Bulwark: Falconeer Chronicles
Steam News 4 November 20256mo ago

New Beta with gameplay changes to density and further visual improvements

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 thing…

Update log

Full Bulwark: Falconeer Chronicles update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition4 changes0 removals
  • Compatibility
  • Gameplay
changedMassive change incoming on beta -
changedimproved lighting even more while bringing it back a bit from the bleak realism.
changedbig gameplay change..
changedhouse 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.
addedThis 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

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

Source

Steam News / 4 November 2025

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