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 21:53 UTC.
| Change | Old | New |
| Branch public timebuildupdated |
1730434415 |
1789162668 |
| Build time on branch public |
2024-11-01 04:18 UTC |
2026-09-11 21:53 UTC |
| Build on branch public |
16260591 |
25262720 |
| Depot 1565251 download (public) |
1,015,492,720 B |
1,553,198,576 B |
| Depot 1565251 size (public) |
8,340,759,585 B |
21,698,047,884 B |
| Depot 1565251 manifest (public) |
7303745224688036631 |
3665149880211114103 |
2026-09-11 21:58 UTC · Community Announcements · Rukifer
Hey, everyone!We are excited to let you know that Rising Spire just got its latest major systems update this week, in preparation for Steam's Party-Based RPG Fest, running between September 14th - September 21st!Not only that, but this is also a great opportunity to snatch a copy of Rising Spire for 33% off, deepest discount so far. Already own the game? Maybe you have a friend with a bit of '90s nostalgia who you think might enjoy playing a classic turn based RPG, spread the word!Based on the feedback we have received from our latest internal testing, here are the main changes that await in t
2026-09-11 21:57 UTC · Community Announcements · Rukifer
FeaturesNew Map UINew Journal UINew combat UINew shop UINew combat SFX and VFXNew combat abilities for Atlas, Pike, and UggRevamped combat systemRevamped shop systemCombat balance changesEconomy balance changesOverworld and ExplorationAdded one new map in Dohan forestAdded more NPCs to DohanAdded 15 new epitaphsAdded gatherable itemsFixed minor map-related visual bugsCharacters and Narrative3 new quest points added to the main storyRemoved some filler dialogueAdded NPC barks...and various bugfixes, of course.
2026-09-03 16:31 UTC · Community Announcements · Rukifer
Hey, everyone!As mentioned in the last update, we're making an active, conscious effort of getting our heads out of the game engine and posting more updates about the development of Rising Spire. That update also highlighted some of the major changes that we have made to the game. Of course, the next logical step was to put a build in front of some players, so we can get an understanding of how they feel about everything, and what our next steps should be.Before delving deeper into this, we want to extend a huge thank you to everyone who playtested Rising Spire and took the time to share their
2026-08-28 19:57 UTC · Community Announcements · Rukifer
It has been about a year since we have last shared an update here on Steam, or any other public social platform for that matter. However, the development of Rising Spire has continued uninterrupted since our last update. Those of you who are in our Discord server are probably more in the know - with our small team size it has been the space we've been able to split our focus from development while maintaining some level of communication with players.After years of (admittedly 'clumsy') development, we've learned countless lessons - one of which is knowing that we can not finish this game witho
2025-06-03 09:56 UTC · Community Announcements · Vomdrache
These past few weeks have been a bit light due to some RL blockers, but we're trudging along! This devlog focuses on essential prep work: tools, trailer scaffolding, and testing a new mid-game weapon to keep things moving while we gear up for a content-heavy update next time. Behind the Scenes – Tools, Testing & Trailer Work This sprint was light on in-game features but important for workflow and visibility. We finalized a draft of the next trailer, prepped recording tools, and laid the groundwork for major content coming next. Trailer Structure – First Draft Complete We outlined the core beat
2025-05-15 18:47 UTC · Community Announcements · Vomdrache
As we round the corner into full Act 3 development, our focus has shifted to narrative weight, early-game cohesion, and a rock-solid build for Act 2. From major cutscenes to fresh Act 1 improvements, this devlog marks the start of Rising Spire’s next chapter. Cutscenes & Narrative Flow New storyline additions now cleanly tell the story at hand. These new scenes bring added emotion and context. Fully Implemented: Load point scripted to ensure proper event flow Cutscenes with unique logic (based on info gained) Scenes reflect narrative climax Dialogue polish and party member interjections includ
2025-05-04 04:22 UTC · Community Announcements · Vomdrache
