they are behind and above the plane of the surveyor , and in tighter formation (less bumping)Resource locations near tradable settlements have the largest capacities of 250 units on the map.Resource locations range indication is capped at about a 100 units, so the amount will show but the rings won't grow larger , for practical reasons So highSo gold Visual Overhaul:tweaked the lighting and atmospherics to make the sunrises cleanerGolden hour isn't as golden in every direction (the horizon opposite the sun is still blue-ish, the ocean too so it looks less exaggerated. improved the quality and lights on various propsAdded some small details like, anchors, rivets and railings to various shipsImproved the Imperial tradesman ship, cuz it was ugly (edited)Improved model and shader for Crabton BossImproved shader for murenalImproved model and shader for the Mosaurs, making them look a lot better. Look at the anchors on that one.. Bugs and fixes:trade resources hidden in freebuild modeFree roaming warships hidden in freebuildDialogue text popup in captain selector improved.Fixed broken airship previews in inventory screen Thanks for the support and notify me of any issues ;) On with the Behemoth! beta hotfix, adding and fixing Fog of WarJun 10, 2025 - Community AnnouncementsSo someone requested Fog of War on the map, to improve a sense of exploration and making the world feel a little less known. Had a long think about it, then made it (uploaded yesterday with a bug to inventory that's fixed now) and it's now available fully functional on Beta. I think it's quite a nice feature, it makes exploring feel more progressive and less predictable. And its fairly easy to clear the fog, so not too obstructing. One for feedback for sure, lemme know what you think!Changes:added fog of war on the mapfog of war is removed from discovering settlements, building in an area or visiting fixed purchasable locationfixed the inventorySmall beta updateJun 8, 2025 - Community Announcementstrade resources hidden in freebuild modeFree roaming warships hidden in freebuilddialogue text popup in captain selector improved.fixed broken airship previews in inventory screenBeta patchJun 5, 2025 - Community AnnouncementsThe resource depletion for faction settlements has rendered them not very valuable, this was introduced in that big balance patch. So to counter this the following changes have been added to the beta patch (which is growing quite big) -Resource locations near other faction settlements are now owned -Highlighting a resource location will show if they are owned in red and show the owning faction -Resource locations near tradable settlements have the largest capacities of 250 units on the map., -Resource locations range indication is capped at about a 100 units, so the amount will show but the rings won't grow larger , for practical reasons I think this should correct the situation and actually add more value to the faction /npc settlements as with depletion turned on they now sit on some of the most valuable deposits on the entire map. So good to trade, good to grab ;) lemme know if any new issues arise.Teaser for the next free themed updateJun 3, 2025 - Community AnnouncementsHi everyone, Amongst the patches and the secret project (join the discord to learn more about that), I've been working on the next themed free content update for Bulwark. So just gonna drop some teasing images here. These are of the "Behemoth Class" surveyor which has been discussed and requested first on the forums here. And it is coming and will be one of the main additions for that upcoming (likely late summer) update. {STEAM_CLAN_IMAGE}/42854035/2cdce9a4c3afa31d6df31ef7d18c3076dd803ec1.png {STEAM_CLAN_IMAGE}/42854035/5a236b344ce396a71d280054e8e48f7d8b498715.png So this is going to be a three tier upgradable big ass surveyor. I am thinking you need to both buy the various tiers and make sure the commander building it has maxed out resources of everything to get all the tiers. It's going to be wildly OP and thus wildly expensive as it should dominate any combat engagement. (we all want something OP eventually right?) I also want to address the following: I read a user review criticising my use of small DLC as it gave them a feeling of only owning part of the game. And I think that is an absolutely fair criticism, we enjoy games in a time where there is so much exploitative by game makers and publishers. So fair enough. But let me provide my reasoning and lets have this discussion. So Bulwark is doing good but it's no Manor Lords, this is by all accounts a niche experimental game with a mid sized/small but dedicated audience. Folks who enjoy the risks the game takes by deviating from established norms and tropes. And I hope you all enjoy the continued effort I put into free content updates regularly in what is now over a year of dedicated support, even if recently I am also working on another project simultaneously. Your continued support is amazing and motivates me to keep going! Couldn't do it without you. (and the Behemoth is a nod to that gratitude). But to also always need to find a stable source of revenue. But steam revenues are super launch driven and you make the long