"The Land of Crows" is a side-scroller gothic story adventure game, inspired by the literary works of the Masters of pre-romantic, romantic and gothic literature (E.A. Poe, J.W. Goethe, A. Mickiewicz, J. Slowacki) and lovecraftian mythos.
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Price history, US store (USD)
Date
Price
Regular
Discount
11 September 2026 21:54 UTC
Free
Free
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Build ID
Description
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Password
public
4530642
28 December 2019 18:12 UTC
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Name
OS
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1194391
windows
1.65 GB
344.52 MB
1132526894680221933
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.
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4530642
public
28 December 2019 18:12 UTC
9 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 21:54 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
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14 March 2020 16:17 UTC · Community Announcements · gemlorestudio
Hello Adventure Gamers! "The Land of Crows" is an indie experiment, the very first game I have ever completed, if there's anything sure about it, it is the fact, that it is not a perfect game. As an after-hour experiment, developed almost every day after work, for 3 years, it was never meant to be a marvel or a cash-grab (brrr, I shiver on the very thought...well, maybe my 10th game, if I will ever make 10 games, will be, who knows? ;) joking). No. no, the truth is someone convinced me to release it for a price because they thought it was worth it - so I did. Truth be told, I got magnificent f
28 December 2019 18:14 UTC · Community Announcements · gemlorestudio
Thanks to suggestions from my wonderful players I improved several things: Fixed some typos. Removed the items causing problems after traversing to the last scene (items that were actually only confusing players at this stage). Added a short conversations about the key and cross in the church. Added an immediate traversal to the hut after dealing with the "obstacle" - this should save some unnecessary walking. Replaced some dialogue with a better suited one (map interactions while dealing with the "obstacle" e.g.). Trying to feed various animals will now have the appropriate response.
26 December 2019 20:34 UTC · Community Announcements · gemlorestudio
Yet some more fixes - this time for "off-screen traversal" chapel problem. Some more collider reinforcements were added. I know, two patches in a very short time isn't the best practice (apologies!), but what I want is the best possible experience this game may offer for players. Salutations!
26 December 2019 10:27 UTC · Community Announcements · gemlorestudio
Hello, It seems, even after several months of testing, the game is not as bug free as I initially believed... Pretty naive of me... What can one do, other than just to sit next to the keyboard and start fixing those, right? The first fix adds some collider fixes which shouldn't allow walking "offscreen" in the forest scene (if the player did not satisfy the conditions to be allowed to venture into the woods, which should then be allowed instead). Additionally hotspots for the crypt and crypt door were separated to make them a little more accessible. Have fun!
Full appinfo as delivered by Steam PICS, changenumber 36631845. Also at /api/app/1194390/raw.