
Screenshots

Watch trailer on Steam ↗Bulken
Søren P Andersen · Published by Søren P Andersen
Content notice: This Game contain exaggerated sci-fi violence not appropriate for all ages.
Last updated 28 Sept 2026
Escape from a giant derelict spaceship filled with lurking enemies. Each run offers new challenges that stand between you and the Bridge.
Navigate the treacherous corridors of Bulken, an action-packed adventure where every step could be your last. Race against time and danger in this thrilling escape from a giant derelict ship filled with lurking foes.
About this game
BULKEN is a rogue-like top down shooter with elements from ARPGs and survivor games. Each run is a new challenge with different loadouts, procedural levels and enemies with random anomalies.
The game puts emphasis on survival and keeping the player engaged moment to moment with new twists to the genre.
BULKEN is designed to make the progression felt throughout the run.
Take control of themed rooms with different functionalities and rewards. Use them as safe areas to plot your next move.
Procedurally generated runs with perma-death.
Emphasizing skill, decision making and survival over itemization and grind. Your gear is mere tools for survival.
Upgrade your character and weapons as you discover blueprints for crafting and levels up.
Discover and build around Anomalies that can imbue the enemies with special abilities and resistances.
Scan your environment to identify threats as well as opportunities.
Boss fights with multiple phases.
Use the environment to deal with enemies: Break windows to drag enemies into space, shock them with exploding billboards or blast open a pipe to unleash toxic gas etc.
Brutal sci-fi action with intense gunfights: rail guns, flame throwers, shotguns etc. including options for close combat builds and 'passive' survivor-style builds.
Note that this game is still in Alpha and some assets are placeholder and/or unfinished.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 2.5 GHz
- Memory: 16 GB RAM
- Graphics: Geforce 1080
- Storage: 1 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Bulken Update 1.73.0-Alpha
Anomalies now scale with deck tier:resistance gains from anomalies go up by +10% per tier (to a max of 85%).force fields replenish faster per tier.stealthy enemies move faster after tier 1.lethal: more damage, heavy: more hp, hunter: moves faster - per tier.All enemies on tier 2 now get +10% resistance against all five elemental types & +20% for tier 3 (to a max of 85%).Increased Elites hp scaling.Added floating text to indicate 'Malfunction' status effects.Updated armour tooltips.Anomalies on enemy labels are now shown as icons.Enemy labels now show an icon indicating boss status.Fixed Lurkers moving/sliding when spotting player.Elites now has a random special ability at tier 2 and an even stronger variation at tier 3:Spawns 4 homing projectiles at 10/6 sec intervals.Spawns pods that hatch basic enemy of similar class type for 150/250 value.Spawns 3 saw bladed drones with 200/300 hp that act as shields and rotate around the elite until they detach and attack the player. Elites no longer have an additional random anomaly at any tier level.Nerfed skills, weapons, armour and upgrades to increase mid- and late game difficulty.Fixed bug where enemy shields would respawn after death.Fixed bug where creeps would attempt an evade after death.Lab Table UI now always displays crafting options at the top of the list (easier to access reagent crafting without scrolling)Added skill reroll info to character panel.Fixed oow issue in the cargo lower decks.Fixed pistol scatter bullets.Read full article on Community Announcements (spa)Patch NotesOfficial
Bulken Update 1.71.0-Alpha
Lots of environment art updates to upper decks, entry areas etc. 1.71.0-Alpha Added enemy Elite Lurker and Elite Skimmer:Tweaked Skimmer flee behaviour so it only happens after having lost half their hp.Skimmers now regenerate 5 hp every other second (10 for elites)Added distinct player sounds (grunts) when taking heavy damage/light damage.Updated distribution of items in cabinets.Fixed upgrade icons having wrong positions in scrollbox on the character panel.Events / reinforcements in the main area are now paused while the player is in a secret area.Added missing reinforcement spawners to exit sections.Fixed lower deck 04 exit area doors from blocking the player (after having opened).Fixed issue where defeating the final boss didn't trigger the opening of the final bulkhead door.Changed the postfilter and coloring of the lower deck Crawl Spaces (to green).Improved auto lasers acquiring their target.Fixed rocket packs Mrk2 finding its target when its a breakable object (nests).Reduced Adrenaline upgrade movement buff (+25% -> +20%)Fixed inventory bug when dragging an item from the loadout directly onto another item in the inventory.Added new level up sound stinger and a general fadeout of other sounds when it plays.Fixed issue with the music staying silent after having been turned all the way back down in options and then back up. 1.71.1-Alpha Creeps/Elites are no longer interrupted (stunned or pushed) by ranged damage while performing their dashes or dash attacks.Fixed some sound effects not being managed correctly.Fixed issue where arena exit consoles would go into (and stay in) alerted mode if hacked before clearing the area.Workbenches can now craft mrk2 versions of pistols, smgs and armour by combining 3 mrk 1 versions.1.71.2-Alpha Fixed unlocking the new workbench item crafting.Added red fadeout to the screen edge when taking damage.Added more detail lights.Fixed some enemies disappearing immediately on death instead of playing ragdoll or anim.Fixed player barr...Read full article on Community Announcements (spa)Patch NotesOfficial
