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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2022-01-04 11:02 UTC · Community Announcements · wombat
Happy new year all. This update brings two new features: Wall-mounted lights The ability to dig a slightly larger area Wall-mounted lights These new lights unlock with the same research as required for the existing street lamps. They might be more suited for indoor areas, as you can attach them to walls (and ceilings). They require power (cable connections). They themselves can connect up to three cables, similar to the street lamps. {STEAM_CLAN_IMAGE}/38931510/53d18b4b2956c5b2f1579fd3f3f04a52c9b406aa.png Digging help When digging through terrain, if you hold shift, it will excavate a rectangu
2021-06-15 18:18 UTC · Community Announcements · wombat
The update which was previously available on the experimental latest branch has been added to the default branch as well. You can read the changelogs here: https://store.steampowered.com/news/app/1433470/view/4442219138636338968
2021-06-11 05:58 UTC · Community Announcements · wombat
Note: these changes are available on the 'latest' (experimental) beta branch. To play it, you need to right click the game in steam, choose game properties -> betas -> 'latest' branch. This branch is experimental and not heavily tested yet. you can now use right-click to hide the build pattern dialog as well. small bug fix: while dragging resources, if you close the inventory the drag icon will no longer persist. rearranged the tutorial sequence a bit and updated some hints and tips entries machines now show how much power they consume when idle (if any) . you now have air control while jumpin
2021-06-08 14:18 UTC · Community Announcements · wombat
After working on it for nearly two years, Outpost Engineer is finally out in early access. {STEAM_CLAN_IMAGE}/38931510/f2f56dc5ab32f3e41520eba1c4575a6ce973ccf7.png This release is only the beginning of a long story. The game is perfectly playable as is, there is already a full gameplay loop available including an end goal. What will be added during early access is more content, refined recipes and research, some power balancing, UI improvements, more translations, and some new and exciting stuff I have yet to reveal (or even start on... ). Additionally, feedback from you, the player, will help
2021-06-07 14:31 UTC · Community Announcements · wombat
0.0.26: added 3 new wood patterns. added an explosive (recipe requires ammo mk2 and iron frame so somewhat later game). experimenting with mycelium growth using voxel raycast scans only, this should prevent mycelium growing passed walls. (Should still be able to grow around it if there is an opening). It will grow a bit more 'weirdly' - 'stalky' as well now. Satellite moves a bit slower and now has a moving sound. Small constructor now requires an initial research into automation (one datacube). Did some long overdue cleanup of rendering materials. Related to that, blocks (lumber, planks, dirt
2021-06-04 13:03 UTC · Community Announcements · wombat
The early access release is very very close (4 days left), so I'm mostly focusing on play testing and some final code cleanup. But I really can't help myself, I'm still sneaking in some extra goodies. Power poles on walls and ceilings The code changes of last week's explosive charge addition made it really easy to implement another feature identified by the discord community: Power poles that you can attach to walls or ceilings. {STEAM_CLAN_IMAGE}/38931510/54dacbdd796d8de3374e09f15121b2c39664b4d4.png We already had a small/ floor level power pole. All it took was to enable it to rotate to a su
2021-05-28 06:24 UTC · Community Announcements · wombat
This weeks handles some explosive content! The game is less than two weeks away from early access. But that is not the only explosive content. We had a small but very engaging closed beta with the discord community, and one of the suggested features was to add more options to destroy terrain. Turns out clearing a large floor with a single pickaxe can be somewhat time consuming. The result is we now have a new option to destroy terrain: An 'explosive charge'. It is crafted in the assembler (or at the assembly table) by combining one Ammo MK2 with an iron frame. {STEAM_CLAN_IMAGE}/38931510/d9d10
2021-05-27 06:29 UTC · Community Announcements · wombat
Swapped cable station & pole colors. Green is now input. Fixed an iron block configuration issue. Steel now only requires one iron, but has a much longer crafting time. Gave the range dome a small animation and an info box to make it a little bit more clear. Tweaked the colliders on constructors and inserters a little. Previously, in the first minute of the game, if you tried to place blocks it could take a little time before the result was seen (due to world loading interfering). Should be immediate now. Refactored some code for machine update loops. Worked on a pipe/liquid system, work in pr