tail revenue proportionate to a the launch. So a lot at the start, not so much later on. Small DLC offsets the deep discounting Steam forces on games nowadays (to gain visibility in festivals and seasonal sales, to get opportunities like daily deals etc). It allows me to sell bundles (which are really popular and always on sale) and have extra tools so the game can be discounted without succumbing to bargain bin practices and the slow slide into zero revenue. So it's a vital tool in being a gamedev that's (working towards, not there yet) somewhat independent of needing a launch hype every few years. And not abandoning games at some time after launch. Something I had to do for Falconeer after 1-2 years cuz it just wasn't paying the bills. (Something I deeply regret and am using all your support to remedy in the near future, tease!!!). I chose DLC items that feel harmless, some ships, some cosmetic stuff mostly, a few extra units here and there. And it's all a few bucks at m...Crabton and minor QoL update for the Beta BranchJun 2, 2025 - Community AnnouncementsHi everyone another regular update. here's the modest changelist. Increased the zoom out/height of the camera to go from a max of 120 to 160 added pyro rockets to the Verne , both in practice and inventory improved the formation flying of capital airships so they are behind and above the plane of the surveyor , and in tighter formation (less bumping) improved model and shader for Crabton Boss improved shader for murenal improved model and shader for mosaur the next beta patch should actually contain two experimental features I've decided on 1. fog of war on the map, so places not in range of your buildings or traderoutes remain hidden on the map, this to make exploration and unlocking of the map also feel like progression. Should hopefully add a sense of satistfaction and make certain unique buildings like the lighthouse and surveyors hq more usefull 2. A little countdown on how much population is still required for the next soultree unlock. Perhaps even showing which unlock is next. Visible when you engage the resource flow mode. to give folks a little bit more of a hint that something unlockable is coming up.. That is all for now, :) cheerio, Tomas p.s don't forget to leave a user review, nearly at 1100!!New Beta updateMay 29, 2025 - Community AnnouncementsHi Everyone, I pushed the old beta changes to live to make room for a more concerted effort in regards to new features and prep for a bigger named update. This small beta update adds the following improved the quality and lights on various props added some small details like, anchors, rivets and railings to various ships improved the Imperial tradesman ship, cuz it was ugly (edited) added the resources a settlement will trade underneath its highlighted world icon (in-game) added the resources a settlement will trade underneath its name on the map Here's some screens So when on the map or closeby a settlement that allows trade will always show what it trades for what. Hopefully a useful little feature to make it easier to figure out what captain should be on that route. {STEAM_CLAN_IMAGE}/42854035/b679359c97e6ad10c724adbc597ddc1ea0b10760.png Ships have gained Anchors, little railings, rivets ,small details basically that are carrying forward from the secret project. I am working on getting some climbing rigging on the masts as well. This serves no purpose other than it's cool to look at. there's a few windows and other little flourishes here and there as well. {STEAM_CLAN_IMAGE}/42854035/a087006ce902aff14d93bb571083b94b0c15082e.png Enjoy this first little beta.. I am first doing some QoL and porting over some other stuff to Bulwark that makes things look nicers over the coming weeks , ramping up to the behemoth surveyor and other stuff. cheerio, Tomas Small patch progressing from beta to liveMay 29, 2025 - Community Announcements-increased the display level of the three edge settlements to 4 stars due to their heavy defenses and general threat level of the edge -increased the level of the remit pirate settlement , reduced its defenses a little -made it that the unique faction buildings that increase unit pop also spawn faction houses -reduced murky contrast on portraits -reduced general murkiness of the ocean and spruced things up a tiny bit..Beta updateMay 26, 2025 - Community AnnouncementsI'm sorry on the silence for new content, but I am busy , in the meantime here's a small monday hotfix on the beta branch (accessible via properties/betas/beta patch) increased the display level of the three edge settlements to 4 stars due to their heavy defenses and general threat level of the edge increased the level of the remit pirate settlement , reduced its defenses a little made it that the unique faction buildings that increase unit pop also spawn faction houses reduced murky contrast on portraits reduced general murkiness of the ocean and spruced things up a tiny bit.. toned the colors and general freshness of the visuals up a bit Warhammer 40,000: Speed Freeks 1.0 Launches on Steam  May 22, 2025 - Community AnnouncementsWe are excited to announce that our publisher Wired Productions and developer Caged Element have