Ephemeral Tale v1.50.8 changelog
Hey all, Just a small bug fix here! - Fixed an issue where players could get stuck on a grey screen when starting a new game Thanks to RetroNutcase for the bug report!
Ephemeral Tale is a dungeon crawler/looter hybrid for the modern age, featuring hand-crafted dungeons, classic JRPG-style combat, and a loot-driven progression system.
| App ID | 1204320 |
|---|---|
| App type | Game |
| Developer | Dawdling Dog, ltd. |
| Publisher | Dawdling Dog, ltd. |
| Release date | 2022-01-18 00:00 UTC |
| Release state | released |
| Controller support | full |
| Store page | store.steampowered.com/app/1204320 |
| Last store refresh | 2 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | EphemeralTale.exe | --in-process-gpu | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
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 |
|---|---|---|---|
| 2026-09-11 21:40 UTC | $14.99 | $14.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 14102071 | 2024-04-18 22:24 UTC | ||
| beta | 14102071 | A potentially unstable branch of Ephemeral Tale. | 2024-04-18 22:23 UTC | |
| previous_build | 5194961 | 2020-06-30 04:00 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1204321 | 343.34 MB | 199.11 MB | 1363188513650490106 | branches: beta, previous_build |
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 |
|---|---|---|---|
| 14102071 | public | 2024-04-18 22:24 UTC | 2 hours ago |
| 14102071 | beta | 2024-04-18 22:23 UTC | 2 hours ago |
| 5194961 | previous_build | 2020-06-30 04:00 UTC | 2 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 2026-09-11 21:28 UTC.
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. | ||||
Hey all, Just a small bug fix here! - Fixed an issue where players could get stuck on a grey screen when starting a new game Thanks to RetroNutcase for the bug report!
How goes it, my pupdogs? It's been a SPICY-HOT minute since we've last spoken, hasn't it? Figured I'd keep you guys in the loop as to what's been in the works. First off, we've been hard at work on our sophomore title, Ephemeral Legend, a 2d action-adventure inspired by a franchise or two you may be familiar with. {STEAM_CLAN_IMAGE}/36297058/3cf72bb477ce0b463403b75489d5384450668a19.png {STEAM_CLAN_IMAGE}/36297058/555e1827435a5486fb8bc840d186972b18a024b6.png {STEAM_CLAN_IMAGE}/36297058/97123622b877851c6a074bdca7b39764df58988f.png Additionally, we've been working with the cool cats over at Chint
Changed default combat encounter delay from 25 -> 50 NOTE: This will only apply to players without existing saves! If you would like to adjust your combat delay rate to match and have an existing save file, this can be done via the Options menu. Additionally, this can can serve as a reminder that these options exist to allow anyone to customize the gameplay to fit their own desires and needs! While I continue to tune the default settings based on user feedback, there's a vast amount of variables between our gameplay styles as individuals so never hesitate to adjust your settings to your own pr
For quite some time, players have been reporting issues with frequent misses. While I believed that I had sorted them out, recent work on the engine's back-end revealed some flaws in the logic that I think may have caused these edge cases where the game did not properly apply miss protection. As such, that has been addressed. Additionally, NWJS has been updated internally, which should lead to a minor performance increase on low-end systems. Should you see any complaints thrown at your face about it, please inform me via the forums or Discord and I can provide guidance on resolving this. Fixed
What's up, my pups? It's been a while since I last checked in with all of you! While everything on my end has mostly been full-speed ahead on my next project (more info on our Twitter, if you're interested in tracking the progress on that), I've mentioned in the past that we still have some surprises left in store for Ephemeral Tale! That remains the case, so I thought I'd showcase some of the things we've been working on in the interim between games! OASIS DEPTH CHANGES One of the most common things I've seen since releasing Ephemeral Tale is folks getting incredibly lost inside of the Occlud
Many players have expressed concerns over the simplicity of the combat in Ephemeral Tale. As such, a few enemies have been adjusted or given new abilities to add further complexity to the sandbox. Additionally, a couple of players have run into a concerning bug where the game will freeze graphically, but continue to update in the background. Sluggers now hit less frequently, but hit more heavily Sluggers now have a base attack of 40 (was 30) Scorpeon can now use Rend Porkupikes now have a new ability: Bulwark Barrier Bulwark Barrier will create a barrier for each member of the enemy party that
Lowered minimum encounter rate to once every 80 steps (was 40) Added a new overlay to the Graveyard Grove to help enhance the a e s t h e t i c
Hey all, Have a minor pupdate for you guys today with a couple of minor fixes! Fixed an issue where a portal was invisible inside of the Corrupted Castle Fixed an issue where the name card of the Corrupted Castle wouldn't appear after the first entry into the dungeon Additionally, I've received a report about the game freezing unexpectedly after left to sit for a couple minutes, but still responding to input. If you've experienced this yourself, please either respond to this post or in the bug reporting thread in the discussions forums with your system information so that I can try and narrow
Adjusted the optimal completion path for the Lost Caverns due to player feedback Adjusted the drop rate of Legendary (Orange) quality gear due to player feedback NOTE: Orange gear will now begin to drop much more frequently once the player begins to unlock "Drop Rate+" nodes in the talent tree. (Prior cap was ~15% on NG+, 9% on first playthrough, new is ~20% on NG+, 15% on first playthrough, and it starts scaling immediately instead of 3 nodes deep)
Addressed an issue where players could somehow offset their current Oasis state
Added another static treasure chest to the map Added a cutscene to better help guide players towards the overall goal of the dungeon
Fixed a bug where players couldn't engage with the final boss.
Ephemeral Tale 1.46.1 Changelog Added two additional cutscene triggers in the Lost Caverns to better guide players towards the goal Changed the given item on one of the bodies to an Amulet of Sparks to quickly introduce players to skill-granting gear
Fixed an issue where players could become stuck in an out-of-bounds state in the final encounter.
Fixed a bug where players couldn't begin New Game+.
Full appinfo as delivered by Steam PICS, changenumber 37723291. Also at /api/app/1204320/raw.
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