Boss battles are a pillar of any great JRPG. In this update, we’ve fully implemented three major encounters - each with unique phases, powerful abilities, and narrative weight. With these final Act 2 bosses in place, Rising Spire is one step closer to completion. Major Boss Battles Each have been fully scripted, brought into the engine, and tested in their complete final forms. These aren’t just damage sponges - they’re designed to challenge your strategy, reward preparation, and capstone your Act 2 journey. The Unpredictable Wilds Built as a chaotic and explosive fight, shifting attack patter
2025-04-21 02:02 UTC · Community Announcements · Vomdrache
Progress systems, combat tweaks, and quality-of-life fixes - this update is all about refining what’s already there. With Act 2 almost fully playable, we’ve started polishing the economy and UI to keep every upgrade, battle, and buff feeling tight and rewarding. Economy Updates – Coin Costs Added to Crafting & Upgrades As the world of Rising Spire grows, so does the need for meaningful resource management. We’ve introduced a simple but impactful change: coin costs for weapon upgrades and elixir crafting. Weapon Upgrades – No Longer Free To encourage better decision-making and item value, upgra
2025-04-06 22:26 UTC · Community Announcements · Vomdrache
The best part of RPGs? The sense of progress. Whether it’s unlocking new abilities, taking on a high-level hunt, or simply traveling across the world, progression keeps things exciting. This update focuses on making Rising Spire feel smoother, more rewarding, and more immersive than ever. The Hunting Guild – New Systems & Shop What started out as a small feature for one side quest has turned into a fully fledged system that allows players to take on combat-based challenges for rewards and spend their Guild Points (GP) in a dedicated shop. Hunting Board – Take On Deadly Challenges We've refined
2025-03-08 22:00 UTC · Community Announcements · Vomdrache
Rising Spire Devlog #1 – The Journey So Far Hey everyone, and welcome to the first of many devlogs as we push toward Rising Spire’s full release! It’s been a long road - longer than we originally planned - but I wanted to take a moment to reflect on where we started, what’s changed, and what’s coming next. The Original Vision & How It Evolved When I first started Rising Spire, I envisioned an old-school, top-down JRPG inspired by classic Final Fantasy games - but with fresh twists. Early on, we experimented with unique systems like a day-night cycle and camping, but as development progressed,
2024-11-01 04:21 UTC · Community Announcements · Vomdrache
Overworld Greatly reduced the size of the... Great Plains Cutscenes Fixed an issue some players were encountering with the initial Great Plains cutscene
2024-10-31 05:15 UTC · Community Announcements · Vomdrache
Quality of Life Added "Character Unstuck" feature to the options menu
2024-10-11 21:37 UTC · Community Announcements · Rukifer
New Major Feature - Alchemy Visit Kai's shop in Zendalia to start crafting your elixirs! The recipes work the same as those for cooking, so make sure you learn what you have in your inventory. New Major Feature - Richi-Box 3000 We've placed a jukebox in the Dohan tavern to play any previously heard tracks from our OST. The name is an homage to our amazing composer Richi! Make sure to check it out! Camping & Meals Camping now heals 100% of the party's HP Meals now grant experience points Meal buff durations normalized - morning camp meals expire at the end of the in-game day - nighttime camp me
2024-10-04 21:11 UTC · Community Announcements · Vomdrache
Dialogue Added portraits to Kickstarter Backer statues You can now rest at Valentin's Tavern in Dohan! Added dialogue for breakable objects when the player has not yet unlocked the ability to break them Added a signpost in the Costal Corner map to help players navigate the area Made some additional minor dialogue edits Journal Fixed an issue causing the journal entry for the "Fallen Caravan" to show up earlier than intended
2024-10-03 20:23 UTC · Community Announcements · Vomdrache
Quests Fixed an issue stopping the Oliva side arc to progress Fixed an issue stopping the Dannon side arc to progress Cutscenes Fixed an issue causing the Caravan cutscene to play the wrong BGM Fixed an issue causing a cutscene to replay if the player returned during a specific section of the main story.
Full appinfo as delivered by Steam PICS, changenumber 38806759. Also at /api/app/1565250/raw.
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