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 21:21 UTC.
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2021-05-15 14:02 UTC · Community Announcements · pew
Hey, this is the last patch in the series of minor improvements and gameplay polish. I will go silent for a bit now preparing the new content updates. Balance changes No heat generation using normal acceleration, only dash increases heat. Player ship rotation rotate increased - this will allow players to tail and out-maneuver the enemy ships more easily. Enemies will be easier to lock on and hit in high speed scenarios especially fly-byes
2021-05-10 00:34 UTC · Community Announcements · pew
Hey there, here's another batch of improvements. Thanks to the super useful feedback I'm getting from you lately the game is getting more and more polished, or rather less and less clunky and buggy :) Visuals The fog is no longer uniform, this finally gives the player the feeling of movement, when passing or dense patches of the nebula. Improved fog rendering. Added red light shafts coming out from the singularity, this adds a bit of color to the scenery. Added multi-colored skybox. Melter (green gun) glow has been greatly reduced . Balance Sentinel weapons (triangle potato guns) no longer dro
2021-04-29 21:15 UTC · Community Announcements · pew
Changes The ship slightly rotates to help auto-aim make a lock-on - this should deal with most of situations where the player felt they should be in a position to shoot but it often never happened Improved AI behaviour when engaged with wingman - their movement should be much less erratic making them easier to lock-on Wingman lock on priority has been greatly reduced It's no longer possible to lock camera on a wingman
2021-04-28 22:54 UTC · Community Announcements · pew
Changes Pressing right analog stick now locks the camera at the target, pressing it again removes the lock Same functionality on keyboard by pressing left shift key Added a game setting where auto camera lock during shooting when using gamepad can be turned on/off Camera locks strongly guide the camera, however right analog input isn't completely locked out, so you can aim ahead of the enemy ship while the camera follows the target. Bugfixes Fixed a critical bug where the game would get stuck in a loop creating and destroying encounters which caused a massive FPS drop and soon after it - a cra
2021-04-21 00:25 UTC · Community Announcements · pew
A new feature was added to make dying less punishing and I would dare say more interesting: New Feature Whenever you die and loose all your non stashed items you gain Skull Tokens. The skull token gain is equivalent to the worth of the loot you lost. Skull tokens are an auto-use resource. They are consumed when enemy drops an item on death and upgrade this item's rarity. So if a Rare weapon was dropped it will be upgraded to Epic. The tokens amount consumed is related to the rarity upgraded, higher tier upgrades cost more. {STEAM_CLAN_IMAGE}/38447587/e8c8b08d2344d1f5adf0a64aa788335b7872f9ec.pn
2021-04-18 21:53 UTC · Community Announcements · pew
New feature: Mines Added mines to some of the encounters. Mines will approach any target (you/enemy/friendly) and detonate on proximity. Use full shield to save yourself from the blast. You can lure enemies into mine fields. This is the first of upcoming encounter modifiers, more coming soon. Improvements Added key binding listing in the game settings screen. At least one item - weapon or upgrade - will now always drop in every fight. Major bug fixes Fixed a rare bug where sometimes the enemy would use jump drive to jump into infinity, this trapped the player in the encounter forever. Fixed a
2021-03-30 16:50 UTC · Community Announcements · pew
New Fabricator Ability: Spawn Wingman New ability has been added to fabricator, it needs at least one weapon and one ship upgrade to activate. The wingman will benefit from up to three ship upgrades, exactly as your ship. The better equipment is used for wingman creation the more powerful and resistant to damage it will get. Spawning first wingman cost depends on number of active wingman, the first one costs 10 rift dust, second 20, third 30 etc. Currently there's no limit of wingman you can have. The game might get overall easier if you use wingman, on the other hand helping them stay alive i
2021-03-21 21:09 UTC · Community Announcements · pew
Hi. It's been a while since last update. I had to recharge my creative batteries and take a few steps back to have a better look at the game. The idea was to make a final decision on the course SPL should take and then commit to it - for good. Looter shooter The attribute based progression has been removed from the game. You can now equip up to 4 weapons and 3 ship upgrades. Items drop randomly from enemies with random tiers ranging from Damaged to Legendary. Any weapon combination can drop from any enemy, if you like your Trident Deathray it may just drop from the first enemy. Higher tiers ha
