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 22:03 UTC.
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2022-10-05 21:43 UTC · Community Announcements · Aoxz
Hey folks We're going to remove Dreadtides from store for the time being, as we're not able to work on it. As so often happens with indie gamedev - we ran out of money. For now we're working for other studios and raising the money we need in order to finish off Dreadtides - but we don't know when that'll be. It doesn't seem fair to us to charge players for an unfinished product, hence the decision to remove from sale. People who already own - it'll still available in your game Library and you'll still be able to play. Please not that this isn't goodbye, we WILL be picking Dreadtides up again a
2021-03-22 09:27 UTC · Community Announcements · Aoxz
Hey Folks, It’s been almost 11 months since Dreadtides entered early access, and we’ve come a long way! We’re in the final stretch now, so we wanted to give a heads up about the plan and where it differs from the initial early access roadmap. These changes are as a result of player feedback and our own inhouse testing which has resulted in the belief that the original roadmap isn’t the best route for making Dreadtides the best game it can possibly be. The recent tower overhaul (which the eagle-eyed might notice wasn’t in the initial roadmap!) was fueled by a desire to make the towers and units
2021-03-07 00:33 UTC · Community Announcements · coolguy11
Hot-fix. Small patch to address a significant bug we found with the Tier 3 Fire Towers. Fixed a bug regarding attack AOE. The value could get overridden by the attacker's radius and produce massive attacks. Tweaked Flame Tornado particle effect. Adjusted the logic behind Extractors, Farms, and Lumber Mills. (Shouldn't create any noticeable change at the moment.)
2021-03-01 13:52 UTC · Community Announcements · coolguy11
Hello and Welcome Patch 0.1.7f (combat overhaul!) is our biggest patch to date. Pretty much all facets of the game have been touched and improved. But in particular combat has been entirely overhauled. New effects, infinite upgrading towers, shiny explosions and more. Our goal has been to make combat more exciting, on top of streamlining and improving other aspects of Dreadtides. So also included in this patch are a host of quality of life and clarity improvements. General Update Notes Waves appear much more frequently. We've toned down the largest waves but increased the frequency at which th
2020-12-12 10:55 UTC · Community Announcements · Aoxz
Patch v0.1.7 is now live on Steam. It features an overhaul of resource management, new buildings, new wave system, significant rebalancing, a tutorial prompt system and the usual performance and bug fixes! It's been under testing on our public beta branch for the last couple of months! This is by far our largest update to date, and has been heavily influenced by feedback from our community. We're now moving onto our unit and tower overhaul. We'll be overhauling towers, attacks, units, monsters, upgrading and research. Gone are the basic projectiles, we're adding a whole bunch of exciting and u
2020-08-01 12:39 UTC · Community Announcements · Aoxz
Today we're proud to announce the first stage of our roadmap is complete and is now live on steam! The update features a complete overhaul of units, key quality of life improvements largely based upon player feedback, a significant UI update, a pathfinding rework and significant bug fixes. Please check here for the full patch notes. Going forward is focus is shifting away from Units and towards other gameplay, specifically working on item management, expansion, and exploration. This will involve some new buildings, lots of balancing, and possibly a full rework of the Caravan/Supply Route syste
2020-07-18 13:02 UTC · Community Announcements · Aoxz
These are the patch notes for the public beta branch. This is an unstable tester release, you can access this by right clicking Dreadtides in your Steam library, Selecting Properties, Beta's and then clicking the drop down tab. -Patrol paths, Guard Areas, and Groupings now have Save/Load support. -New low-level movement system. NavMesh is completely gone now. This should've fixed invisible walls, dead spaces for movement, and water-walking. Should be pretty un-noticeable otherwise. -Monsters stop and attack at your City walls now. -Units will now follow each other to Ruins when sent to explore
2020-04-08 18:27 UTC · Community Announcements · Aoxz
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Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/1256510/raw.
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