officially launched Warhammer 40,000: Speed Freeks on Steam today. Following an early access phase that saw over 250,000 players blast opponents, this high-octane combat racing game has had some tuning up and has sped into 1.0. Last week, Wired Productions revealed they had taken over publishing rights – removing microtransactions entirely - and introducing fresh tracks, maps, game modes, and customization options. Assemble your crew of Grotz, Gitz, and Squigz – and battle in PVP and PVE lobbies! Visit the Warhammer site for more details and stay tuned for insights into the game's next explosive chapter, as Wired Productions continues its partnership with Caged Element, the original publisher of 2018’s acclaimed GRIP: Combat Racing. Embrace the chaos, ignite the battles, and experience the thrill of Speed Freeks like never before. Warhammer 40,000: Speed Freeks is available now on Steam at a special discounted price of just $15.99, €15.99 and £12.79. New content includes: Player-hosted games: Create private or public lobbies with custom settings. New Vehicle – Trukk: A havoc-wreaking ambush vehicle with a fearsome amount of firepower and rowdy orks in the back. New Game Mode - Free Roam: Choose any map and create custom races around it, as well as practice driving skills and abilities. New Maps: Da Dust Up and Da Gorge are Speed Freeks’ most dynamic and visually striking to date. Ork Pit Bosses: Players can now unlock and customize Ork avatars to show off to teammates and enemies alike. Alternative Weapons: Unlockable weapons expand the playstyles of each vehicle for new ways to master them. https://store.steampowered.com/app/2078450/Warhammer_40000_Speed_Freeks/ {STEAM_CLAN_IMAGE}/40196635/c8f6668fe4f8db9b91703a3be0d77635daf1df78.pngHotel Architect Launches into Steam Early Access Today!May 20, 2025 - Community AnnouncementsHello Surveyors! Today we are celebrating the launch of Hotel Architect as it heads into Early Access! Developed by our friends over at Pathos Interactive, Hotel Architect is the ultimate hotel construction and tycoon management game. Check out the Hotel Architect | Early Access Launch Trailer here: But that's not all - we have also joined forces in "The Management Bundle" which offers a 25% discount! The Management Bundle Includes: Arcade Paradise Hotel Architect Bulwark: Falconeer Chronicles Check out The Management Bundle here: https://store.steampowered.com/bundle/54017/The_Management_Bundle/ About Hotel Architect Step into the chaotic 24/7 lifestyle of a hotel owner as you design and build grand hotels across the globe. Juggle the increasingly elaborate demands of disorderly guests, logistical nightmares and unexpected obstacles in Hotel Architect, the ultimate hotel construction and tycoon management game. Demonstrate your creative freedom as you build your hotel from the ground up taking your initial steps into the hospitality industry. In the career campaign or the sandbox mode, rejuvenate a rundown building or transform an empty plot into a hotel that towers above the Empire State Building, then design and dress a lobby that would be the envy of patrons at ‘The Ritz’. Add a personal touch to your hotel with a range of decoration and furnishings tailored to the needs of your guests. Explore limitless design combinations across multiple floors with numerous zones and amenities available to construct within your hotel. So, if you feel that your Sauna is missing a Bar – simply build one around your guests! In a fast-paced and frantic hotel, you will need to appease the harshest of critics, satisfy the needs of a variety of guests, and control the logistical chain full of unexpected obstacles, in order to achieve an illustrious 5-star rating. With a variety of staff whose attributes will be put to the test, you must ensure you’ve hired the right people for the job whilst managing your finances. Will you prioritize a world class chef at the expense of a clumsy receptionist? The choice is yours! Hotel Architect is available now with a 2 week time-limited launch discount for £12.79 / $15.99 / €15.99! Check-in is available now! https://store.steampowered.com/app/1602000/Hotel_Architect/Major holy gradient and balancing update now releasedMay 20, 2025 - Community AnnouncementsSo this one has been cooking on beta for quite some time. It's decent sized update. the core focus here is a set of changes brought on by player feedback, stuff like preventing players from teleporting away from combat (thus making combat harder and more consequential), but also improvements to the depletion system and war balancing. On top of this the edge update introduced a murkiness in the visuals I had tried to offset with color grading, but turns out I made a lighting calculation error and by fixing that I could return to the more colourful color grading from pre-edge update. To me that's a major win, and I hope you notice a higher quality of lighting and color grading. Prevented Arc tower and lightning weapons from dealing friendly fire reset the population counter to 0 when resetting a scenario save removed the word tutorial from the scenario title if you turn off tutorial prevented some scenario settings from resetting incorrectly