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 21:30 UTC.
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2026-08-27 22:54 UTC · Community Announcements · danger726
Hey guys, I've just released a quick game update. This fixes a bug introduced in the previous update - where a ball & socket or CV joint articulation angle could be broken by using the weld tool instead of attaching them normally. Foot Pedals I've also added some new foot pedal parts. You'll find them in the same "Controls" category as the steering wheels. {STEAM_CLAN_IMAGE}/37970304/daae0292800c1eabf20d755ea6ddcd4e6a677108.png To use a pedal you'll need to activate it and bind a key or joystick axis. Output is a 0 to 1 data value based on how far the pedal is "pushed". You can link them to en
2026-08-20 20:11 UTC · Community Announcements · danger726
Hi all, another game update is now out, let's take a look at what's new... Explosives I think it's true to say we all enjoy creating and building things here. But sometimes it's fun to blow stuff up too! https://i.imgur.com/nHincgf.gif Triggering There are now a selection of explosive parts in the game: {STEAM_CLAN_IMAGE}/37970304/dc5957f561fc8aa2f91b0cfc8a0b426f0c0b465a.jpg They can be grouped into three categories based on how they trigger: timer, impact, and proximity. Timer Trigger:- Small, medium, and large demolition charges. Trigger time (in seconds) is tweakable. When armed, explodes w
2026-05-07 21:40 UTC · Community Announcements · danger726
Hey everyone, I've just released another update, mainly focused on fixing bugs (some caused by changes in the previous update)! I won't cover everything here, but I'll mention the major problem areas that were addressed. If you want to see a list of all the specific bug fix changes, please check out the #git-history channel on the GearBlocks Discord. Unity Upgrade Physics Fallout Some problems emerged after upgrading to Unity 6.0 in the previous update. Swap Bodies for Gear and Pulley Physics Originally, for gear and pulley physics constraints, "swap bodies" was enabled based on the connected
2026-03-31 21:45 UTC · Community Announcements · danger726
Hey everyone, it's update time! This one aims to catch up on a number of outstanding bug fixes and smaller feature requests. There's more in this release (new game settings, part behaviour options, Lua scripting API changes) than I'll discuss here, so as always please check out the release notes for the full list. Linker Tool Improvements In a previous update I made an attempt to save and restore links that were lost when moving a part selection. This partially worked, but there remained two cases when links were still being lost:- Between multi-selected parts when moving them. When moving or
2026-01-13 20:18 UTC · Community Announcements · danger726
Happy New Year everyone. Those of you who have recently started playing the game, may have gotten stuck in the "Welcome Tutorial". Unfortunately the previous game update broke it somewhat. Stages that expect the player to bind keys to control a part behaviour wouldn't advance, rendering them impossible to complete. Sorry about that! This is fixed now as of this update. If you have tried the tutorial recently and had problems with it, I'd recommend trying it again now. Build Tool Manipulator Shortcut Keys I've had feedback from some of you that the default key bindings used to select the builde
2025-12-10 01:49 UTC · Community Announcements · danger726
Hi everyone, GearBlocks now has a native Linux (64-bit) build. Native vs. Proton Performance I've been doing some performance testing, and I'm noticing a useful improvement from a native build over the Windows 64-bit build running under Proton. Mileage will vary depending on machine specs, scene complexity etc. (possibly OS and driver support too). However I'm hopeful the native build will improve performance for most Linux users. Specs of my old machine that I used for testing: Ubuntu 20.04.6 LTS. i7-4790K. GTX 1060 3GB. 1280x720, v-sync off. Test results I used some more complex scenes that
2025-12-08 20:06 UTC · Community Announcements · danger726
Hi all, time for another update. Thank you to those who gave feedback on the recent "logic" additions, there were a lot of requests and suggestions. I tried to address as many of these as I could, but there are probably still enough left over to fill up a whole other update (not even including Stage 2 or 3 - see GearBlocks 0.7.9398 blog post). I will continue working on these logic features, but I think from now it'll probably be mixed in with other stuff, as I want to move on to other areas of the game that need work. I'll expand briefly on the main changes now, but as always check out the re
2025-10-05 17:15 UTC · Community Announcements · danger726