Bulken Update 1.70.0-Alpha
Update 1.70.0-Alpha Added two alternate themes (WIP) to deck entry- and secret areas: 'Quarters' & 'Scaffolds'.Updated tool tips on the run selection panel.Added a healing pad to The Passage. Service Tunnel Spawners: Service tunnels activation state is now visually represented by being open or closed. Spawning of enemies from the service tunnels now escalate in strength and frequency as the player reach goals in the lower decks.They now shut down and close once level goals/waves have been cleared.Updated system for generating entry- and secret areas to get better layouts.Added a small options menu on player death during core runs.Reduced Pod hit points, pods from mechanical enemies are now in-organic and has an appropriate death animation/FX. Improved player feedback on damage types:Floating damage on player now shows the damage type.Added impact FX for each damage type.Added animation to status FXs when added to the HUD.Added HUD progress bars to indicate damage type progression to status FX.Fixed missing tool tips in the character panel when displayed in the exit panel. Update some drone bullet FX to better match their damage type.Rocket Pack no longer targets enemies that are behind breakable obstacles.Added DX11 support for lower end GPU's.Read full article on Community Announcements (spa)Patch NotesOfficial
Bulken Update 1.69.0-Alpha
Update 1.69.0-AlphaAdded story beats to contextualize security checkpoints and confiscation of items.Tweaked Exit panel UI and improved communication of upgrade picking.Tweaked mainframe intro. Removed hover on the deck nodes.The "force equip" on shift now also acts as an "aim" mode to allow control of the flashlight and aim while walking without attacking.Improved communication on how to pick schematics (on console exit).Decreased pistol fire rates and reduced damage slightly to compensate.Flamethrower: Flame now extends much faster and the hitbox drags to follow the flame more closely.Added impact FX on flamethrower.Enemies are now slowed (if pushable) while hit by flamethrower or plasma.Fixed broken plasma FX and made the mrk2 hitbox wider to match it.Shields on enemies now block the flame and change color on impact.Adjusted muzzle to better hit near enemies.Player now doesn't stop movement on pickup.Dash:Char now staying in its aim orientation when attacking while dashing in a different direction.Added back the dash forward anim pose.Added back and improved the directional dash air-FX and fixed setups to support sideways movement.Piercing bullets can no longer penetrate doors.Removed the autopick option on the level up panels.Updated UI labels on interactive items and how they display repair/seal items required as well as skill checks.Made player location on ship overviews more clear.Improved objective setup for mainframe fight.Fixed a bug with some status fx being broken on enemies (due to missing player reference).Reduced the intensity of the status effect notifications on enemies.Read full article on Community Announcements (spa)Patch NotesOfficial
Bulken Update 1.67.0-Alpha
v1.67.0-AlphaAdded a new lower deck type (Passage) to deck 20.Added an evade-dash to creeps.Buttons now open instantly if no enemies are near (with a few exceptions)Added randomly placed vending machine and recycler to lower decks main area.Changed the entry area of lower decks so it gives 3 cabinets and randomly 1 workbench, lab table, vending machine or recycler.Fixed issues where enemies where not alerted correctly from sounds.Improving shooting experience with pistols and smgs:Fixed muzzle light from weapons.Updated Pistol and SMG firing sounds.Added small post filter CA ramp when firing.Special skills now unlock at earlier tiers for these weapons.Changed how enemies behave when hit with a silencer but haven't sensed the player: Now does a brief investigation and then returns.Reworked viral bullets: they deal less damage but on impact fire viral projectiles at nearby enemies that gives Disease instantly.Sonic bullets: reduced radius of shockwave for mrk1 and slightly increased mrk2.Disease DOT now ticks faster with higher viral damage modifier. Note: faster ticks over the same duration = more procs! This is a large buff to "toxic builds".Another attempt to fix issue with player flying when breaking crates.Fixed issue where idle rotation would turn the player away from melee targets.Player is now pushed slightly back when striking an enemy with more max hitpoints than the player.Added task icon to Pods hatching.Added cheap drop shadows to the player character and enemies. Player area light now doesn't cast shadows.Elites spawning from nests now escalate in hitpoints by +50% for each nest.Changed method of launching stuff out of the airlock so it hits the killbox instead of dropping oow.Locked cabinets no longer take focus and show interaction key.Fixed issues with blades not being able to strike glass.Hidden enemies don't show their HP bars now.Made tutorial and info panels opaque.Fixed bug where the player would hit twice in one strike.Read full article on Community Announcements (spa)