after a wipe or defaulting prevented wiping a scenario save from duplicating inventory items prevented the advisor mentioning a fortress if the fortress event failed to spawn the sentry tower has been nerfed by having two point defense turrets rather than artillery guns if you have depletion enabled and a resource location gets depleted, your output is capped to the capacity of the location. So if you only have 3 wood left at a location the maximum range of the wood mill will also be only 3. resources locations added to faction settlements that trade them faction settlement trade can deplete if depletion is enabled in scenario settings trade-harbors and extractors will show the word "depleted" above them in the flow view integrated a safeguard for when more resource locations get added to the game to protect savefiles your surveyor won't teleport to your ground location if it's engaged in combat. Large NPC Fleets defending settlements are now larger with close to double the capital ships and more smaller escorts. Vassalization can only occur if more than 50%of the faction's population has been conquered (with bigger settlements counting heavier than small ones). Fully destroying a faction will unlock the wonder quest for that faction vassalized factions won't ever send out their leader destroyed factions won't ever send out their leader boosted the survivability of other faction's defending units (buffed health equal to highest xp player units) increased the distance you cannot build near other factions settlements somewhat. Murenal hit points increased Skullship hit points increased Manta hit points increased Hammerhead hit points increased Piranha hit points increased Increased War waves being spawned in size when your population is larger than 3000 Increased War waves being spawned in size when your population is larger than 5000 Increased War waves being spawned in size when your population is larger than 1500 capital ships in your fleet shout have more vertical spacing , so less bumping in together fixed s...beta hotfixMay 10, 2025 - Community AnnouncementsHi everyone, A small weekend patch cuz I finally figured out why this sort of murky darkness had descended on the visuals. It was a faulty shading issue caused by the sort of low lying shadow the Edge cast. I had been trying to correct with post processing leaving the game a bit murkier than before the Edge update. Now that I found the culprit I reverted the color grading settings to a earlier setting. Also fiddled with some more minor balancing and fixed some streetlights and light fixures from not being fully lit. changelist: fixed some lights not turned on on imperial buildings Fixed an ugly dark wash that had come over the world in the edge Fixed ambient occlusion not properly fading down on the edge Reduced base output of wood extractor Reduced base output of stone extractor Reduced base output of iron extractor Increased the required power of a tower to reach max output of capital class vessels from a commander (it needs to be bigger) reverted color grading New balancing updateMay 8, 2025 - Community AnnouncementsHi everyone, here's a new update focusing on balancing this time. This one is based on more user feedback. The goal is to keep a fast and grind free style of game , yet provide a bit more challenge when you get into the war and strategical elements. And for instance you can now unlock a factions wonder if you conquer or destroy them.. Kinda fun reward This all requires a good bit of testing and feedback so will remain in beta for some time. More to come. Vassalization can only occur if more than 50%of the faction's population has been conquered (with bigger settlements counting heavier than small ones). Vassalized factions will unlock the wonder quest for that faction. Fully destroying a faction will unlock the wonder quest for that faction vassalized factions won't ever send out their leader destroyed factions won't ever send out their leader boosted the survivability of other faction's defending units (buffed health equal to highest xp player units) increased the distance you cannot build near other factions settlements somewhat. Murenal hitpoints increased Skullship hitpoints increased Manta hitpoints increased Hammerhead hitpoints increased Piranha hitpoints increased Increased War waves being spawned in size when your population is larger than 3000 Increased War waves being spawned in size when your population is larger than 5000 Increased War waves being spawned in size when your population is larger than 1500 capital ships in your fleet shout have more vertical spacing , so less bumping in together hotfix to betaMay 3, 2025 - Community AnnouncementsHi everyone, quick hotfix for yesterday's beta patch -fixes sentry tower that doesn't spawn -also prevented the surveyor teleporting out of combat when switching to the command flagship The goal is that under no circumstance will the surveyor leave a combat encounter thru teleportation. Thus increasing the risk and danger of combat . You can still switch to other locations but your surveyor will remain in the combat area. Resuming regular cadence of updatesMay 2, 2025 - Community AnnouncementsHi