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.
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2026-09-08 16:42 UTC · Community Announcements · Benn
Hi everyone!I wanted to start expanding how the military operate and overhaul how the military screen works.I didn't like how selecting the drop zones for the military on this screen wasn't intuitive, so now I have the Select Drop Zones option. This opens up space for the user to select which zones the military drop into.I've also changed how the selected zones look visually, they flicker to be more obvious.Military squads will now take over parks and designate them as military bases. At the moment this works as a safe spot for civilians to hide in but I want to add more functionality later on
2026-08-24 15:20 UTC · Community Announcements · Benn
Hi everyone! It took a little longer than I expected but I've overhauled the way the police stations work because I've not been happy with it. The "Assign Police Station" section has been completely changed. Now instead of only one police station being assigned, all police stations in a city are assigned police stations and the cops are split between them. The assign button now lets you customize the options of the police station but there is no more assignments. Each police station has it's own ammo stash and is counted separately.Another big change is the system for how cops return to police
2026-08-05 16:04 UTC · Community Announcements · Benn
Hi everyone!I've reworked the City Generating Screen and it has new options:You can now specify how much a randomly generated city is covered in parks, or the number of hospitals, or how many rivers run through the city. The Rivers slider goes up to 50% because the way the city generating works it's not possible to fill the whole thing up with rivers. On larger maps it may reduce the amount of rivers a small amount if it's having difficulty generating one but as you can see it's a pretty decent amount!I think this improves the variety of generated cities quite a bit, let me know what you think
2026-07-29 12:24 UTC · Community Announcements · Benn
Hi everyone! This update has been a long time coming and I know you've all wanted it, introducing the Hospital update!This large new building will spawn in each generated city. You can also make your own custom hospital in the block editor by marking it as such. At the moment only a single hospital spawns but I'm working on having the amount of hospitals be a variable settable in the city generating screen and to accommodate this I have changed the city generating screen to make more room, with the Generate option being it's own screen that I will update soon in a future update. Any civilians
2026-07-08 16:05 UTC · Community Announcements · Benn
Hi everyone! It's been a long and exceptionally warm month! It took a lot longer than I wanted but the City Editor is now complete with river editing features!You can now plot out your own river layouts, though there are a few rules involved. At the moment a river must start at the edge of the city and also end there, so no lakes yet.As well as being able to choose the layout of the rivers you can toggle the bridges on and off in whatever configuration you choose. The rule with this however is that the whole city needs to be connected and accessible or else the AI will run into problems. The e
2026-06-12 11:49 UTC · Community Announcements · Benn
Hi everyone! This update is the first part of something that I've always wanted to add to DeadOS, an in game City Editor update!You can now choose which buildings and parks go where in your generated cities. On the city generating screen you can now see the Edit This City option:From here you can select the city blocks and change them as you see fit. You can choose the default blocks I put into the game but also mix in your own custom made blocks in any layout you choose. Perhaps you want your city's police station to be in a specific spot? You can now do that! This update is the first part of
2026-05-20 13:39 UTC · Community Announcements · Benn
Hi everyone! I've been sick for the last week so I haven't been able to make much progress with the game lately (such is the perils of being a one person game dev team) but I have still managed to put in some bug fixes and small changes in this update that I will talk about.The main bug I have tackled is related to military clip sizes. Previously if you called the military in and say they had clip sizes of 10, then called in another military with clip sizes of 20, the first group would get bugged and think they also have a clip size of 20. This part is fixed. At first I thought that was going
2026-05-07 14:23 UTC · Community Announcements · Benn
Hi everyone!I've added something I've wanted to add for a while in this update - Parks!When generating a city park areas will now also be procedurally generated (there is a checkbox to turn them off if you desire).This was a slightly tricker update than I expected as I had to change a bunch of the AI systems to compensate. Civilians will go and relax in the park in the same way they go to work and go home but they will not use a park as a stronghold nor will they retreat to the park if they feel threatened where they do for work and home areas.Zombie AI is also changed so they will wander acro
2026-04-20 15:38 UTC · Community Announcements · Benn
Hi everyone!I've added a new AI feature that I think is going to be a game changer:Zombies that aren't chasing humans are now attracted to loud noises. The more the noise builds up the further the zombies are pulled in from. Things that attract zombies include gunshots, screaming civilians and crashing vehicles. It's a significant change to the endgame scenarios of outbreaks and I think the simulations are a lot better for it.This means the military dropping in and the police last stands are a lot less survivable as zombies from all around the city are attracted to the noise and overwhelm them
2026-04-03 15:28 UTC · Community Announcements · Benn
Hi everyone! I've added a quality of life update that I think you'll appreciate:When generating cities you can now choose to regenerate the city again and again if you don't like the layout or the river configuration. This also gives you a chance to see the city before you save it as the previous save system wasn't great.To make this update work a LOT of code changes had to take place in the background as previously the whole simulator would just start over again when a new city needed to be generated, but I think it was worth the effort.If you encounter any strange new bugs with cities that h
2026-03-25 16:19 UTC · Community Announcements · Benn
Hi everyone!This week's update focuses mainly on improvements to how the military AI works when helping cops quarantine areas and deal with the zombie threat.Once cops have been whittled down by a certain amount (down to 25% by default) they go into Withdraw mode and retreat to the police station. Before this update this would be irreversible, meaning if you dropped military with cop AI in they would all attempt to retreat to the police station causing a massive ballup that didn't really make any sense:Now if military are added with cop AI it can be reverted and the cop AI will revert into qua
2026-03-18 17:12 UTC · Community Announcements · Benn
Hi everyone!I've been attacking my bug list since the last big update and this update aims to fix a lot of bugs, so let's get to it!In the previous update the pathfinding for how people drive to commute back and forth to work was temporarily disabled, I've now reenabled it and it supports the new system.Fixed a bug where users could manually control a vehicle into the rivers.Fixed a bug where police vehicles had their lights still flashing after a sim had been reset.Fixed a bug where cops would get stuck in a loop getting in and out of their vehicles.Fixed a bug where a black box remained on s
2026-03-11 17:11 UTC · Community Announcements · Benn
Hey everyone! I've got a big update for you this time! Introducing the Bridge Update:This update was a long time coming as a whole load of systems had to be altered and some of them redone in order for this to work, but now rivers can act as choke points with bridges only appearing infrequently.I'm really pleased with how new generated cities come out, I think this will make for far more interesting simulations and will break up the variety. The way police go to quarantine zones and how people commute back and forth from work, as well as the traffic systems all have had to be reworked, so if y
2026-02-09 15:29 UTC · Community Announcements · Benn
Hi everyone!I've uploaded a small patch fixing a visual issue with black squares appearing above rivers when viewing a city on all layers.Thanks for playing as always and see you in the next update!
2026-02-06 14:17 UTC · Community Announcements · Benn
Hey everyone! I've got something I'm very excited to bring to you this update....Procedurally generated rivers are now in DeadOS! On the city generating screen you can now choose to Spawn Rivers:Cities can now look a lot more interesting and the layouts are no longer a single block of buildings. I think this really takes city generating to the next level and adds a lot of new possibilities for more strategic simulations. Check out a few examples!At the moment you cannot manually decide where the rivers go, and in this regard I am planning an upcoming City Editor mode that can do this alongside
Full appinfo as delivered by Steam PICS, changenumber 38702177. Also at /api/app/1590850/raw.
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