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 21:16 UTC.
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2023-11-20 02:57 UTC · Community Announcements · Kohr-Ah
G'day folks, I've been stuck in a kind of limbo with TINC: It's time to update, but there's not much to show! But spending any more time on anything big will take too long to update! And so I'd dig around and try to do minor fixes, often proving a fruitless endeavour. Rinse, repeat, with a lot of days where I just don't make the time. I've recently just had things flip over, again too. So I hope this time I can refresh myself and focus on developing the chapter. As for now, here's a little treat of what I have got ready. New skirmish maps: LilCave, Sandstone Cross, Sandy Sundae, Forest Tour an
2023-06-03 21:57 UTC · Community Announcements · Kohr-Ah
Hi folks, Thing I discovered about infrequent chances to work is that it's easy to lose focus, and thus several things got worked on but few which are in a good enough state to show off. Rather than remain silent for even longer, I decided to at least bring out some small changes. I might finally get some stability in the coming months and so I'll have to adjust my work habits so that This Is Not Chess can get the attention it deserves. For now though, please enjoy the following changes: New skirmish maps: The Pit, Volcanic Island, House in the Woods and Furnace. Now uses a fancy mouse cursor!
2023-02-10 08:25 UTC · Community Announcements · Kohr-Ah
G'day, g'day, Before I knew it we're two months into the new year. I hope it's been a good start to you all out there. The situation hasn't really changed here and I'm still in a sort of limbo state, however I'm still chipping away at This Is Not Chess and hope to see it completed this year! With that said, nothing relating to TINC has given me so much trouble as the fourth chapter boss: character concepts, animating moves, making the fight actually fun. So I'm glad to say that it's finally complete! Neat stuff: Level 20 completed. Two new challenge levels: Rats in the Basement and Sandwitches
2022-11-02 09:40 UTC · Community Announcements · Kohr-Ah
G'day folks, With my situation being the way it is (that is to say, a bit misshapen), I've lost the routine that allowed me to get stuff done on This Is Not Chess. It seems there's some stability in the near future, so maybe I can work a new routine around that. Time will tell. As for now, it's a small bit in comparison to the usual, but progress is progress! Neat stuff: Level 19 cutscenes are in place. Chapter 4 cutscenes have their own unique music. New challenge map: Cyber path. New skirmish maps: Murky Waters, Banana Island, Snake Way Pier, Chess Castle Bugfixes and tweaks: Event errors no
2022-09-05 02:06 UTC · Community Announcements · Kohr-Ah
G'day, g'day! Added the ability to skip preparation and going straight to executing techniques. Currently I've added two buttons for attacking (one for the normal means, the other for the auto-execute) that show up when confirming a technique. You can also hold the right-click button when left-clicking to activate as a shortcut. The AI has been a tad more aggressive as well, preparing attacks on open spaces, at least possibly blocking your path. With this, the AI also takes into account movement, using moves that are likely to move them closer. I'm sorry to say it, but the slated release state
2022-07-22 09:15 UTC · Community Announcements · Kohr-Ah
G'day folks, New level in chapter 4, with two new characters available (They will not unlock until this level is beaten). The music is still a placeholder as I struggle with this chapter's theme, but otherwise meant as another song to be used in skirmish mode. With plenty of content added this chapter, there should be enough to put the next two levels together easily. The boss level might make it if things go well. I'm also considering the ability to just spend actions to act immediately, rather than having to prepare and then push an attack. Especially if said attack would take several action
2022-06-20 06:14 UTC · Community Announcements · Kohr-Ah
G'day folks, Some new units weren't ready in time for the update, so the next level of the fourth chapter misses out this time around. Instead I made do with some side goodies: More skirmish maps, another challenge map and a new unit that DID make it through. I've noticed I made a map or two intended for more than four squads, up to eight, even. I think I'll double the number of starting squads and change the icons to be more diverse. With that said, I intend the next update to focus on the fourth chapter and another challenge level or two. Neat stuff: More cutscenes for level 16 New Unit: Reg
2022-05-18 03:38 UTC · Community Announcements · Kohr-Ah