Everyone. I'm still juggling two projects at the moment, but together with some community members (here and on discord) I've been looking at further balancing and QoL Improvements (thanks Kikiwill for a clear feedfback document!) for Bulwark. As some may know another big content update is in the works. I cannot reveal much, but it will likely focus around some lost technology of the ursee and something called "the behemoth".. But to get there I first want to do further balancing and co development with you all on various elements. So expect a cadence of regular updates to resume , these will either be released fully as part of a new content update or separately in the coming months. But always as fast as possible on Beta. If you are not on the beta branch, simply go to game properties/betas and select it. Beta branch will remain a work in progress state where you can test out the latest chances that will make it into the default game. Here's the first changelist in no particular order. Prevented Arc tower and lightning weapons from dealing friendly fire reset the population counter to 0 when resetting a scenario save removed the word tutorial from the scenario title if you turn off tutorial prevented some scenario settings from resetting incorrectly after a wipe or defaulting prevented wiping a scenario save from duplicating inventory items prevented the advisor mentioning a fortress if the fortress event failed to spawn the sentry tower has been nerfed by having two point defense turrets rather than artillery guns if you have depletion enabled and a resource location gets depleted, your output is capped to the capacity of the location. So if you only have 3 wood left at a location the maximum range of the wood mill will also be only 3. resources locations added to faction settlements that trade them faction settlement trade can deplete if depletion is enabled in scenario settings trade-harbours and extractors will show the word "depleted" above them in the flow view integrated a safeguard for when more resource locations get added to the game to protect savefiles your surveyor won't teleport to your ground location if it's engaged in combat. Large NPC Fleets defending settlements are now larger with close to double the capital ships and more smaller escorts. Expect more soon. But take note , some of these changes are fairly critical systems so bugs may occur, please report anything strange.. Cheerio, TomasIt's the #MonthofWired - fly high with our biggest sale ever!Apr 30, 2025 - Community Announcementst’s time to grab a deal before it disappears into the digital void… As part of the MonthOfWired celebration, a hand-picked selection of titles from across the Wired universe are available for up to 85% off – but only until May 9th! Whether you're craving retro-inspired arcade thrills, co-op chaos, or galactic adventures, there's something here for every kind of player. Main Sale – Up to 85% Off! Ends May 9th Don’t miss your chance to pick up these critically acclaimed and cult favourite games while they’re at their lowest prices yet: https://store.steampowered.com/app/1388870/Arcade_Paradise/ https://store.steampowered.com/app/290100/Bulwark_Evolution_Falconeer_Chronicles/ https://store.steampowered.com/app/2891460/DIG_VR/ https://store.steampowered.com/app/331980/Last_Inua/ https://store.steampowered.com/app/306000/Super_Dungeon_Bros/ https://store.steampowered.com/app/1135260/The_Falconeer/ https://store.steampowered.com/app/1374350/Tiny_Troopers_Global_Ops/ https://store.steampowered.com/app/2225750/Tiny_Troopers_Joint_Ops_XL/ https://store.steampowered.com/app/656460/Vostok_Inc/ Time’s Running Out… The Main Sale ends May 9th, so don’t miss your moment to build your backlog, try something new, or finally grab that title you’ve had your eye on. Once it’s gone, it’s gone! Want more? Then stay tuned to the Wired sale page for these tasty dates! Daily Deals May 2nd – 9th May Reach for 85% off! https://store.steampowered.com/app/428660/Deliver_Us_The_Moon/ May 8th 15th May Get your claws on 50% savings! https://store.steampowered.com/app/1299690/Gori_Cuddly_Carnage/ May 12th May 19th Sneak 20% off before Mother finds out https://store.steampowered.com/app/1376200/KARMA_The_Dark_World/ May 19th – 26th Find 70% off, deep in the lake! https://store.steampowered.com/app/515960/Martha_Is_Dead/ Playtests! May 15th: Beneath Playtest https://store.steampowered.com/app/1593230/Beneath/ Game Launches May 20th: https://store.steampowered.com/app/1602000/Hotel_Architect/ Competitions Think you’ve got what it takes? Prove it! Our competitions this May aren’t just about gaming skills – they’re about taking home some seriously awesome prizes. Whether you’re battling it out for bragging rights or aiming for that top spot, get ready to show us what you’re made of. Find out more via our Promo Page! Check out the full sale: https://store.steampowered.com/curator/33134072/sale/MonthOfWiredUpdate now liveApr 9, 2025 - Community AnnouncementsHi everyone, time for an update! So I have been working on a set of changes that have been available on Beta for several weeks. There are some visual improvements to the sun, sun halo and sun reflection that will