2021-05-21 08:15 UTC · Community Announcements · wombat
Up until now, supplying machines with resources has been done using one type of inserters, in two variants: Tier 1 copper based, and a tier 2 upgrade which requires iron but has double the speed. {STEAM_CLAN_IMAGE}/38931510/030277ede739539e80645159bea839793e22e995.gif They work fine, but in some situations you have several belts to supply a machine, and you had to get a little creative, puzzle the environment a bit, to get all of them to connect to a machine especially for furnaces. {STEAM_CLAN_IMAGE}/38931510/99262b60dff3dee6aa84aa265939bcba35fb7d8d.jpg The game now also contains a long hande
2021-05-17 09:15 UTC · Community Announcements · wombat
You can no longer speedwalk diagonally (sorry to spoil the fun :) ). Adjusted action bar count colors. Improved craft task background Improved conveyor belt upgrade logic (upgrade to mk2 sloped conveyors etc). inventory icons are now a little smaller, counts a little larger. The sound sliders are now taking into account the fact that volume values in unity decrease logarithmically Fixed missing models for tin and copper blocks. Tin blocks, when removed, now return the tin blocks themself, no longer ingots. Fixed a small issue that could happen in the molecular analyzer panel
2021-05-14 06:21 UTC · Community Announcements · wombat
Welcome to another devlog! This week, I'll talk about the newly added tier2 belts. As discussed in a past devlog there are two main modes of transportation in the game right now. The basic transportation is by conveyor belts. Bulk cargo transportation, suited for longer distances, can be done with a cable claw system. Tier 2 Conveyors and splitters Last week, I have been adding the tier 2 upgrade to the conveyor belt system, which requires iron retrofitting, but doubles the transportation speed. {STEAM_CLAN_IMAGE}/38931510/13a4d95a5f3839c468dfd36b2671935559d1c0c6.gif The regular and sloped bel
2021-05-10 08:11 UTC · Community Announcements · wombat
0.0.22 (07/05/2021): In this release I have added quite a few new recipes. See below. However, while functional, they still need to be play tested a bit to make sure no weird issues occur... They are still 'beta'. Craft queue cancelling (left click: cancel one, right click: cancel all targets) Adjusted cable linking logic in an attempt to resolve the 'too many lines' cable issue. Implemented conveyor and splitter MK2 variants (iron based upgrades of regular conveyors and splitters, double speed of the normal ones). You can now press 0 - 9 keys while hovering over inventory items to assign them
2021-05-07 04:45 UTC · Community Announcements · wombat
One month away from early access release! The last weeks I have been working hard on a lot of quality of life features (better mouse sensitivity settings, configurable field of view, user interface changes and additions). Also squashed a couple of minor bugs. Most of this came out of (very valuable) feedback from our discord community. We were holding a small scoped closed beta. But also sneaked in a game addition this week: Up until now we only had copper containers. These had 4 storage slots, which isn't a lot but convenient enough for many purposes. This week I'm also adding iron and steel
2021-05-03 07:43 UTC · Community Announcements · wombat
- Doubled the amount of output a cable station can store, meaning it will request cargo more frequently. - Made the field of view configurable. - Adding iron and steel containers. Currently made at the assembly table once iron or steel is unlocked. Like inserters, lower tiers can be upgraded to higher tiers by clicking while holding the appropriate resource. - I renamed the app title (was an old name '>MCubes'), unfortunately this means the save files location changed a little. I wrote a procedure to recover and copy the old save files, should it not work, you can also manually copy the files,
2021-04-16 13:30 UTC · Community Announcements · wombat
We are now less than two months away before Outpost Engineer releases as early access on Steam. A large part of my time is currently dedicated to polishing the codebase, doing some test play-throughs, and just making sure everything works. However, seeing that does not make a very interesting devlog, I figured I talk a bit about the current threat mechanic that is present on the volcanic island. Spoiler Warning: this is a bit of a spoiler so skip the text if you want to play without pre-existing knowledge (but on the other hand it is no secret either). Pollution Currently, most machines genera
Full appinfo as delivered by Steam PICS, changenumber 34858959. Also at /api/app/1433470/raw.
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