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 22:22 UTC.
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2024-11-01 07:57 UTC · Community Announcements · Tadatoto
Hello! So sorry this update comes so late and so randomly. Wanted to cover one thing first which is that I owe everyone a big apology for the sudden lack of updates and radio silence. TL;DR, after early access started I got my first job in games. It ended up being hard to balance the new job and this solo project so I sort of just fell off the wagon. I do think I've found a good balance now and don't anticipate this being an issue going forward but wanted to apologize. Thank you all for your interest in the game, I am still very much committed to finishing it and will do my best to communicate
2021-12-31 00:54 UTC · Community Announcements · Tadatoto
First part of a broader refresh of the game's lore. Will post more detailed notes in next full content update! * Game now takes place at the Twilight Tower (no longer an academy. I was sort of finding that setting to be limiting) * The Twilight Tower was built by the ancients and filled with legions of automatons to protect secrets of untold power. * Climbers from all across the land come to the tower in search of truth and treasure. * Refreshed characters and dialogues in line with updated new lore. * Updated intro cinematic * General made intro cinematic and tutorial shorter/faster to get th
2021-12-28 04:39 UTC · Community Announcements · Tadatoto
Howdy all! Hope you all have enjoyed the holidays :^) Just shipped a big update today, it's all about boss fights. {STEAM_CLAN_IMAGE}/37075843/c99cd1536111224a11da9e42210d61e95503cc2f.png What's New Boss Fight Overhaul The game's boss fights were feeling unpolished and buggy relative to the rest of the game, so I gave them a fresh coat of paint. I think the boss fights feel more challenging now but at the same time more fair because they are less buggy. General improvements Bosses now have health bars. Bosses now play an animation when they transition from one stage to the next. Made Corridor
2021-12-19 08:30 UTC · Community Announcements · Tadatoto
Hi all! Hope you all are enjoying the holidays! Have been trying to focus on polishing systems, new weapons, and new enemies. Here's what's new New stats you can upgrade during runs This update adds 3 new upgradeable stats to help scale your build during your run. The new stats are: Power: Increases damage dealt by all weapons, powers, and utilities. Processing: Increases attack speed and crit rate. Decreases cooldowns and cast times. Durability: Increases max health, damage resistance, and smash attack damage. {STEAM_CLAN_IMAGE}/37075843/a38c8e81e6e79ead2115d211a9a889c95b5991c5.png I'm planni
2021-09-12 05:53 UTC · Community Announcements · Tadatoto
Hi all, First off just want to apologize for the lack of updates since February. TL;DR, I started a new job in February and getting up to speed on that took a lot of time away from the project. Now that I've gotten settled in at my new job I should be back to having more time for Hand Cannon Virtuoso. Not exactly sure what the schedule will look like going forward but it should be something closer to the old cadence of bi-weekly updates. Anyways, here's what's new... From the May update I forgot to write patch notes for: Added new floor type - the Corridor of Shadows. New in this update: Updat
2021-02-03 03:29 UTC · Community Announcements · Tadatoto
Hey everyone! Tadatoto here :3 Just letting you know I shipped a new update on Sunday. It adds a couple new gameplay features I am pretty psyched about. What's New Grappling Gun Locomotion Shooting at Grapple Points will now deploy your Grapple, which can be used to swing or reel yourself towards the point. {STEAM_CLAN_IMAGE}/37075843/44dc0b5e2998aa80d2df87332542c9c6c0024d0e.gif This feature took quite a bit of experimenting. The system I found that I liked best works like this: Climbable objects now also serve as Grapple Points If you point at a Grapple Point and pull the trigger, instead of
2021-01-19 01:52 UTC · Community Announcements · Tadatoto
Howdy everyone :) Hope your 2021s are off to a good start. Just shipped a chunky update to Hand Cannon. The big focus of this was on refreshing some of the game's environment art - especially in recurring hero environments like The Lobby. Pretty happy with how the refresh turned out - I'll be trying to apply a similar level of polish to all environments going forward. What's New The Lobby - New Environment Art The Lobby is the hub world where students rest between attempts to climb The Academy. In this update, I did a huge refresh of The Lobby. I hope you'll find the new environment much riche
2020-12-19 20:57 UTC · Community Announcements · Tadatoto
