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 21:08 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2023-07-06 13:30 UTC · Community Announcements · Gniller
Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat of a theoretical approach and not fully confirmed as effective, but community testing results look promising Added additional data to the save for the restart generation feature (it takes one generation to properly populate this new data for your save) It now tracks whether you had encountered actions prior to the curre
2023-06-14 14:45 UTC · Community Announcements · Gniller
Various hotfixes to tackle launch day issues with the QoL patch Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual/informational, and had no impact on progression. This fix takes one or two restarts or reincarnations to correct itself in your save Fixed the top-right close button of the restart generation modal not working Fixed an issue that stopped the reverseSkillColors launch parameter from working On another note, I'm aware t
2023-06-07 13:46 UTC · Community Announcements · Gniller
With this update I wanted to work through a significant amount of my feedback-backlog, primarily focusing on features that were too big to "pick up" during focused-developement cycles, such as content updates. It doesn't tackle the entirely of my list, but takes care of most things that don't have roadmap-benefits to hold off until more content is fleshed out. Let's get straight to todays changes: Added an option to restart your current generation, at the cost of resetting progress obtained throughout that generation. This feature is aimed for the min-maxers among you, to allow you to correct
2023-03-15 16:59 UTC · Community Announcements · Gniller
Let me start off by thanking you for all the feedback that followed the release of chapters 10 & 11! With different people taking vastly different approaches to the same content, it was somewhat of a challenge to define the rough edges. But nothing is as helpful as in-depth thought-sharing of your experience to determine what to improve upon! So let’s get to the changes, I hope you’ll enjoy them! Player feedback balance adjustments Jobs that deal damage on completion (seals, magma, steel) now reduce your active food cooldowns by 10% of your maximum cooldown per completion as well. Providing an
2023-01-21 21:46 UTC · Community Announcements · Gniller
January 21 Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This should tackle a rare chapter 11 visual bug where a number/bar wasn't visually updated after completing certain explorations if they finished at the exact same time as something else such as eating food Added a
2023-01-19 17:26 UTC · Community Announcements · Gniller
Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise! All new content has been balanced and tuned for a "first playthrough" I'd advise playing it without New Game plus benefits for the intended first experience. If you have finished the game after the June 2022 QoL update, a save-backup of your completion should have been automatically created in: . But I realize that a fair amount of you completed the previous chapters earlier than that, so this solution doesn't fully work until after this update. Alternat
2022-06-03 13:06 UTC · Community Announcements · Gniller
More information about the next steps of development below today's changes. But let's start with what's changed! Today's changes Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requirements have been tuned accordingly. New game plus scaling remains the same percentage, but the result is 20% lower by effect (subject to rounding) Added two options that allow for accumulations of offline time when a menu is open, or the reincarnation screen is shown. Similar to when the game is closed, this causes the game
2022-05-03 19:30 UTC · Community Announcements · Gniller
Added checkmarks to the automation tab for constructions and explorations that were completed in the current generation, for a slightly easier overview of what your current automations managed to complete Replaced the 25% health check from the safety combat logic with a more accurate alternative, for a few edge-cases where it could cause combat to be lethal when it didn't need to be Resource-jobs are now only triggered to fill-up (last in line within a priority), but no longer specifically trigger when empty (like food jobs still do), unless required by another action When a fail-damage explor
2022-04-26 13:04 UTC · Community Announcements · Gniller
Added an "automation behavior" section to the ingame settings tab (Menu (ESC) > Game settings) with three new options related to automation Added an automation option that causes empty jobs to be automated with "run once", if triggered when empty. Causing stocking up to happen after other actions of the same priority have completed, rather than before Added an automation option to trigger low priority explorations with "stop before completion", if their time left is above 1 second Added an automation option that allows you to prevent automatic refilling of the inventory when no automated explo
2022-04-14 14:24 UTC · Community Announcements · Gniller
Fixed two bugs that could cause older or empty saves to prevent launching the game after the NG+ update Fixed a bug that could cause new game plus perks to change after cancelation, shortly after initiating a new game plus Fixed data shown on the end screen not properly resetting with new game plus, causing it to show outdated values upon completing new game plus Fixed a bug that could cause the automations modal to show as empty because it tried to open the last selected chapter after starting new game plus, when that chapter was no longer available
2022-04-13 13:03 UTC · Community Announcements · Gniller
New game+ offers a way to replay the game after completing all currently available content, before more content is release-ready. It resets your game to the very beginning, with additional small perks that can be allocated with DNA points that are earned by completing the current content. This feature is designed for those of you that are looking for a reason to play the game again, and might not be for everyone. But that should be OK, as it will remain entirely optional. It is only available after completion of currently available content, and merely offers another alternative to simply putti
2022-03-19 17:32 UTC · Community Announcements · Gniller
Fixed a missing percentage character in the percentual time-diff option, if the time was slower than the last Slightly changed the border-color on dark-mode blocks to be a slightly darker shade of white, to make it a little bit softer on the eyes Fixed the reverseSkillColors launch parameter not working with dark mode
2022-03-18 16:33 UTC · Community Announcements · Gniller
Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam. As a result of that, I've been having a bit of trouble to keep up with all the feedback and suggestions coming in. I appreciate all the feedback immensely. Whether I use it for updates directly, or take it into the thought process to find other solutions to issues that you address. I truly believe that without all your feedback the poten
2022-03-11 15:13 UTC · Community Announcements · Gniller
Improved the accuracy of combat-safeties. They now include food cooldowns into the computation when it's a close call. Tackling the frustration of being forced to stop when you were sure you could make it Combat safety no longer checks for 25% health, as it no longer has a benefit for the formula and could potentially lead to false-positives with low maximum health (Temporarily disabled with a hotfix as it introduced an unintended side-effect) Experience earned now shows decimals in the reincarnation screen tooltip and generation history, if relevant Slightly changed how the renderer picks up
2022-03-06 14:56 UTC · Community Announcements · Gniller
Slightly reworked the cap jobs to construction functionality. It now only caps after a completion, so it no longer entirely prevents manual completions in between. This also tackles an extremely rare fatal error The safety stops for fail-damage explorations now consider off-cooldown food. Making them more accurate if damage is close to your maximum health
Full appinfo as delivered by Steam PICS, changenumber 38541171. Also at /api/app/1593350/raw.
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