2020-12-29 23:02 UTC · Community Announcements · pew
Hi, Dear new players. I might be working on the roadmap for SPL for the next few months, but firstly I need to make the game more approachable for you. New intro encounters Created a new tier of enemy - crippled. They can't move, or use jump drive. Added three new introduction encounters where the new players can get used to the enemy types and do some target practice. Also it might be a good intermediate step between the tutorials and the real fight. Each intro encounter starts with 6 crippled enemies, once these are cleared a fully active bronze enemy appears, as a tutorial 'mini boss' - the
2020-12-28 12:18 UTC · Community Announcements · pew
Hi, Have some very good news and a little bit of bad news: Bad news - The first big patch will be delayed for some (finite and not very long) time. Very good news - The next patches will follow a complete plan towards a milestone that will make the game much better. I am working on a whole plan for the game, rather than trying figure out from update to update how to make the game incrementally better. Incremental changes are ok, but they're a bit like wandering in the dark. The whole plan for the game - sounds big doesn't it ? The idea is pretty simple, take the most fundamental flaws of SPL a
2020-12-15 19:11 UTC · Community Announcements · pew
Hi, the time-management mechanic didn't survive the test of time (haha), most importantly - it wasn't fun. It took away meaning from dying and put unnecessary pressure on the player. {STEAM_CLAN_IMAGE}/38447587/9b7efa614f5156ae36f5ae1ff9d1b7911a7e240b.png From now on SPL won't rush you. The perma-death is always on. So is the game just harder now ? What about other time related gameplay? Read below. Last Stand New ship ability, used via Left Ctrl or gamepad Y. Will heal you to maximum, knockback enemies and incoming projectiles - effectively saving your life Tied to new resource - Energy. It c
2020-12-08 01:12 UTC · Community Announcements · pew
Hi, A bit late with the patch notes today. So you said that the ship is unresponsive and overheat is not fun? Well I agree, it was! Gameplay changes You can recover significantly quicker if you press any key rapidly when overheated. C'mon, star... start working damn it! Hit that space! {STEAM_CLAN_IMAGE}/38447587/c3f15638a918e51f67576b05bd8f53d013ee88c4.gif All ships have now twice the acceleration and maneuverability. Player ship has higher turning rate compared to AIs to allow easier flanking. In the light of new, crazy velocities the aim assist has been tuned up. Now the player has the same
2020-12-03 07:30 UTC · Community Announcements · pew
Patch 0.3.0 Hi, so the first patch for the released game is here! Gameplay Enemy attack broadcasts are now much more visible Bronze Tier enemies and Bosses will no longer have perfect accuracy Explosions caused by death of enemies defeated by the player no longer harm the player Maximum enemy wave size reduced to 5, while the enemy wave size difficulty remained the same The game will restricts the number of enemies that can attack the player at one given moment. This means that it's less likely to encounter huge wave of very easy enemies. Silver and gold tier enemies should appear more often R
2020-12-01 19:08 UTC · Community Announcements · pew
Hi, so the game got released to Early Access! It's been a while since the last update announcement. I was too busy bugfixing! New features Every object in game (asteroid, megastructure cube etc.) is now physical and many have angular velocity, which means they rotate. This is the first step to make the sceneries alive. Due to some mysterious presence all megastructures deteriorate while the game progresses Added two new megastructure sceneries Each weapon has been limited to 4 weapon mods. Mods don't stack anymore by default (see below) New weapon mod - Extension. If equipped the next slot has
2020-11-07 15:01 UTC · Community Announcements · pew
Hi there, In this patch two new crowd control mechanics have been added: Kinetic blast Full shield has been improved with new functionality! When activated it charges with incoming bullet kinetic energy Once released it explodes with the stored energy knocking back everyone around The more massive the enemy the less affected they are, the fragile ones will be hit most hard Can be life saver if you find yourself overwhelmed by the enemy numbers Can be used to smash enemies into asteroids or other static objects The kinetic blast becomes weaker with distance, having no effect at 4km, with bigges
Full appinfo as delivered by Steam PICS, changenumber 34856583. Also at /api/app/1373830/raw.
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