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 21:15 UTC.
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2022-02-16 10:13 UTC · Community Announcements · T.LH
Hey all, This patch includes several bug fixes as well as one important new feature. Link priority option Every variable now has an option that controls how links affect the variable. You can access this option in the 'set value' menu. If set to 'link has priority', the variable will always be overridden by the controlling variable's value (if one exists). If 'link can be overridden' is selected, the value of the variable can be overridden, either in the 'set value' menu or by other means (e.g. manually opening a door). This means that the value of the variable will not necessarily always matc
2022-02-11 05:07 UTC · Community Announcements · T.LH
Hey everyone, After over 2 months and 2 major revisions, Mechanica's programming rework is finally complete! Programming is Mechanica's most fundamental gameplay aspect, and I've put every effort into ensuring the new system is an objective improvement - I rewrote the entire programming system from scratch (twice) to get it right, and I'm really proud of the new system. With that being said, humans are resistant to change, and I know some people will not be happy with such a big change. All I ask is that you keep an open mind - it'll take some getting used to, but I think you'll find that the
2022-01-27 03:14 UTC · Community Announcements · T.LH
Hey everyone, I got a lot of great feedback from the programming open beta. I've been spending some time reworking it yet again to address some key concerns: Allowing the creation of complex programs compactly and efficiently. Avoiding the clutter introduced by physical wires. Minimizing the amount of space required to display functions, variables, and events. This is an open beta and as such I'm not going to be providing a massive writeup on every change made. So here's a rough outline: Introduced 'programming mode'. Any programming-related activity is only available when programming mode is
2021-12-25 14:35 UTC · Community Announcements · T.LH
Hello everyone, I've been working on the programming system rework for the past month, and the open beta is now ready! You can opt into this beta by right-clicking on Mechanica in your Steam library -> properties -> betas -> select 'new_programming_beta'. In this update, I've focussed on reworking the programming system so that it is faster, easier, and more intuitive to work with. On a basic level, It functions similarly to the old system, except that instead of functions, events, and variables existing abstractly and only being visualized within the programming menu, all of these now have ph
2021-11-09 10:46 UTC · Community Announcements · T.LH
Hi everyone, This is the third and final manufacturing overhaul update, introducing new electric manufacturing machines. These machines are 25% faster than petrol machines and can be powered by a connection to an electricity network. They can be unlocked via research. I have also redone several severals existing objects - the incinerator, vacuum, and power bank. The incinerator and vacuum have been redesigned and now have the new manufacturing input/output. The power bank now operates automatically, charging when there is an excess of power in the network and discharging when there is a defici
2021-10-23 07:27 UTC · Community Announcements · T.LH
Hey everyone, This is the second of three manufacturing updates. This update introduces petrol-powered manufacturing machines. These are 25% faster than coal machines and run approximately twice as long as coal-powered machines before needing refueling. They can be unlocked via research. There are also some new structural objects, which have been placed in the new 'structure' crafting category. The lights/screens and inputs/sensors crafting tabs have been merged into an 'electronics' crafting tab. Additions Added petrol-powered Autominer. Added petrol-powered Furnace. Added petrol-powered Auto
2021-10-13 13:40 UTC · Community Announcements · T.LH
Hey everyone, I'm super excited to release the manufacturing rehaul for Mechanica. I've been working on this update every day since the last update, and I'm really proud of how it's turned out. The manufacturing system has been totally rehauled, resulting in a much more cohesive, intuitive, and fun experience. All the new manufacturing machines added in this update are powered by coal, which is the newest natural resource. The next update will introduce petrol-powered machines, and the update after that will introduce electric machines. Each successive generation of machines will be faster and
2021-08-26 02:11 UTC · Community Announcements · T.LH
