Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:32 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2024-04-10 06:21 UTC · Community Announcements · MKSchmidt
This is the largest update the game has received since it's release in 2020. There are two main changes: 1. Enemy movement has been completely overhauled. Specifically the green, spider-like robotic sentries and the flying ones that appear later in the game. Their movement used to lurch and jump a lot, and was also uncontrollably fast at times. Movement should be smooth now, and not quite as frantic. {STEAM_CLAN_IMAGE}/34804890/ed1d9e46de11e066c7fbd26fab96faa5aa24d241.gif 2. The Caves and Factory levels are still in the game, but are no longer required to complete it. This is a controversial t
2024-04-04 11:37 UTC · Community Announcements · MKSchmidt
Introducing Cyclopean If you enjoyed Paradox Vector, you may find this short project I made interesting. It was made in 3 days for the Dungeon Crawler Jam 2024 over on the itch website. {STEAM_CLAN_IMAGE}/34804890/fa8df4727994b9843bd200dee7da84cf2580b509.gif 3 Day Game Development Making something in 3 days required borrowing things from some of my previous games, but it is quite different from Paradox Vector in terms of style and gameplay. {STEAM_CLAN_IMAGE}/34804890/8c66856b1c205929f27c81ee08340d8db5736aa4.png Turn-Based Dungeon Crawler Cyclopean is a turn-based dungeon crawler with roguelik
2024-04-01 13:23 UTC · Community Announcements · MKSchmidt
I just made a small update. First, I added a title screen so you don't have to look at the default 3D Gamestudio start screen. I also changed things slightly so the siren/alarm will no longer repeat, but only play once. I wanted it to give the player some anxiety after getting a paradox triangle, but I think it veered into the annoying... The Second Part Also, I recognize and acknowledge that the later levels of this game seem to be off-putting to many players. I would like to fix this, but I am really unable to make major changes to the game at this time. The main complaints against these lev
2023-05-22 21:49 UTC · Community Announcements · MKSchmidt
Paradox Vector has gotten some great feedback lately, thank in large part to the recent speedrun competition. {STEAM_CLAN_IMAGE}/34804890/fcf9821668324939afa6da1a9b0e229bb0f318b0.gif One thing I have heard a lot about is how the difficulty seems to spike a lot once you reach the caves. Well, this is definitely by design, the game should get harder as you progress, but I am a reasonable person. If something is ramping up the difficulty too much, too fast, I am willing to work on smoothing things out a bit. So a couple enemies have been moved to "Hard Mode Only" status, and some additional healt
2023-04-18 17:44 UTC · Community Announcements · MKSchmidt
So the speedrunning community has taken notice of Paradox Vector and there is a competition going on right now. You can read all the details here: https://www.speedrun.com/speedrunning/thread/90j5b/1#z77s4 The Speedrunning beta is accessible through "Paradox Vector > Properties > Betas > Speedrun" which will install version 1.1.6a on your system. This version is the same game but it has an added function that allows the game to communicate with LiveSplit, a speedrun timing software thingy. Some of the results are coming in slowly if you are interested... https://www.speedrun.com/paradox_vector
2023-04-07 14:10 UTC · Community Announcements · MKSchmidt
To celebrate the "Lovecraftian Days" event here on Steam, I will be streaming Paradox Vector between 3:00 and 4:00 PM on Saturday, April 8th. Join me as I try to navigate the weird mazes, and combat the ferocious and deadly monsters, of this eldritch land of cyclopean masonry and alien vistas.
2022-11-01 18:54 UTC · Community Announcements · MKSchmidt
Someone on the forum complained that the enemies in Paradox Vector were too fast. I took this as an individual preference at the time, I thought they were fast, but not so fast as to be of concern to most players. However, I recently updated my graphics card and realized that the enemy speed (for the green spider-like robot guards and the green floating eyeball guards) was somehow linked to the framerate! {STEAM_CLAN_IMAGE}/34804890/ed1d9e46de11e066c7fbd26fab96faa5aa24d241.gif This was poorly designed and should have been discovered during testing, but I guess I did not have access to a fast e
2022-10-31 22:05 UTC · Community Announcements · MKSchmidt
The game now supports UI scaling. It is basically just scaling up the entire window to fill your screen, so the game will appear a bit pixelated if you use this option. To activate it, just use the video options panel to set the game to a lower resolution (like 1280 x 720) and make sure you select Window Mode. When you restart in Window Mode, press F10 to toggle full screen mode. Note: This scaling is a feature of the game engine I use. The main drawback is that the windows mouse cursor can sometimes appear over the game window when scaling like this. It should not actually cause any problems
2022-05-03 18:39 UTC · Community Announcements · MKSchmidt
UPDATE: I have just uploaded version 1.1.1 which has another small but significant fix based on user input. The default gun's bullets now move a bit faster, and the crawling robot enemies move a bit slower. PREVIOUS ANNOUNCEMENT: Something I should have done a long time ago. The basic gun that you find on the first level of the game now has infinite ammo, much like Quake 2. {STEAM_CLAN_IMAGE}/34804890/5a9856925bc18c9aea2308ba8453a7ecaa0815b2.jpg Previously, if that weapon ran out of ammo, it would respawn on the level, and you could go grab it to get some ammo back. This system was counter-int
2022-01-03 23:54 UTC · Community Announcements · MKSchmidt
Extra health! For everyone, at no extra charge!
2021-07-26 22:26 UTC · Community Announcements · MKSchmidt
Thanks to a helpful player, I was able to fix a small hole in Dungeon VIII. Not a major issue, but it was possible to get stuck in the level. Here's the fixed hole :) {STEAM_CLAN_IMAGE}/34804890/5be4f96fef6e16b5b144e4b052238357048a12ab.jpg
2021-06-26 11:05 UTC · Community Announcements · MKSchmidt
A helpful player pointed out that the number of secrets on a level, as well as the number of discovered secrets, was not always displayed accurately. To check the secrets, press the map key (M by default) and look in the upper left hand corner. I discovered a probable cause for this issue in the script, and have addressed it. My testing has shown it to be resolved, but it's always possible that I missed something. Please let me know if the issue crops up again.
2021-04-17 17:25 UTC · Community Announcements · Schmidt Workshops
I'm thrilled to see Paradox Vector in print! Thanks to the amazing people at E1M1 Magazine for taking notice and reviewing so many cool games! {STEAM_CLAN_IMAGE}/34804890/e699a4c70917e50a0acb632572823348121e3444.jpg If you like Retro FPS games, you should check them out!
2021-04-03 11:31 UTC · Community Announcements · Schmidt Workshops
The game was updated last night to fix a minor bug that was introduced in the last update. You should no longer accidentally teleport into an endless, eternal void of nothingness without warning in the fifth dungeon ... or any other dungeon ... well, most other dungeons.
2021-03-12 17:19 UTC · Community Announcements · Schmidt Workshops
I have updated the game. The "Killed by a Robot Guard" Achievement *SHOULD* be working now. Players who "persist" may find a new secret area ... or not ... it's not really important ;)
Full appinfo as delivered by Steam PICS, changenumber 37439940. Also at /api/app/1051840/raw.
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