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 22:13 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-06-24 08:56 UTC · Community Announcements · EvilMcSheep [sJanny]
Graphics Alpha blending support for world surfaces. Previously, the renderer just did a per-pixel alpha test on them, rendering pixels as either fully opaque or fully transparent - no partial opacity was possible, leading to jagged edges and shimmering against which anti-aliasing is ineffective. Fences, barriers, bushes, and many other world surfaces will look much better! This is the rendering approach used in the very earliest versions of SL1, changed in later Invictus patches. This approach does have its own flaws, but we believe the benefits far outweigh them :) Transparent water in Valo,
2025-11-21 09:46 UTC · Community Announcements · EvilMcSheep
Game will no longer crash to mods attempting to load non-existent parts with IDs that DO exist, just don't refer to any specific part in SL1R. For example, a mod originally made for MWM may attempt to install orange neons to a car being generated; Such parts don't exist in SL1R, but a matching ID (of v6_ex_header node) does.
2025-11-19 10:42 UTC · Community Announcements · EvilMcSheep
Patch avoiding a Radeon driver bug breaking realtime shadows on RDNA-based GPUs (RX 5000 series and newer).
2025-11-14 01:50 UTC · Community Announcements · EvilMcSheep
Parts Fixed Yotta front bumper 3 side vent texture mapping. Non-drag Badge tyres (Boss, Babe) now have the word "expired" in their names, better fitting their performance and durability levels. Added drag tyres to 4th auto shop. Badge door card material now extends all the way to the glass. Less bad normals for Badge doors. Fixed parts.rpk:0000D120 invalid parent error with some mods made for MWM. Mod shocks and springs made for MWM can now be loaded by the Catalog. Reduced engine block impact resistance from 150% to 125%, better compensating the damage spread change made in the Feb.02.2025 up
2025-07-04 17:08 UTC · Community Announcements · DevilMcSheep
Garage Fixed first person cash display sometimes not updating. No more hall of mirrors effect from shoving the camera under the floor. Added magic force for keeping cars that are heavily damaged or equipped with terrible tyres from sliding around too much. Fixed a case of first person driving mode not being exited correctly, leading to various small garage bugs, such as infoline not displaying. Returning to garage while in hood / bumper cam won't auto-enter garage first person mode. Greenscreen mode Enter the new cheat "GREENHELL" into the console to activate greenscreen mode! This mode is int
2025-06-25 03:49 UTC · Community Announcements · DevilMcSheep
Force feedback SL1R's FFB is now compatible with most wheels! FFB strength can be increased all the way up to 500% in the options. Max FFB update rate can be increased from the old 50hz all the way up to 1000hz in the options. Be warned: High update rates can seriously affect framerate! FFB effects are now activated in a fundamentally different way, so FFB can feel different, depending on your wheel. You can revert back to the old FFB in the options. For those who tried the beta: This update improves compatibility even further, so if you had troubles, do try again! :) Misc Moved some options a
2025-06-20 18:46 UTC · Community Announcements · DevilMcSheep
Previous post for context: https://steamcommunity.com/games/1571280/announcements/detail/537731249563762767 FFB beta has been updated to better handle centering spring effects, which could interfere with or even outright override the rest of FFB, depending on wheel. You can now also increase FFB strength all the way up to 500% in the options. As ever, please let us know of your results, and anything else you'd like to see from SL1R's FFB system! :) To try the beta: Library > Right-click SL1R > Properties... > Betas > Beta Participation > public-beta
2025-06-18 22:57 UTC · Community Announcements · DevilMcSheep
New FFB is available in the beta! By using a more conventional approach for communicating with your hardware, SL1R's force feedback should now work with just about every wheel! We've confirmed the beta to awaken these devices: Microsoft SideWinder Force Feedback Wheel (1998) Moza R3 (modern direct drive base) The beta should also work for just about everything else the FFB of which reportedly previously didn't work with SL1R, such as various Fanatec bases, Logitech Momo, etc... For the wheels where FFB already works, the feel can be different in the beta, depending on how your device implement
2025-06-02 05:37 UTC · Community Announcements · DevilMcSheep
During input calibration, minimum steering input values close to zero will be rounded to zero to help avoid off-center steering (bad calibration). From undocumented previous small update: Fixed mouse polling rate related camera sensitivity fix not working correctly.