Ho ho ho! Happy holidays everybody! I'm feelin' full o' good cheer. Excited to announce a couple of things. Free demo now available on the store page! I added a free demo which you can download from the Steam storepage. The demo let's you play through the tutorial and the first floor of the tower as many times as you'd like. You'll get a taste for the combat/locomotion system, first floor enemies/environments, and how the game works more generally. Want to see what lies beyond the first floor? Pick up an Early Access copy to keep climbing. Thanks, Tadatoto Join the Discord
2020-12-10 02:36 UTC · Community Announcements · Tadatoto
Howdy doody y'all, Who likes new enemies? I like new enemies. These are patch notes from the 12/8 Content Update! Here's What's New 7 New Practice Bots Scaling out enemies and bosses is a big priority on the Early Access Roadmap. This update adds 7 new enemies. I tried to ensure each of these new enemies contributes some new feel to the game. They each have unique quirks for you to learn and master. I have also been leaning in more and more to the 3D bullet hell direction, so a lot of these enemies feature bullet hell inspired projectiles and attack patterns. Bounce Bomber A tanky ranged enemy
2020-11-12 02:57 UTC · Community Announcements · Tadatoto
What's up Climbers :3 These are patch notes from Monday morning's Content Update! Sorry it shipped a little late - ready for some cool stuff though? Here's What's New Walking Locomotion Much requested feature - you can now use Walking Locomotion to control your movement more precisely while on the ground. Works with all controllers that have analog sticks. {STEAM_CLAN_IMAGE}/37075843/f1ce39a639aa33a682b49cae3f7c8823825bf460.gif As part of this update I also added some additional flavor to movement via skid sound effects that play when you skid to a halt and speed line visual effects that activ
2020-10-23 05:42 UTC · Community Announcements · Tadatoto
Howdy Climbers 😤 Pushed the bi-weekly Content Update last night! Just posting notes now to let you all know what's new. What's New Key Card Combat Tests + 4 New Rooms! {STEAM_CLAN_IMAGE}/37075843/736be06959fa565f9a37493ab4da212b0a7e5c28.png This Content Update adds Key Card Combat Test - a new type of room that require you to fight enemies and find a Key Card to unlock the exit and proceed. {STEAM_CLAN_IMAGE}/37075843/ec55a8b3730f224ceac3939666220fbd6602cd4c.png There are 4 new Key Card rooms you can now encounter during your Climb. These 4 new rooms will fall under The Plaza floor theme once
2020-10-11 07:12 UTC · Community Announcements · Tadatoto
Howdy All 👍 Today I pushed the first Content Update of Early Access. Given this is the first updates since launch, it focuses on addressing post-launch feedback more than new game content like Cards and Environments. That said, Cards, Environments, Enemies, etc. remain a major focus of Content Updates in the near future, as noted in the Early Access Roadmap. New Stuff More Comfortable by Default There were a few controller settings, display features, etc. that I'd gotten enough feedback on that it was a no brainer to just add/update them. Specifically: WMR controllers can now snap turn using
2020-10-04 19:30 UTC · Community Announcements · Tadatoto
Hi Everyone, First off, just want to start by saying wow, holy crap!! The last few days since launching Early Access have been an absolute blast. This is my first release so I wasn’t sure what to expect. I am so grateful to see I wasn’t the only person wishing there were more VR Roguelites and can’t thank you enough for taking time to check out the game. To that end, I wanted to give you a rough idea of what to expect in the months to come. I’ve put together this Early Access Roadmap which represents my current thinking on content goals between now and a 1.0 launch sometime next September 2021
2020-10-02 22:41 UTC · Community Announcements · Tadatoto
Do you know who likes reading walls of text? Pretty much nobody, I think lol. Some great initial feedback I got was that the game's tutorial requires way too much reading. I think this feedback was spot on, so I reworked the tutorial yesterday and just pushed an update. The new tutorial focuses on learning by doing rather than reading. There is still some reading, but the "time to fun" is much shorter now and you'll get jump into some light action pretty quickly. Some fun facts about the new the tutorial: The Orientation Instructor is no more. Sorry if you liked him talking your ear off, but a
2020-09-28 05:05 UTC · Community Announcements · Tadatoto
Hey gang! Just shipped the 09-27 Content Update 👍 This was the last pre-Early Access Content Update! Early Access for Hand Cannon Virtuoso will go live this Wednesday 09/30 at around 12pm PST! Can't thank all of you who took time out of your lives to try the beta enough - your support has been extremely motivating and the game is going into Early Access in great shape as a result of your feedback. If you've been enjoying the beta and know anyone at all who you think might be interested, spreading the word about launch is a great way to support the game! Anyways, here's what's new: New Content
Full appinfo as delivered by Steam PICS, changenumber 34852048. Also at /api/app/1255680/raw.
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