Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 21:28 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
25 June 2022 01:03 UTC · Community Announcements · KittyCayy
Hey everyone! I'm still catching up on all the things I need to do this week pertaining to game development, but Episode 2 has officially been released! I wanted to thank everyone for their patience between the two episodes, I know it was a hefty wait. I anticipate the development for Episode 3 could take even longer as I switch my art closer to 100% traditional, but I think it'll be worth the effort. Hope you all continue to play the series, and enjoy Episode 2! https://store.steampowered.com/app/1514730/The_Dream_of_Shadowlands_Episode_2/ {STEAM_CLAN_IMAGE}/39243459/01ef021329b990967aceeb4f
25 January 2022 03:47 UTC · Community Announcements · KittyCayy
Heya, long time no update for Episode 1. Just wanted to share that I added a bit of polish (mostly features from Episode 2) to the game, as well as slightly improved controller support. Here's the changelog: -Added left stick axis support for player movement when controller is connected, alongside D-Pad and keyboard controls. -Changed controls onscreen for tutorials to default to gamepad controls when controller is connected, switches to keyboard when disconnected. -Added cooldown meters for dashing and Jyl's block. -Added on screen prompt for when a dialogue is available for an object to inte
1 May 2021 16:00 UTC · Community Announcements · KittyCayy
https://www.kickstarter.com/projects/1380866287/the-dream-of-shadowlands Thank you so much to everyone for all the support I've been given so far. I can't wait to see how this campaign ends, crossing my fingers!
27 April 2021 15:33 UTC · Community Announcements · KittyCayy
So in my very clearly flawed programmer brain, I will make some dire mistakes sometimes. I just fixed a few with the numerous patches I've put out over the past day or so, because I couldn't even manage to catch them all at once lmao. Here's what I caught and fixed: -I accidentally had it so even if you did not have the Cipher Wheel, if you selected where it belongs it would open either way. Oops! -I accidentally forgot to fix a dev cheat where the door in the statue room was open any time the game was loaded, rather than just when it was supposed to be opened. Oops! -Clarified that you need t
19 April 2021 20:08 UTC · Community Announcements · KittyCayy
This is hopefully the final update of the game save for patches! As always, please let me know if there are bugs because I have been juggling a LOT of code combining this build with the previous build I set live. Here's what's different: -This build has been optimized by another programmer, and so far on the computers we tested, it runs a lot better! The build that was optimized did not include content made for the 4/4/21 update, so I re-added all the changes I made in that update. -New hit sounds for a few enemies. -Resolution in full screen now clearer instead of appearing pixelated on many
4 April 2021 17:06 UTC · Community Announcements · KittyCayy
Happy Easter! Here is (mostly) the update I had planned that I discussed in my last update announcement. Long story short, all the new content is in the game now, but the optimizations have not been added yet. The deadline for me getting the build back has unfortunately been pushed back a couple weeks, so when I am given the project file I will re-implement the content added in this build and then update again. So here's what's in this update: -Improved combat balancing: The difference in Will consumption + damage dealt is now more noticeable in close combat versus normal combat; tutorial text
5 March 2021 22:47 UTC · Community Announcements · KittyCayy
Hey all! I apologize for the silence on my end after promising a final update to the game. I have gotten new content ready for said update, but having my code optimized by another person with more experience has been taking longer than I originally expected, and I apologize for not planning for that when establishing the original update timeline. However, after touching base with the programmer, we have set March 31st as our solid deadline to have the new code returned to me. Now, I don't expect that I'll be able to update on that day, as there is stuff I need to implement myself into this new
16 January 2021 14:38 UTC · Community Announcements · KittyCayy
Optimization is on track! However, in order to best ensure the big issues are being tackled, I would appreciate if every player considered taking this survey about their experiences running the game! https://forms.gle/UGzXQvQC2Yq3bJQp9 Basically, this is to track down what issues are happening at what points in the game, and what hardware is experiencing those issues. Whether or not your experience was buggy, please take the time to fill out this survey! It will allow the final update to this game to come out quicker and be more effective. Thank you!
14 January 2021 01:27 UTC · Community Announcements · KittyCayy
I am planning to make one final major update to this episode, hopefully to be rolled out within a month or less. I am currently talking to programmers in order to see what can be further optimized to make the game as accessible as it can possibly be before I proceed to complete the series. In addition to optimizations, I also plan to make some tweaks to the combat system in order to better balance everything. The changes I plan to make in regards to that include: -Adding a tutorial window to explain the difference between close combat and regular overworld combat (in the same vein as the tutor
1 January 2021 00:42 UTC · Community Announcements · KittyCayy
Hey all, after being notified about some random game closures and performance issues, I dropped what I was doing to set up Episode 2 and spent hours upon hours optimizing the game where I could. Final product? Still not as optimized as I want but definitely better. Those on the border between proper performance and issues may have the game run better now at least! The two remaining biggest issues are the depth system, which was one of the things I tried the longest to fix but could not change as much as I wanted for now, and the dialogue system, which I trimmed a lot of unused code out of but
Full appinfo as delivered by Steam PICS, changenumber 37567913. Also at /api/app/1457480/raw.
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