2025-05-30 01:05 UTC · Community Announcements · DevilMcSheep
We all know the cheetah runs faster than the dog, let alone a rusty one... It's just the natural order of things, you'd be crazy to expect it any other way! Or would you? For the nefarious Rusty Dogs have made deals with the Devil to turn Valo's racing scene on its head! Did it work out for them? Find out in SL1R's second Major update! REMIX Mutator Shuffle the clubs! Start out with Category 1 cars as usual, but not necessarily as part of Rusty Dogs Racing Club; How about racing a Remo as part of North West Racing Club in the North end, then a Kurumma with Club Cheetah on West side, an ST9 wit
2025-03-24 12:13 UTC · Community Announcements · DevilMcSheep
Initial post for context: https://steamcommunity.com/games/1571280/announcements/detail/537721107195628017 The beta has again been updated according to feedback received! The previous update helped, but we quickly learned that the system still wasn't versatile enough; So, with this update, we introduce axis calibration! As you bind the controls, you'll be asked to max out any analog input you give - this will make sure the inputs are interpreted correctly, and that the full range of input is actually available to you. In theory, as long as SL1R can pick up your controller's input at all, it sh
2025-03-20 10:30 UTC · Community Announcements · DevilMcSheep
Previous post for context: https://steamcommunity.com/games/1571280/announcements/detail/537721107195628017 The beta has been updated according to feedback received! SL1R should now properly handle devices that send inverted signals (100% at rest, 0% fully pressed), as some pedals do. This previously caused choice paralysis for the input binding system (many "active" axis when you're not actually pressing anything), and even if you were able to bind them, your throttle would've been stuck wide open until you stomp it shut with your foot :D Please let us know if the changes we've made work as w
2025-03-04 20:28 UTC · Community Announcements · DevilMcSheep
What's going on? Ever since the first public versions of SL1R, we've read of players having troubles with wheel & controller support on the forums. With a limited selection of controllers available on hand (none of which are affected by the issue), and various other issues (relevant for more than a subset of players) demanding our attention, we've been slow to get around to starting to untangle the input handling intricacies of the Invictus Engine (we at ImageCode are not the original developers of SL1 & SLRR, remember :)). Nice excuses, so what's this beta about? If you've been unable to bind
2025-02-02 01:35 UTC · Community Announcements · DevilMcSheep
Video Added in-game option for MSAA. Defaults to 4x. If you see a performance regression, this is probably why. Added option for vertical sync. Added options for texture filtering. Results can vary per GPU vendor / generation; Reduce this if surfaces appear oversharpened. Doesn't meaningfully affect performance. These basics no longer need to be forced via graphics driver :) Damage When a body part is fully destroyed from an impact, damage to chassis is now applied from the point of impact, not the part's attachment point. This means no more weird stretched engine bays from impacting the hood,
2024-10-19 23:37 UTC · Community Announcements · DevilMcSheep
Maps Removed a bunch of misplaced wall filler objects inside North East and North End. Plugged some of the most obvious holes in walls in these areas, too. Adjusted positions for some city objects. Fixed a missing window texture near North End BlueCat terminal. Fixed "Zolle" buildings using wrong window textures. Fixed floating Test Track runway signs. These can also be knocked over now. Misc Nitro-equipped racers driving an I4 Codrac will no longer use the stock hood, as the N2O injector doesn't fit under it. Repairing an assembled part removed using the MONKEYWRENCH cheat will no longer temp
Full appinfo as delivered by Steam PICS, changenumber 38046910. Also at /api/app/1571280/raw.
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