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 21:47 UTC.
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2025-08-01 14:41 UTC · Community Announcements · MoaCube
BALANCE:Reduced Glimmer drop rates in the end game.BUG FIXES:Fixed an issue where a cutscene could cause the battle start event to activate even when the encounter didn't include combat.Added a failsafe to prevent crashes tied to buff icons on enemies without active health bars.Fixes to characters' dynamic "maybe" responses.Corrected Z-ordering on the camp screen.Fixes + additional encounter compositions in the Claw Marks quest.Bandaid fix for texture glitches upon loading the main menu.Dev note: The texture fix is temporary and makes the game load for a bit longer. I'll add a more robust solu
2025-08-01 09:15 UTC · Community Announcements · MoaCube
Another quick fix. This time mainly for tooltips that got messed up by the GUI rework. BUG FIXES:Fixed positioning of unit tooltips vs the unit's portrait.Portrait tooltips can no longer end up partially off screen.Disabled some debug functions that were left on by mistake.Attempted fix for a rare crash with the Failures encounter.Dev note: The crash fix was done blind, and I'm pretty sure it's not 100% done. Let me know if it happens again.
2025-07-25 10:20 UTC · Community Announcements · MoaCube
A quick hotfix for some pretty brutal bugs in the new danger system. BUG FIXES:Ambush chance now correctly updates on travel.Prevented ambushes from happening right after reaching a new area.Potential fix for a bug where ambush would erroneously trigger on quest completion.Fixed crash caused by incorrect asset references in forest sunny weather.Corrected some typos.Dev note: You'll need to move to another location for the changes to the ambush system to kick in.
2025-07-22 19:02 UTC · Community Announcements · MoaCube
The Whispers Update is out, introducing new danger management mechanic that finalises the game's survival component, as well as a full GUI overhaul!AMBUSHES & DANGER The party is now on the run not only story-wise but also mechanically. As you explore an area, Mournfolk zero-in on your location and will eventually ambush the camp. These ambushes are extremely challenging even for endgame parties and their best outcome is still forced move to another location with some resources left behind.Managing this new danger becomes a game in itself, with constant pressure of having to pick what quests t
2025-07-02 11:35 UTC · Community Announcements · MoaCube
Just a quick update today. The next content patch is almost done and should come out within the next couple weeks. All the big changes - like the GUI overhaul and the new danger management system - are in and tested, and we're currently closing down some remaining assets, the new intro sequence, and general polish. I'm also probably gonna change the strategy for future updates from making a huge patch once every century to something more gradual, but more on that in the actual update announcement. Cheers! -Tom
2025-05-26 16:19 UTC · Community Announcements · MoaCube
{STEAM_CLAN_IMAGE}/35887181/d1b785ba3e9f1daf2b5169ff82d47c46a9dea5e5.gif (it literally does play itself here) Testing is probably the biggest hidden bottleneck for solo devs and small indie teams. I obviously dry test every new feature and piece of content I add, but there's time where I just have to sit down and play the damn game normally. Especially when I'm almost done with an update and need to check how everything fits together. I do two complete runs for every major release. A fresh playthrough, and one using my beloved save file that I've kept since the very first release to test compa
2025-02-20 18:06 UTC · Community Announcements · MoaCube
Let me tell you how the next update will make the game easier by making it harder. {STEAM_CLAN_IMAGE}/35887181/859db38ac3bd4cc05ce50a835cb65ca2a2458000.gif One of the upcoming features is the introduction of danger level. As your party explores their current area, Mournfolk will slowly zero in on your location and eventually ambush the camp. This leads to an extremely difficult battle and a forced escape to another place, with some resources inevitably left behind. And that's in the best case scenario! {STEAM_CLAN_IMAGE}/35887181/87f8a93897dc1d6bab182cefff1eaeb9e7264e2a.png Managing this dange
2025-01-06 13:49 UTC · Community Announcements · MoaCube
