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 21:06 UTC.
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2024-03-25 03:51 UTC · Community Announcements · Dylan
Early Access for RW2 begins today. The game is quite similar to RW1, using the most of the existing graphical assets and a slightly modified game engine. I wanted to focus on making the game better rather than newer, and on serving the existing player base rather than chasing new ones. IMO the game is a very big improvement on the first. A quick summary of the most significant changes for veteran RW1 players considering making the jump: - New equipment system. Find and equip staves, robes, and other equipment. Replaces shrines. - 31 new spells - 28 new skills - Most spells have reworked upgrad
2023-10-30 06:34 UTC · Community Announcements · Dylan
Greetings Wizards. Been a while, hasn't it? A while ago I decided to stop updating Rift Wizard 1 to devote my full energies to Rift Wizard 2. I did this because I wanted to try some things that would be wildly inappropriate for a patch- things that, in my opinion, have the potential to improve the game quite a bit. RW2 started as a direct fork of RW1, but unlike in a patch, I had absolute creative freedom to go in any direction I pleased. I tried quite a few things. Some worked, some didn't. Those that worked, well, they are Rift Wizard 2. Its been a blast, and its nearly time to start sharing
2022-05-16 06:27 UTC · Community Announcements · Dylan
Todays build is just to fix a few bugs: Fixed an occasional crash in the spell shop Fixed an occasional crash involving nightmare aura upgrades Fixed volcanic eruption flow range upgrade not working Fixed hollow flesh hp loss upgrade not working Fixed poison debuff description in help screen Fixed devour mind desc typo Fixed devour mind gluttony upgrade not respecting max charge upgrades Mushbooms can now apply their effects to non living enemies
2022-04-15 04:06 UTC · Community Announcements · Dylan
Greetings Wizards! This patch focuses on making poison a more useful and reasonable mechanic in the game and correcting some longstanding balance issues. It also contains a few new high level challenges, and of course plenty of miscellaneous bug fixes. Full notes follow. Skills and Balance: Poison now disables healing in addition to dealing 1 damage per turn Megavenom New skill Level 4 ND Deals 4 additional poison damage to all poisoned enemies each turn Acid Fumes New Skill Level 5 ND Each turn a random enemy gets -100 poison resist Voidflame Lantern New Skill Level 4 FA Whenever you cast a f
2022-04-04 02:04 UTC · Community Announcements · Dylan
One last experimental change I want to test on beta: Poison now disables healing. This applies to the Wizard as well, and healing potions cannot be used while poisoned. In addition, this patch contains fixes to two longstanding moderately annoying bugs: Dragons are now better at imagining where their breath weapons will actually hit, and will no longer 'miss' with them Red Cyclopes batting soul jars will no longer crash the game. -Dylan
2022-03-28 06:18 UTC · Community Announcements · Dylan
A few small beta tweaks as we push towards a merge to main: Fixed a bug where click to move sometimes failed to swap the wizard with his minions Renamed Purple Flame Radiance to Voidflame Lantern (PFR was too long for the UI) Adjusted the frequency of the new idols down to normal Crucible of pain spawns furnace hounds every 500->300 damage -Dylan
2022-03-21 03:37 UTC · Community Announcements · Dylan
This weeks patch mostly deals with code optimization: Optimized many commonly used functions Optimized threat range calculation (threat range calculation is much faster in many cases now) Pressing 't' should result in much smaller delays, and the game should be able to process slightly more stuff before incurring slowdown. Also made a few changes to Purple Flame Radiance: - is no longer sorcery tagged - no longer wastes hits on immune enemies Thanks to Anotak for help with the optimizations. -Dylan
2022-03-11 02:35 UTC · Community Announcements · Dylan
Purple Flame Battery revised to Purple Flame Radiance: Whenever you cast an arcane or fire spell, gain that many turns of starcharged. Starcharged deals 6 arcane and 6 fire damage to 2 random enemies in LOS each turn it is active. Fixed Mordred music not playing when the Mordred level was reloaded Fixed single enemy threat range display only working with mouse Essence Flux charges 6->12 Added graphics for new idols Actually fixed poison sting range upgrade, really for real for real this time. Added fast forward feature: Press backspace to set the game speed to xturbo until the end of the curre