mostly be most apparent in photomode. These are backported improvements from my 'secret project' that I just had to get into Bulwark cuz they were simple and good. And at the same time several folks on the Discord have been offering very practical improvements for the "total conquest" gamemode. These have resulted in a more mixed set of units that attack (including the new Verne units and other varieties that were under-utilized in war in general). But also in more spacing between attacks and hopefully slightly better challenge level. This re-balance is ongoing so even more feedback is always welcome or hop into the discord and be part of the conversation. I've also learned that folks didn't see that the help/manual ingame actually has 11 pages that explain a fair few mechanics.. Oops added a page number to that interface, bit off an oversight on my part. Here's the changelist The fast travel button (and a few others) also respond to LMB if you changed the bindings for the 'build' or 'move order' away from LMB Changed windows app icon (lemme know if this is nicer). lowered ground fog a bit., improved sun effect and reflection in the ocean fiddled with the holy color gradients to add more color subtlety improved lava/volcanoes visuals made waves a bit smoother fixed water/buoyance discrepencies fixed giant invisible sink hole in water at game start increased total conquest wave cooldown rebalanced the hammerhead and skullship , price and small hp increase made the top tier war waves a bit more "mixed units" fix the volcano fog on the edge fixed hungarian language buffed hammerhead and skullship renamed the bannerless capital ship to "caldera" in honor of the famous Ursee prison Changed the war-wave system to provide more mixed units pern wave Changed the war wave system also spawn some more diverse untis like razor beetles, ormir and verne ships Darkened the ocean a bit to make things feel less "underwater" balanced how many floors and balconies and foundations you need to max the amount of unit output a commander has. Added page nrs to the ingame help as folks where missing there are 11 pages of help there (oops) Made it that enemy fortresses cannot spawn in the maw or over the edge let me know if these changes are to your liking or not. More news on the secret side project will also happen at some point. Cheerio, TomasBeta updated once moreApr 1, 2025 - Community AnnouncementsI've been working with some folks on the discord to balance out the wars and total conquest better. That and doing some regular improvements: The complete changelist currently on beta now is the following: The fast travel button (and a few others) also respond to LMB if you changed the bindings for the 'build' or 'move order' away from LMB Changed app icon (lemme know if this is nicer). lowered ground fog a bit., improved sun effect and reflection in the ocean fiddled with the holy color gradients to add more color subtlety improved lava/volcanoes visuals made waves a bit smoother fixed water/buoyance discrepencies fixed giant invisible sink hole in water at game start increased total conquest wave cooldown increased how wave sizes are calculated prevented certain fixed small settlements from dissapearing if you reset your saveslot rebalanced the hammerhead and skullship , price and small hp increase made the top tier war waves a bit more "mixed units" fix the volcano fog on the edge fixed hungarian language buffed hammerhead and skullship renamed the bannerless capital ship to "caldera" in honor of the famous Ursee prison Changed the war-wave system to provide more mixed units pern wave Changed the war wave system also spawn some more diverse untis like razor beetles, ormir and verne ships Darkened the ocean a bit to make things feel less "underwater Please let me know if this update is working well,. I'd like to release it but also need enough confirmation it's not a total shitshow ;)Save up to 25% on Karma: The Dark World with Wired Family Bundles!Mar 27, 2025 - Community AnnouncementsCommanders, step beyond the walls of Bulwark and into a dystopian mystery!  KARMA: The Dark World from Wired Productions is a psychological thriller where truth is a weapon. Are you ready to uncover the secrets within? Check out the bundle HERE {STEAM_CLAN_IMAGE}/37644815/85838382196d0a8acecb77f2a68635fad0cbc89d.png Brought to you by the brilliant minds at Pollard Studio, KARMA isn’t just another spooky game. This is psychological horror dialed up to eleven, blending brain-melting mystery with stunning Unreal Engine 5 visuals and a story that refuses to let go. It’s out now on PC and PlayStation 5, with a Deluxe Edition packed full of eerie extras – an exclusive soundtrack, a digital EP, and a gorgeous digital artbook for those who want to dive even deeper. The Wired Family Discount Bundles - As a thank you to all of our fans, if you own ANY of the Wired Productions library (including Bulwark) on Steam, you will be able to purchase a bundle with Karma included to 'complete the set' and save up to 15% on top of the 10% launch discount! Pretty good right? If you’re unsure, have a look at our Steam publisher page and check our range of games : CLICK HERE TO SEE ALL OUR GAMES!