Hey guys, I've just released an update that fixes the regressions I'm aware of from the previous "logic" update, plus a couple of other minor improvements. Bugs fixed:- Broken toggle options in "selection" right-click menu. Held modifier keys filtering out keys bound to part behaviour control. Ctrl + V / C shortcuts not working for part behaviour UI copy / paste buttons. Frame rate dropping while using resize manipulator. Bad outputs from distance sensors causing NaN in logic modules. Servo, stepper, and linear actuator not generating torque / force unless key bound. Release notes:- Added sett
2025-09-29 16:10 UTC · Community Announcements · danger726
Hey everyone, it's taken way longer than I would have liked, but here's the next game update at long last. Progress has been slowed by a couple rounds of sickness, burn out with the project, last minute bugs, etc. but excuses aside, on to the update! Logic Plan {STEAM_CLAN_IMAGE}/37970304/f5c49acc8e393c679c9d5ee27610675b90c7e135.jpg The focus for this update has been on adding "logic" to the game. With some helpful input from the community, I settled on a three stage plan for this. Stage 1 Based on using "physical" parts connected together with the linker tool, exposing data channels to transf
2025-01-23 21:47 UTC · Community Announcements · danger726
Hey all, just another small update! New Flat Map There's now a new "Concrete Pad" map: {STEAM_CLAN_IMAGE}/37970304/1dbe9f783c6bb24a98aaade70000d4c5a1e0f3ab.jpg It's just another boring flat map, but hopefully a bit easier on the eye for long building sessions than the "Flat Plane" map, plus it has no environmental audio. Part Selection Duplication You can now duplicate your current part selection. Select some parts: {STEAM_CLAN_IMAGE}/37970304/14779633ccfe55691908144c2ed14c52377b7cdb.jpg Then open the SELECTION menu and click Duplicate Selected (or just press Left Ctrl + D): {STEAM_CLAN_IMAGE}
2024-12-21 20:09 UTC · Community Announcements · danger726
Happy Holidays everyone, here's one more small update for the year! Weld tool This is a new script mod tool that allows parts to be attached to one another, without them needing to be properly aligned together. https://i.imgur.com/MUIANv4.gif They can even be unfrozen. https://i.imgur.com/oYoi6wI.gif Jointed attachments can be created, including rotary, slider, or any other type. https://i.imgur.com/1qftk2R.gif Note that the attachment locations are still derived from the part's alignment grids, so an attachment can't be created at an arbitrary position or orientation. This doesn't make much d
2024-11-23 20:29 UTC · Community Announcements · danger726
{STEAM_CLAN_IMAGE}/37970304/eec50918142fb18161f2ac41ea0b6077ab4b9bda.jpg Hey everyone, after taking a much needed break, I'm back to work on the game! The next major task to tackle is "logic" (switches, sensors, control modules, etc.) which will involve some experimentation and iteration to figure out how it should all work. This will take a little while, so in the meantime here's a small update with a selection of new parts and other improvements. Angle limiters These parts connect to an axle via a rotary bearing, and restrict rotation between a minimum and maximum angle that you can specify.
2024-08-23 21:43 UTC · Community Announcements · danger726
Hey all, here's a small update with a few improvements and some new parts. Angled beams and connectors In the previous update I introduced the "V" and "W" angled beams, primarily to allow for building V configuration engines. If you've been using these parts, you may have noticed some bugs with the building system (e.g. sometimes your construction might freeze at a weird angle). I'll come back and address these problems in the future, but seeing as those angled parts are now out in the wild, I figured I might as well release the others I've made. So you'll now find more angled beams, and conne
2024-08-10 19:39 UTC · Community Announcements · danger726
Hello everyone, it's been a long time coming, but it's finally time for another update! There's too much to cover in technical detail here really, so I'll just give a brief summary... Combustion Engines As I mentioned in my last post, I tried using physics forces applied to physical piston and con-rod parts to drive the engine. After prototyping this, I found it not be a viable solution, due to phantom forces (from rapidly moving piston and con-rod parts), performance cost, and other issues. Mean Value Modelling I looked into other possible methods for simulating internal combustion engine. Th
2024-02-02 01:52 UTC · Community Announcements · danger726
Hey everyone, time for a long overdue update! Combustion Engines - Not Ready Just Yet By this point, I was hoping to have combustion engines done. I tried a purely physics based approach, using separate cylinder, piston, con-rod, & crank rigidbodies, and applying a force to the piston based on the current angle of the crank. This worked reasonably well, but had problems with "phantom forces" whereby the engine got torque applied to it, sometimes flipping over the vehicle it's in. Also, using physics for all the parts like this has RPM limitations, and doesn't scale that well for sim performanc
Full appinfo as delivered by Steam PICS, changenumber 38547921. Also at /api/app/1305080/raw.
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