Happy New Year! Sorry for the recent lack of updates. For the past few months I've been focusing on another project (that I hope will go public soon) where I work as design lead to pay the bills. Apparently indie devs moonlight at larger studios and not the other way around these days. Or at least I do. With that out of the way for the foreseeable future, I'm now back to working on the next Bonfire update full-time. Majority of the back-end work is already done, but we're still largely in the woods re. content and overall polish/integration. Expect more info about what's coming soon. Cheers! -
2024-03-08 11:45 UTC · Community Announcements · MoaCube
Patch 0.9.74 is probably the last larger hotfix for Witching Hour before we move to working on the next major content update. It brings some important balance changes, as well as a few minor bugfixes. BALANCE: Zhu's Inspiration ability no longer extends debuffs but instead grants one free use of an item. Hexa's Inspiration ability no longer grants a Special buff and instead extends debuffs. All stats now have effective caps of -100 at minimum and 200 at max. Zivko's Boost duration now increases by 1 per charge instead of 2. Zivko's Boost power decreased from 50%-200% to 50%-150%. Witching Hour
2024-02-23 12:29 UTC · Community Announcements · MoaCube
An important hotfix as -- keeping to the best traditions of game development -- last patch fixed some bugs by adding far worse ones. Gameplay & QoL: You can now equip Inspirations that are slotted by another hero without having to unequip them first. Summoning creatures when at minion limit will now destroy the weakest summon to make space. Added a tutorial message that explains this mechanic. Bug Fixes: Fixed a crash on Food and Glimmer tally in quest and errand reward messages. Abilities that call for enemy reinforcements will now place them correctly in horde events. Absorbing Shadowspawn s
2024-02-22 10:46 UTC · Community Announcements · MoaCube
Balance: Shadowspawn's free move upon casting has been changed to 66% towards a move. Dev note: This makes the skill a bit more risky as it takes longer for it to be a net benefit in terms of turn economy. Bug Fixes: Brave Blade will no longer crash the game when attacking an already burning enemy. Fixed a crash on skipping the quest reward message when it's at Glimmer tally. Some fixes to string parsing for the scene system. Inspiration descriptions on the hero screen now correctly only list the extra ability at Inspiration level 3. The Undying will no longer take eternity to look for his fri
2024-02-21 10:47 UTC · Community Announcements · MoaCube
A small but important patch. Especially for Intel Mac users. Bug Fixes: Bonfire should work properly on Intel-based Macs. Witch's runes and rune items now use correct assets instead of placeholders. Twist of Fate now correctly applies the Hex effects when removing immunity. The dragon in Hexa's tutorial quest can no longer spawn immune to debuffs. Several typo fixes.
2024-02-19 16:29 UTC · Community Announcements · MoaCube
The Witching Hour Update is out, introducing a new playable character, expanded storyline, as well as numerous optimisations and bug fixes! NEW HERO: THE WITCH {STEAM_CLAN_IMAGE}/35887181/07e0dca7acbe6a15ff450465fdeb6022e32ae97f.gif Hexa the Witch is the biggest new addition of 0.9.7. She's a support character who uses hexes and wards to weaken enemies and protect her allies. She's also able to halve her HP to spawn a shadow clone that doubles her action output, allowing for a more offensive (but also risky!) build. Especially as her abilities tend to ignore armor. Her addition takes some weig
2024-01-24 16:43 UTC · Community Announcements · MoaCube
Quick news time. As of today, we've completed the main bulk of work on the next major update that includes the new hero Witch and a lot of additional story content (among other things and fixes). From now on, it's just functionality & balance testing with the help of a new automated testing bot that I totally want to write more about one day. We expect the patch to hit Steam within the next few weeks. Cheers and thanks for your patience! -Tom
2023-05-26 13:57 UTC · Community Announcements · MoaCube
So as I chip at the next hero update, I thought I could share a bit on how the process looks like from the dev's perspective. The Role Every hero in Bonfire fulfills a couple roles that define their place in the party. For the initial five this was easy. We needed a character for each of the common roles (attacker, healer, damage mitigator, someone who pierces armor, and so on), and another one who can fill their boots in a pinch, to allow for some flexibility. Things get more complicated for the heroes we started adding later on. These have to respond to the game's environment and fill up any
Full appinfo as delivered by Steam PICS, changenumber 34845232. Also at /api/app/1067580/raw.
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