Hello everyone, This update introduces the Creation tool, which allows you to save and re-use groups of objects called 'creations'. You can upload and download creations from the Steam workshop. This is a really neat little feature that will be a massive time-saver for many players. Additions Added creation tool. Added dragging feature to items. Press and hold the interact key on dropped items to move them around without picking them up. Added refresh button to code library Steam workshop tab. Added 'prime directive' display to boot screen. Improvents/Changes Modified the process of uploading
2021-07-14 13:38 UTC · Community Announcements · T.LH
Hey everyone, This update adds 'code blueprints' to the game. You can now save collections of functions/links for reuse later. Simply hover your cursor over the right side of the programming menu to access the blueprint library. Additionally, you can upload your code blueprints to the Steam workshop, as well as download those created by others. Also, you can now change the 'target object' of a function by clicking on the orange dropdown at the top of the function. The 'target object' is the object that this function applies to - for example, if you have a 'turn on' function that affects a sent
2021-06-24 09:18 UTC · Community Announcements · T.LH
Hi all, This update introduces a new enemy dropship that serves as a carrier for enemies, streamlining their journey from the factory. Additionally, enemies now have the ability to damage and destroy certain player-made objects. Most non-programmable objects now have health and can be destroyed by enemy robots if they are obstructing the enemy's path. Please note that all programmable objects except for sentries and conveyor belts cannot be destroyed by enemies - this is to prevent enemies from destroying your code and causing a massive headache. Finally, to combat this new enemy ability, a re
2021-06-07 04:51 UTC · Community Announcements · T.LH
Hey everyone, This update adds the new 'research system' - something I think will add a lot of progression and depth to the game. Now, to craft and build certain objects you must first 'research' them in the new research station. Research stations are powered by new items called 'science' - they come in three variants, blue, orange, and purple. Once you provide enough science to a research station and give it some time, it will unlock a certain 'research group'. Each research group contains certain items, for example, the 'advanced weapons' research group contains the electric baseball bat, na
2021-04-14 13:23 UTC · Community Announcements · T.LH
Hey everyone, This update is going to be a little smaller than usual as I've only had about 4 days to work on it - I spent about 2 weeks trying to solve one of the meanest bugs I've ever encountered. It's quite rare and only occurs for certain players but could can significant disruptions so I deemed it necessary to get it fixed ASAP. Unfortunately, it was an extraordinarily difficult problem to diagnose and solve, and I have thus far been unable to fix it :( To prevent further delays, I chose to put the issue on the backburner and continue with the rest of the update. I'll keep working on thi
2021-03-17 12:30 UTC · Community Announcements · T.LH
Hey everyone, First of all, sorry for the lack of updates/communication in the past month or so - things have been pretty crazy on this end, and I've struggled quite a lot to find the time to work on Mechanica. Fortunately, things are settling down now and I'll be able to get back into a frequent update cycle. Thanks so much for your patience and apologies again. This is the second part of the defense update - as the name suggests, three more defensive objects have been added. In addition to this, following a lot of personal playtesting, I've made a lot of small adjustments that I believe will
2021-02-03 07:23 UTC · Community Announcements · T.LH
This update is the first of two adding more defensive objects. In addition to this, several new crafting components have been added. These include the plant threads, cloth, and rope. Plant threads are obtained from new desert plants that are scattered throughout the map. Additions Added primitive compactor trap. Added advanced compactor trap. Added spinning blade trap. Added laser sentry. Added primitive rake trap. Added basic bear trap. Added plant threads. Added cloth. Added rope. Added desert plants to the map (source of plant threads). Added rope and cloth crafting options to the auto-craf
2021-01-25 14:14 UTC · Community Announcements · T.LH
This update introduces various new weapons as well as an entirely new enemy type: F.R.A.N.K F.R.A.N.K F.R.A.N.K is the newest addition to Odyssey's robot lineup. He is a heavy hitter, making use of a large machete in close range and a powerful laser cannon at distance. He has a large amount of health and is impervious to impact damage. What he lacks in speed, he makes up for in durability and deadliness - he is truly a formidable enemy. Additions Added F.R.A.N.K Added nailgun. Added EMP grenade. Added throwing knife. Added spiked baseball bat. Added electric baseball bat. Added PVP option. Dis
Full appinfo as delivered by Steam PICS, changenumber 37804258. Also at /api/app/1226990/raw.
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