2022-03-04 04:00 UTC · Community Announcements · Dylan
Many updates this week to the beta, patchnotes follow. Spells and skills: New skill: Purple Flame Battery Gain charge when you cast fire spells, which can be used to cast arcane spells for free. New spell: Essence Flux Swaps around all the resistances of a group of enemies Nightmare Poison -> Megavenom Now deals an extra 4 poison damage instead of 2 dark and 2 arcane (I'd rather have this skill be useful with other poison skills than feed back into the already crowded universe of cracklevoid/stormcaller tricks) Touch of Death Level 3->2 Reaper no longer gets 2x minion bonuses Death Cleave Care
2022-02-25 09:18 UTC · Community Announcements · Dylan
Another small beta update, these will ramp up a bit next week. For now: 1) Death Cleave reworked a bit: Now simply recasts the spell on another random valid enemy target, rather than doing a weird pseudo bounce thing. No longer has any independent concept of cascade range- just uses the spell's range and the caster's location. Now gives off a little dark cosmetic effect around where it fizzles out Death Cleave was the source of much player confusion, and also sometimes ridiculously overpowered. Its also one of the coolest pieces of content in the game. Hopefully these changes make it easier to
2022-02-11 05:29 UTC · Community Announcements · Dylan
Just one change for this beta update: Megavenom is gone, replaced by Dream Poison. Dream Poison is a level 4 Nature Dark Arcane passive skill that deals 2 arcane damage and 2 dark damage to each poisoned enemy unit each turn. (Megavenom was a bit extreme, and putting percent health on poison damage is fun earlygame but gets way out of control in the lategame)
2022-02-04 08:37 UTC · Community Announcements · Dylan
Greetings Wizards! Whilst I've begun to devote more and more of my development energies to my next project, I there are still a few changes and additions I'd like to try for RW. A new beta patch with some of those things has been posted. Currently it contains: New Skill: Megavenom. Causes poison to deal 1/4th the enemy's current hp each turn as poison damage in addition to the fixed 1 per turn. New Skill: Acid Fumes. Causes a random unacidified enemy to become acidified (-100 poison resist) each turn. Amplify Poison: removed. It wasn't very effective at doing anything except baiting new player
2022-01-10 07:01 UTC · Community Announcements · Dylan
A few minor fixes today: - Fixed a bug that made the game freeze upon dying on XTurbo speed - Fixed a bug where XTurbo could not be selected using mouseclicks - Fixed a UI bug involving the Oculus buff tooltip - Clarified a couple tooltips related to spells that cannot heal the player (Idol of Beauty and Choir of Angels) - Fixed a bug that was preventing aelf lightning artists from using their spells - Fixed a bug that made Odin's chain lightning not arc as far as it should - Reincarnation can no longer stack with itself. In future patches I may explore ways for it to stack, but the previous b
2021-12-17 04:08 UTC · Community Announcements · Dylan
The new patch is here! The focus is on a new school of magic and the modding system- read on for full details. New school of magic: Metal! Metal magic is a small school, comparable in size to chaos or words. Most Metal spells have other tags and can be slotted into builds revolving around fire, lightning, or minions, but there are a few skills that specifically encourage heavy metal investment. Tooltips for all the metal spells and skills: {STEAM_CLAN_IMAGE}/37379208/91cf25971124b870783943a2c14b21d6059bfe35.png {STEAM_CLAN_IMAGE}/37379208/db288eea760b95df6b3b3c5a5c231edbdf22c6f6.png Added modd
2021-12-10 05:46 UTC · Community Announcements · Dylan
The other half of this weeks changes are all bug and crash fixes as we move towards pushing modding and metal magic to the masses: Fixed a bug where tags were just totally broken and caused all sorts of mayhem especially when a game was reloaded, including but not limited to tag filters not having colors Fixed a siege golem crash Fixed slime drake not having flying Fixed firefly swarm shrine desc implying that it would not trigger on killing friendly units Fixed a typo in the name of an enchantment which lengthens the duration of various things, whose name I will no longer attempt to spell And
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