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 21:38 UTC.
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2022-03-08 12:09 UTC · Community Announcements · pat
Hey guys, firstly, can I apologise for the really long delay between new versions with the game. I was distracted by other projects and only just made it back to working on this game. There's actually a heap of behind-the-scenes changes, which I'll outline briefly, along with some important in-game additions, which I might actually start with because it's far more interesting. Additions to the game are merchants and guildmasters. In friendly settlements throughout the Red Prison world, you can find merchants who are stocked with various goods, ammunition and sometimes magic items for you to bu
2020-05-21 12:22 UTC · Community Announcements · pat
Changelog: * Added ability for warlocks to select pact of the chain. * Changed monster death functions to account for summoned creatures not leaving corpses. * Fixed bug with quest generation when starting multiple new games. * Allowed for warlocks to create bats as familiars for testing purposes. * Finished work on shared field of view with familiars. * Added monsters: stone golem, swarm of bats, swarm of insects, swarm of poisonous snakes, swarm of quippers, swarm of rats, swarm of ravens, tiger, triceratops, troll, twig blight, tyrannosaurus rex, vulture, warhorse, water elemental, weasel,
2020-01-11 07:47 UTC · Community Announcements · pat
A new version of The Red Prison has been released which overhauls a lot of features about the game, but in particular there is now an overworld to explore with a number of dungeons placed over the map, friendly towns to investigate and quests to undertake on the behalf of unique NPCs! {STEAM_CLAN_IMAGE}/34962128/44f0d5999b3dd4f59efac063267943ecf1c07789.png The game plays almost entirely differently with these changes, and while it's all still a work-in-progress, there is plenty of new content to explore. The game will continue to develop from here with more quests, more NPCs, and the developme
2019-11-26 11:47 UTC · Community Announcements · pat
Things have been a bit slower for me in terms of putting out new releases. That's been because of a combination of real life commitments which needed to take priority over game dev work but also because there was some big ticket items which would need a fair bit of time to complete and to properly test. {STEAM_CLAN_IMAGE}/34962128/f6c2950477c756701d7ffe51f1f37fe2bdd90723.png This version is one of those big changes and the game now includes variable movement speeds for all creatures. While that might seem like a relatively small change, it required a lot of behind-the-scenes work to implement
2019-09-08 09:01 UTC · Community Announcements · pat
I've just released a new version and there's some really quite significant changes: * Warlocks - a fair few players have requested this class be added to the game and the current build has them in there as an experimental option. You can quick-start as an aasimar warlock to try it out quickly. It required quite a bit of work behind the scenes to deal with the different way that warlock's spell slots worked - rather than having spell slots per level like wizards and clerics, they only have a single pool of spell slots to cast all spells from. There's still quite a bit of work to do - there aren
2019-08-27 05:41 UTC · Community Announcements · pat
New version has just been released which allows for the player's allies to be controlled in terms of what weapons and armour they use. This should let character builds who can't use heavy weapons and armour, for instance, to kit out their followers with these things so that they don't go to waste. You can use this feature by 't'alking to your follower and choosing the inventory management option. This will give you the choice to give the follower items to equip or carry along with making them give them back or drop them on the ground. Hopefully it's fairly self-explanatory. The 'l'ook command
2019-08-23 10:59 UTC · Community Announcements · pat
New version has been released with the biggest changes being the introduction of all-new vaults with interactive features. Currently they are limited to pressure plates which open and shut secret doors, but it has the capacity to be expanded to all sorts of effects. This is the way that I've decided to implement traps - rather than just a simple trap which causes damage without much other interaction, these traps cause the dungeon to shift around the player. Sometimes this will expose the player to unexpected danger, sometimes the player will find themselves having to survive without their all
2019-08-12 00:12 UTC · Community Announcements · pat
With the latest version you'll have a minimap in the bottom right hand corner for all graphical modes. It shows the player, visible allies and enemies and marks the location of up and down stairs if you've found them. Hopefully this helps people navigate the dungeon a bit more easily and you won't have to change to small ascii mode to find the stairs!
