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 21:34 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2025-06-30 19:24 UTC · Community Announcements · Rick Fox
When developing Paleon Reinvented, I decided to completely rewrite the user interface system to make working with it significantly easier and more efficient.Problems with the Old SystemIn the original Paleon, each UI element was difficult to add and configure. I had to hardcode positions for many elements, which is an extremely poor development practice. This led to violations of the DRY (Don't Repeat Yourself) principle — you shouldn't duplicate code — it's better to create a universal solution that can be reused.Additionally, the old version completely lacked the ability to scale the UI, whi
2025-06-08 13:42 UTC · Community Announcements · Rick Fox
In this devlog, I want to share how a simple and familiar algorithm — Flood fill — helped me massively speed up pathfinding in my game.Why Bother?Imagine you have a big map filled with obstacles: houses, walls, trees, etc. When a creature wants to move from point A to point B, the game needs to figure out if it’s even possible to get there.Running a full pathfinding algorithm every time — even when there's clearly no path — wastes time and resources. So I decided to precalculate which areas are actually connected and only allow pathfinding when it makes sense.The Idea: Divide the Map into isol
2025-06-03 17:40 UTC · Community Announcements · Rick Fox
Chunk-Based Tilemap Architecture The tilemap system in the game is based on a chunked layout, where the full tilemap is divided into multiple chunks depending on the tilemap dimensions and the configured chunk size. This architectural choice significantly improves performance and memory efficiency, especially for large maps. {STEAM_CLAN_IMAGE}/40199210/87b380f47dd2d07ed293064e91b7b18ba66bf984.png The number of chunks depends on both the overall tilemap size and the chunk dimensions. For example, a tilemap that is 128 × 128 tiles in size, with each chunk being 8 × 8 tiles, results in a grid of
2025-05-27 19:33 UTC · Community Announcements · Rick Fox
Hi everyone! I’ve decided to release the source code of Paleon to the public — now you’re free to explore and study it. Since I started working on the project early in my programming journey, the code isn’t very readable, extensible, or maintainable. Currently, we are working on two new projects (which is why there hasn’t been much news from me): Ay Bulak — I’ll share more about it soon;, Paleon Reinvented — an updated version of Paleon with all the improvements and features I couldn’t implement in original version of the game., 🔗 Source code: https://github.com/TheRickMountain/Paleon If you’
2025-02-08 11:45 UTC · Community Announcements · Rick Fox
An achievement system has been added to Paleon! With new updates there will be even more achievements!
2025-01-25 13:58 UTC · Community Announcements · Rick Fox
Changes/Updates: Creatures can now carry multiple tools of different types with them at once Settlers, while hunting, can use both melee and ranged weapons at the same time Added a new tab to the creature UI where all equipped tools and clothing are displayed Creatures can equip tools from tiles Ability to manually remove equipment from creatures Partial revision of localizations
2025-01-11 16:01 UTC · Community Announcements · Rick Fox
Features: Dry manure fuel - a new type of fuel, used for heating housing and cooking Manure drying area Treadmill - used to generate mechanical energy by animals and settlers Ability to assign settlers to a hut Updates/Changes: Removal of the "Equip weapon" order (The mechanics of tools will be changed soon) Wooden plow and copper reaper now have durability Updated the cost of building walls and floors Settlers stop working when they want to sleep Fixes: Reworking the localization
2024-08-28 05:20 UTC · Community Announcements · Rick Fox
Updates/Changes: Renamed the "Hut" category to "Settlement" Moved grave and dolmen to the "Settlement" building category Removed the "Religion" building category Added repeatable recipes for threshing floor and thresher with hay as the target product, allowing control of hay production through "Production Limits" Included fuel in the recipes for clay oven, kiln, copper smithy, iron smithy, and hearth Bug fix: Resolved an issue where only one animal would spawn when purchasing multiple animals of the same type New localizations: Chinese (Simplified and Traditional) (Thanks to EJane) Turkish (Th
2024-08-08 15:48 UTC · Community Announcements · Rick Fox
Fixed game crash when trying to open the trade window
2024-08-08 08:52 UTC · Community Announcements · Rick Fox
Features: New item "Animal Fat", obtained from pigs and boars New structure "Oil Lamp". Used for lighting, consumes animal fat as fuel New food "Pemmican". Crafted from dried meat, animal fat, and berries Updates/Changes: Old wild animals can now defend themselves too Male mouflon has a 50% chance to attack a settler during hunting Health of animal offspring reduced by 50% Health of old animals reduced by 30% A settler with critical health cannot hunt and will seek a hut for recovery. If the settler cannot find a hut, they will try to escape from the animal Localization: Added Japanese localiz
2024-07-11 10:57 UTC · Community Announcements · Rick Fox
Features Possibility to buy animals {STEAM_CLAN_IMAGE}/40199210/712444ac24d0ace0dd2414fbd163263c961eb8d6.png Trading post (replacement of a merchant). Updates its assortment once a day {STEAM_CLAN_IMAGE}/40199210/d9aea131c020eeacbf7e948c65811fd9d743431f.png Now to grind flour you need to use a "Mealing stone" instead of a "Mortar and pestle" {STEAM_CLAN_IMAGE}/40199210/92fbb559970e51909dd80e669f71595fa4611ef9.gif Updates/Changes: Added sound when making a trade in the trade window "Mortar and pestle" is now only used for grinding ores Price adjustments for some items Fixes: Localization fixes
2024-06-29 14:11 UTC · Community Announcements · Rick Fox
Localization: Added string formatting using string.Format("{0} test {1}", "AAA", "BBB") for increased localization flexibility. Modding: Moved the definition of technologies and items that should be unlocked at the start of the game to a separate default_unlocks.json file. This simplifies modification of starting conditions and allows easy addition of new elements in the future.
2024-06-25 02:19 UTC · Community Announcements · Rick Fox
Patreon Dear Paleon players! I have an important announcement to share with you. I recently started a Patreon page and it's opening up new opportunities for our community. Why Patreon? Development support: Your support will help me devote more time and resources to Paleon development. Tutorials: Thanks to your support, I plan to create a series of lessons on developing colony simulators. It's important to note that support through Patreon is completely voluntary. Paleon will remain available to everyone, and your support will only help us grow faster and create more content for the community.
2024-06-09 12:34 UTC · Community Announcements · Rick Fox
I'm excited to announce that Paleon is now available to play on Linux!
2024-06-05 11:22 UTC · Community Announcements · Rick Fox
The Return of Paleon: A New Chapter! Hey everyone! I know, I've been gone for a while, but I haven't been idle. I have some great news: for the past two months, I've been working on a new game engine for Paleon! "Why?" you ask. I'll explain everything. Paleon Legacy Paleon's journey began in early 2019 (already 5 years!). Initially, it was my hobby project, a way to hone my programming and game design skills. Through this game, I learned to code in C#, understood how to write code effectively and what not to do. However, over time, Paleon accumulated problems that needed refactoring. A massive
Full appinfo as delivered by Steam PICS, changenumber 37447702. Also at /api/app/1554220/raw.
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