G'day folks, Got started with the fourth chapter, giving us a cutscene or two with a new level. Admittedly using placeholder music...for now. I've fully implemented campaign levels having multiple destinations, basically allowing for branching paths. Although there aren't any levels which use this feature yet, I thought it'd be a neat thing to have bonus extra levels in the campaign should certain criteria be met. As such, campaign levels will be marked with silver or gold ticks indicating whether the level was simply completed, or if every potential branch in the level was discovered. That sa
2022-04-12 10:57 UTC · Community Announcements · Kohr-Ah
G'day mates, Once again we've got a few more units. Are they for the next chapter, or the challenge mode? Like before, they're immediately available for now, but as the levels they get introduced in are added, you'll have to beat them to unlock them again! Neat Stuff New units: Boombox, Ravestone, Party Zombie and Phone Zombie. Added a tutorial lesson about adding units to challenge mode. Bugfixes and tweaks Fixed instances where animations would jump to the wrong frame when looping. Fixed animations for special effects not properly rotating. Removed some cases where sounds were spammed in the
2022-03-07 08:06 UTC · Community Announcements · Kohr-Ah
G'day mates, Light update again! Chapter 4 is underway, with dialogue planned out and some of the maps prepared, but no units completed yet. Changes Unit editor shows point values of styles and techniques. Squad prep screen now displays homepanels and dots as deployed units. Cutscenes can now have Foregrounds, letting users impose one image in front of the other. Some maps from the tutorial were added to skirmish mode. Maps in skirmish now with icons showing where they come from (ie tutorial/challenge). Some juicy life added to the menus. Fear status effect now properly stops unit targeting th
2022-01-29 04:19 UTC · Community Announcements · Kohr-Ah
G'day mates, Minor update this time around. Just some better UI in the editors and miscellaneous fixes. There were attempts to add music to bring more variety around but nothing I've made so far I can consider serviceable. Neat Stuff Levels with unit limit set to zero now allow unlimited adding of units. Two new skirmish maps: "Two to Plunder" and "The Watering hole" Squads on the campaign preparation screen now display icons, colours and (most importantly) team colour. Unit editor now updates more often (particularly the unit's perceived value) and displays more technique details. Bugfixes an
2021-12-29 01:57 UTC · Community Announcements · Kohr-Ah
G'day mates, hope you're having a wonderful holiday as the year comes to a close! As hoped, the AI has been improved to stop attempting the more wasteful moves (especially ones that are simply impossible). While tweaking things I realised a core feature I meant to include wasn't there yet: High scores and unit values! Now there are fun little records for every level: The squad and unit with the highest scores are retained based on the most recent completion, the highest score and the quickest completion. These scores can be seen on the campaign select screen. Also new is the feature that every
2021-11-27 05:17 UTC · Community Announcements · Kohr-Ah
G'day folks! With level fifteen complete, the third chapter is done and I can focus on either the next chapter or making the editors more intuitive to use. The AI is still a concern with wasting moves, and the editors are still far from robust, so perhaps I'll fix things up before jumping into the next chapter. Neat Stuff Level 15 added, bringing in another boss fight. Additional levels added to challenge mode. Thus, more maps to use in skirmish mode. The first turn on a skirmish will focus the camera on the squad's first home panel, or failing that, their first unit. Or if none are deployed,
2021-10-17 07:27 UTC · Community Announcements · Kohr-Ah
G'day folks! Chapter three is still going, with only the boss level remaining. I hoped to have it done, but I had spent far too much time making a particularly complex level 14! It's looking to be the most elaborate level of the lot, and as much as I quite enjoy playing through it, it took one heck of a while to complete. Later levels probably won't be that complex, but perhaps I can think of a way to keep them interesting. Along with the end of chapter three, I want to look into improving the AI (stop attacking nothing, dangnabbit!) and perhaps make level creation easier. Neat Stuff Two more
2021-09-10 09:25 UTC · Community Announcements · Kohr-Ah
G'day folks! With two new levels (and a connecting cutscene) added, now the robots have made their proper appearance to the story! On that note, now that the third chapter has properly begun, the new batch of units have been locked behind the campaign. Hope you enjoyed trying them out! There'll be a delay between the this update and the next as I take a break, but I should have the rest of chapter three primed when it comes! Neat Stuff New Unit: The Patrol Bot, a tanky robot with an electric stun rod. New Unit: The Slot Machine, a repurposed gambling machine that doles out pain with its winnin
Full appinfo as delivered by Steam PICS, changenumber 34857644. Also at /api/app/1399040/raw.
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