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 22:18 UTC.
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2024-02-13 10:04 UTC · Community Announcements · simon
Some quality of life features have been added. Fast travel has been added. You can now teleport to a previously visited room from the map screen. An available dashes indicator has been added below the heroes feet. Traps are disabled when you clear a room (not Hardcore mode). Item text changed to indicate that an item is Passive. Escape key opens and closes in-game menu.
2023-11-03 16:38 UTC · Community Announcements · simon
Changes in V1.1.0 Along with the obvious bug fixes and minor QoL improvements a number of BIG new features have come in v1.1.0 and these mainly revolve around improving meta progression. Here's a list of the most notable ones. XP XP has been introduced which is gained by taking health from enemies. The more you hurt them the more XP you gain, its that simple. More Player Skills to Upgrade Previously Runes needed to be found so you could upgrade your players skills and there were 7 to find. There are now 23 skills that can be upgraded and unlocked with most being unlock-able by Runes but don't
2023-11-03 16:34 UTC · Community Announcements · simon
Changes in V1.1.0 Along with the obvious bug fixes and minor QoL improvements a number of BIG new features have come in v1.1.0 and these mainly revolve around improving meta progression. Here's a list of the most notable ones. XP XP has been introduced which is gained by taking health from enemies. The more you hurt them the more XP you gain, its that simple. More Player Skills to Upgrade Previously Runes needed to be found so you could upgrade your players skills and there were 7 to find. There are now 23 skills that can be upgraded and unlocked with most being unlock-able by Runes but don't
2023-08-09 10:27 UTC · Community Announcements · simon
Quality of Life improvements Normal & Hardcore modes with normal being easier than previous versions. Ability to change & swap consumable & drop items. Death scene which takes you back to start of level. Bow balancing improvements. Dash out of attack. Spawner health indicators. Bloodlust animation speed increase. Improve Mech Boss special attack tells. Weeper Boss balancing Bug Fixes Inventory selection fix Bow not always firing Bind controls during game and save correctly Player getting trapped in a spawner when it first spawns Seeing hair through helmet. Dropped weapons sometimes disappearin
2023-07-25 13:44 UTC · Community Announcements · simon
We're not done yet but I need your help The feedback I've had so far is that its pretty damn tough. I did say brutal in the description but maybe I've gone a little too far. As a solo-dev its hard to get the balance right because you play the game an awful lot during development and you become a bit of a pro. As a result you up the difficulty to make it more of a challenge then when a new player comes along they go WTF! So I'm going to do a few updates to try and address a couple of points that have been highlighted. I'd also like to try and provide some kind of roadmap for whats to come so no
2023-07-24 19:58 UTC · Community Announcements · simon
Add frame limiter. Fix missing character on character selection screen.
2023-07-24 11:42 UTC · Community Announcements · simon
Problem loading French localization file caused menu to not appear correctly
2023-05-26 13:12 UTC · Community Announcements · simon
{STEAM_CLAN_IMAGE}/35687022/fe3f10912329cd5cc2a041e3533fd5f0b42acd37.gif Polish your hammers and get your quivers ready for a bloody brutal battle in Smash Dungeon! After 5 years of blood sweat and tears I'm very proud to announce that Smash Dungeon will finally be released on the 24th July 2023. A build has been uploaded and accepted by Steam. In the coming weeks I will be doing as much testing as possible. Its been a very long and at times difficult journey but I'm really pleased so many of you have stuck by me and kept the faith. What can you expect? Every run will be different. Some will k
2022-11-09 13:23 UTC · Community Announcements · simon
Its been a while since my last update so I thought I best let you all know where we are. What the hell have I been doing for the last 3 months? So so much... Weapon Boosts While play testing I noticed how damn hard it was. When you have hordes of enemies coming at you a hit a run tactic didn't help. So I made the weapon boosts last for an entire encounter and also made them stack-able. {STEAM_CLAN_IMAGE}/35687022/d137be67310de4fe8bfa3169f76b24f5ce051452.gif This means you can leave a couple of power-ups scattered around the dungeon then collect and activate them before an encounter and they wi
2022-07-20 15:51 UTC · Community Announcements · simon
Knocking enemies away from you is an incredibly powerful tool in your arsenal so I've added a new consumable power up which pushes the enemies away from you when you land from a dash. This gives you a bit of breathing space after a dash away to escape enemies and also causes a little damage too. {STEAM_CLAN_IMAGE}/35687022/49019e94c78a155252593314ba2f368b4ba51fb2.gif
2022-07-17 21:42 UTC · Community Announcements · simon
Recently I have been doing a lot of play testing and a couple of things kept popping up. Firstly when you get a LOT of enemies coming for you things get a little bit too overwhelming. Its great to see swarms of enemies coming at the player but unless you have a big F%^#ing hammer it gets way too difficult. That brings me to the second thing I noticed. Despite the recent change to the sword and shield, there is still no substitute for a good hammer. This is something I'll be trying to address next. But first things first. What to do about the swarms? Place an object in a room that attracts the
2022-07-04 21:01 UTC · Community Announcements · simon
I'm currently play testing and balancing the enemies strength & health and I noticed the sword and shield was a bit under powered. This was because I forgot to give the player a buff when they raised their shield so now if you raise your shield between you and an enemy then you will reduce their attack by extra, sometimes completely nullifying their attack. {STEAM_CLAN_IMAGE}/35687022/4c530c18b9c0165d6891521209d7f36a2f6dd603.gif
2022-06-25 09:23 UTC · Community Announcements · simon
Over the past few weeks I have been reviewing the art and improving the lighting for the levels and in the next few days I'll be updating the Steam page with some final screenshots, a couple of which I have already uploaded... {STEAM_CLAN_IMAGE}/35687022/9e74921b4694ad55ca37048181e055f6fc586455.png Also I've decided on a look for the the final levels which will be set deep below the dungeon surrounded by lava with the constant threat of falling in to it and losing health / dying. The enemies in this area will also be mainly fire based but include some very fast grunts, some super hard guardian
2022-05-02 18:48 UTC · Community Announcements · simon
To tie in with the Going Rogue Festival on Steam there is a new Demo... There's a new persistent realm to go with the randomness of the dungeons which will contain NPC's for you to interact with and receive side quests. There is also an early preview of the Wizards lab where you can use items you find in the dungeon to help you on your journey. Its still under heavy development but hopefully there will be some news on a full release date in the next couple of weeks. If you have any feedback hit me up in the Steam Community forums. Thanks {STEAM_CLAN_IMAGE}/35687022/cb8559d9d5e23ad32df414b22004
2022-02-02 14:48 UTC · Community Announcements · simon
I started to feel that the balance of the game wasn't quite right and we had too many melee based enemies which was making for fairly boring gameplay so to help break things up I'm adding more variation on enemy attacks, starting with some additional projectile enemies. Note, some of the actual attacks might change later such as spread attacks etc but for now here's what I have. First of The Fly is a human/fly hybrid that is indigenous to the Caves, crawling around throwing incendiary skulls at you. And then we have the much more elegant Succubus who launches a magic projectile towards you. Ho
Full appinfo as delivered by Steam PICS, changenumber 34847571. Also at /api/app/1144130/raw.
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