2019-08-09 01:42 UTC · Community Announcements · pat
After a bit of a break from development, I've been back into the swing of things and have just released a new version. The main features of this version are picking up a bunch of small big fixes and changes that I've been making slowly over the last few weeks (while notionally not working on the game) and a big development push into expanding the categories and variety of magic items available in the game. These now include: * wands of web, fireballs, lightning bolt and magic missiles; * dwarven plate armour; * dragon scale armour of all kinds; * elven chain mail; * mithral armour of all kinds
2019-07-18 06:23 UTC · Community Announcements · pat
After a few weeks delay, a new version is finally up for download. The delay was because I embarked on a bit of a complicated arc of development and the build was too unstable in various ways to release because of these big additions to the codebase. I've been spending the last couple of weeks playtesting and ironing out bugs and hopefully (!!!) the version that I've released is as bug-free as I can hope for and playable! Here is a rundown of the big changes: * Druids - new character class has been added. The big feature of this class is the level 2 ability to use wildshape! There is also a po
2019-06-28 04:03 UTC · Community Announcements · pat
I've decided to widen the scope of the game a bit and expand beyond the original four races plus subraces and things got a bit out of control! Now there's six new races to play: half-elf, half-orc, tiefling, aasimar, kobold and bugbear. This opens up some interesting new character builds: * Kobold rogue - high natural dexterity makes a natural fit for a rogue, but the pack tactics trait synergises really effectively with sneak attack. When you and an ally are both next to a target, you get advantage on your attack from the pack tactics trait and the bonus damage from sneak attacks which become
2019-06-25 06:08 UTC · Community Announcements · pat
Two-weapon fighting is now an option for all classes. although fighters have the ability to utilise the two-weapon fighting style. Without that fighting style, the player can wield a light weapon in both hands. Light weapons include: daggers, clubs, handaxes, light hammers, short swords, scimitars, and sickles. The weapon in the player's main hand works as normal but the weapon in the off hand can make a single attack per round as a bonus action only without any bonus damage from stats and the like. If a fighter takes up that fighting style, then both attacks are made with normal bonuses to da
2019-06-22 07:48 UTC · Community Announcements · pat
Some pretty significant changes took place this week: Made reach weapons work. This was something which didn't really occur to me as being a core part of the game but it's something that a few players have gone looking for almost immediately so it needed to get done. They work via the ranged combat menus by pressing 'f' or 'F' with a limited range. You can select a target within range manually or just use 'F' to auto-target within range. It works alongside thrown weapons as well so that if you're at range, those commands will throw at the target and if you're closer then they will default to a
2019-06-13 04:39 UTC · Community Announcements · pat
New version released and here's the full change list: * Fixed problem with combining various enchantment names by adding a name_tail variable for '+1' and the like to go along with name_prefix and name_suffix. * Added new monsters: plesiosaurus, poisonous snake, polar bear, pony, pteranodon, quipper, rat, raven, reef shark, riding horse, saber-toothed tiger. * Fixed bug with misnamed hawk as blood hawk. * Added change so that when trying to cast spells or do ranged attacks, if the attack or spell doesn't eventuatuate because out of ammo or spells slots etc, no turn is taken. * Added number of
2019-06-01 09:49 UTC · Community Announcements · pat
New version released and the main things that happened this week are: * Custom names for player and for NPC's. During custom character creation you are still given a suggested name (and implied gender) but you can regrenerate this until you're happy or enter your own name. During the game, when giving orders to your allies, you can also choose to name them now as well. * Reworking of the poison system. Before this I just lazily created a 'poisoned' condition which applied 1 hit point of damage per turn for a set number of turns. This didn't really reflect how poison works in the rules where th
Full appinfo as delivered by Steam PICS, changenumber 37441117. Also at /api/app/1074040/raw.
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