Effects and background updates
Added a few new effects, redid some old ones and added more graffiti to some of the backgrounds.
It is the year 3260, a cosmic storm named Father's Wrath threatens to end life on Earth's upper layer. The surest way to survive Father's Wrath is to escape underground to a world called Occultus. Information on the incoming storm and Occultus is encrypted, hidden and monitored.
| App ID | 1159240 |
|---|---|
| App type | Game |
| Developer | Cuco Code LLC |
| Publisher | Cuco Code LLC |
| Homepage | http://occultuscmd.com |
| Release date | 13 January 2021 |
| Release state | released |
| Controller support | partial |
| Content descriptors | Frequent Violence or Gore, General Mature Content |
| Store page | store.steampowered.com/app/1159240 |
| Last store refresh | 14 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | OccultusCommandver3.exe | windows |
Hourly peaks, UTC. All-time peak covers SteamRaw's recorded history.
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 11 September 2026 21:39 UTC | $3.99 | $3.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| Occultus Command Demo | 1513630 | 9 Jan 2021 | Free |
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 7223032 | 20 August 2021 13:48 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1159241 | windows | 366.67 MB | 307.72 MB | 2856215794071049961 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 7223032 | public | 20 August 2021 13:48 UTC | 14 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 21:35 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Added a few new effects, redid some old ones and added more graffiti to some of the backgrounds.
Occultus Command is on sale for the next couple of days and I also added some small changes and updates in the meantime. Changes: Added a new weapon for Lia that is unlocked from the start, all you have to do is make it to the first weapon checkpoint. Added some more navigation tips for Level 1 (in the background). Fixed some issues with the formatting for the game over tips Fixed some issues with the alternate weapon moves not coming out as easily I actually have to apply these changes to the demo as well, but I'll try and get that done this weekend. I figured it's more important for the main
Added a small change: I fixed a glitch that forced players to use the flame weapon for a miniboss in the first level and I also added a few more tips in the game over screen. Like I said, I'll keep making tweaks and changes as needed. Also check out this hilarious let's play of the game:
The game and demo are both out. Going forward this doesn't mean I'm going to peace out and call it a day, I'll continue checking in and addressing any bug fixes, weapon tweaks, and minor graphical updates.
The main game is pretty much done, but I decided to add a fun little demo so everybody can check it out. I think I messed everything up setting up the demo, so....if all goes well it'll be up in a few days, if not, Steam testers will kick it back. Either way it'll go up sooner or later, and I'll put the main game up at that time as well, since I don't need to send that for review, unless I just completely messed up the store setup for my main game as well and Steam just vanishes me. Oh, and I lost 3 days' worth of work on my demo due to some crazy file corruption. I spent all day today trying
New build, fixed a small bug that did not reflect the correct time for the countdown and also gave players a few minutes less to get to the real final level. After some more testing, other than a few more graphical assets to add, game will be pretty much done.
Pardon my mess, had to upload this quick update to test out the achievements, which all appear to be working. There's going to be a bit of wonkiness until I test everything out a few more times, the next biggest priority will be to add two new graphics options for v-sync and no anti-alias, and with V-Sync and anti-alias, just in case some may need it or prefer it one way or the other... Anywho, current update now has: Maps (I'm working to fix a quick presentation stutter, for next update); Final Stage (if you make it past Neo City in time); Added time, because of the slightly longer first leve
Alright...I've caved, I added maps, wife said she was getting lost, and also Mr. curator dude wanted them so...., although this added a few extra weeks of development, I figured I can at least add the map function to the first few levels, and also to the levels that have multiple entrances and routes. So... I'm not exactly sure when the next (and hopefully final) update will drop, but it will have maps, new weapons, new final level, final boss and an ending, so that's it. You can pull up maps by holding "up", at this point it only shows what room the player is currently at, and the overall lay
Just a quick update, game was supposed to get done around August, and although I have enough to release the game, I decided I wanted a better final boss, which I think I mentioned in the prior post. If there is one positive thing IMO that has come out of all this it's been my rediscovery of the joy I've gotten doing art. Which, after I am done with this I'll go back to and really try to polish my skill, as for everything else, it's been absolutely terrible doing this game. Sure, this is a hobby, and it's better than doing nothing, but on the other hand, doing something so that no one can see o
Hope everyone is doing alright during these trying times. I'm still working on the game, in particular the final boss. The final level was not going to have this boss and I was relying on another enemy type, but it just didn't feel right. I was also reaching out to some youtubers, bloggers and streamers, and quite honestly, if there is any advice I have to any indie game makers is this: don't expect any coverage from anyone. Perhaps indie content is saturating the market, or the following is just not as strong anymore, either way, having a PR/marketing guy is as important as having a programme
Hope this message finds everyone doing alright during these trying times. I was anticipating getting this done a lot earlier but had some personal matters crop up, either way, managed to get a nice update uploaded and completed for the game and it's live now! Update: Added a new enemy type in Level 1 Added a new boss for the Grind Hall level Added a new Weapon for Lia New moves for both Lia and Felius: the air geyser stomp New backgrounds and art! Game's not dead, I'm still working on some more updates to include more enemies and bosses and the final level along with a new ending. I might also
What's up Commandos? Video Devlog about Occultus Command: what I've been working on and why moving sucks, okay maybe not much info about moving.
What's up commandos? We're kicking off this festive season with a 40% off sale. Get the game, play it stream it, review it, preview, hate it, love it, enjoy it for a good price, or just buy it now and play it later as I keep adding more enemies, levels and art. Don't be fooled though, the game has 5 levels, bosses and two endings as of right now. I might be showing my age here, but back in the days, there used to be these up-and-coming rappers that would be at airports and street corners, selling burned CD Mixtapes of their own music for about $5.99, that's me, I'm the dude with the burned CDs
Game's still got life commandos!! So sometime in the next couple of weeks, hopefully by the end of the month there's going to be an update to Occultus Command: This will add two new moves per character, a new enemy type and a new boss, with a few new small areas. I'm having to pack up and move to a new place, and moving sucks, plus my new internet provider is the one with the data cap, but on the bright side I'll have more space to breath and work on the game once the move is complete. I also got a new computer, so now I'm able to upload more video content to show off the new updates! Once I u
What's up commandos? I've been lurking about, and keeping an eye out for any reviews, suggestions, comments and error reports. Slow day on that front, but I've been staying busy working on the "Candela" version. After reading a few of the curator reviews, I've decided to beef up the combat by adding a new kind of attack {STEAM_CLAN_IMAGE}/36026290/3239c8860d34375c6f6a8883a4da35d36455a278.png It's a slower, but heavier hitting attack, for now I'm leaning towards balancing it by making it have some recovery after the move comes out, of course that could always change, I could also make it use me
Full appinfo as delivered by Steam PICS, changenumber 34848143. Also at /api/app/1159240/raw.
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