Bulwark: Falconeer Chroniclessits at the citybuilding crossroads of ‘relaxed’ and ‘something more’.
I say ‘sort-of-campaign’, as there’s no real goal in Bulwark.
you’re free to just keep building and building until you’ve had your fill.

and ‘am I really making the best use of these outposts I seem to keep collecting?’
Some folks will no doubt thrive on feeling your way around its borders like this.
It’s a very easy kind of citybuilding.

Remember this menu exists, though, as I’ll be returning to this later.
However, these feats of engineering magnificence are often spoiled by its finicky camera.
However, it’s this late-stage of Bulwark’s scenarios where its foundations start to feel increasingly wobbly.

Thankfully, other encounters are more profitable.
As actual outposts, however, they feel deeply underutilised.
How many extractors does the game give you by default?

One of each, for your main settlement.
And how do you get more of them?
The game doesn’t tell you.

Remember that Resource Flow menu?
I was simply killing time, waiting to see if something else would happen.
And yes, combat does fill the void somewhat.

It all just starts to feel like you’re endlessly spinning plates without any real end in sight.
For some, 15/$20 will be a more than adequate price of entry for that.
This review is based on a retail build of the game provided by publishers Wired Productions.






