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 21:29 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-05-21 14:56 UTC · Community Announcements · archaismic
Building System Overhaul + Critical Save/Load Fix May 21, 2026 Big update. The building system is now fully featured, the bug that made packaged builds regenerate terrain with the wrong seed on load is gone, and the periodic 2-second hitching is gone. Highest-impact patch since the survivor system landed. New Features Full Snap-Together Building System Five piece types all snap together intelligently: floor, wall, half-wall, roof tile, roof peak Q/E rotation cycles through the four cardinal snap edges of any target piece Mouse wheel in-place flip — 90° per click for floors (4 orientations), 18
2026-03-01 11:49 UTC · Community Announcements · archaismic
Patch Notes Content: New Creature: Wolves Wolves now roam the wilderness as predators with full AI behavior and combat abilities. Available in three variants: standard grey, arctic white, and dark. Survivor Command Improvements - Set Home: Right-click your survivors to assign their current location as home - Inventory Exchange: Access survivor inventories directly from the context menu - Auto-Return Home: Survivors now automatically return to their assigned home after completing work tasks - Smart Foraging: Survivors assigned to forage will now actively seek out and collect nearby items instea
2026-02-27 04:58 UTC · Community Announcements · archaismic
🦌 Carcass Butchering System (NEW) - Creature carcasses now spawn when creatures die, preserving their ragdoll pose - Progressive butchering - harvest meat, hide, bones, organs individually - Decay system - Fresh → Rotting → Skeletal stages affect available parts - Progress bar UI with control lockout (Tab/Escape to cancel) - Tool requirements per body part (knife, cleaver, containers for liquids) ⛏️ Resource Harvesting Improvements - Rock harvesting - Boulders now yield stone, flint, and other minerals - All harvestable resources now interactable (not just "KeepOnHarvest" items) - Tool requir
2026-02-24 13:34 UTC · Community Announcements · archaismic
New Features Survivor Command System - Right-click recruited survivors to open a command menu - Follow Me: Survivor follows you at a configurable distance - Stay Here: Survivor holds position at their current location - Go Home: Survivor returns to their assigned home (requires home assignment) - Assign Tasks: Opens the full task assignment panel Survivor Task Assignment - Assign work tasks to survivors via a new task menu (similar to crafting menu) - Available tasks: - Gather Wood - Survivors find nearby trees and collect sticks - Gather Stone - Survivors collect stone resources - Gather Fibe
2026-02-22 10:48 UTC · Community Announcements · archaismic
Patch Notes: Inventory Improvements - Right-click items in the Nearby panel to access context menu actions - Split Stack now works on world items - takes half into your inventory, leaves the rest on the ground - View item details for world items without picking them up first - Nearby panel automatically refreshes after splitting stacks Loading Screen Polish - Loading screen now appears immediately when starting or loading a game - No more staring at a frozen menu while the world loads - Brief delay ensures you can actually read the loading screen World & Environment - Flowers now spawn in natu
2026-02-21 09:33 UTC · Community Announcements · archaismic
It's REALLY dark in the morning when weather is bad.
2026-02-21 08:50 UTC · Community Announcements · archaismic
Overview This update brings the world of MO57 to life with intelligent wildlife, dynamic weather integration, player-controlled world generation, and a complete quest system for tutorials and objectives. Characters now spawn on beaches instead of mountaintops, creatures follow realistic day/night cycles, and your world seed determines terrain generation for shareable, reproducible worlds. --- Creature AI System Wildlife now exhibits realistic survival behavior with a full activity cycle: Behavioral States - Active - Normal wandering, foraging, and awareness - Resting - Creatures rest at dusk,
2026-02-20 06:20 UTC · Community Announcements · archaismic
New Features Beach Spawn System - Characters now spawn on beaches instead of mountain peaks - Configurable height range filters spawn locations to terrain between 100-3000cm above water level - Algorithm searches expanding rings to find the lowest valid terrain - Fallback system prefers lower elevations when no ideal beach is found PCG HISM Tools (Editor/PIE only) - Added UMOHISMCullingSubsystem - World subsystem that periodically refreshes tagged PCG actors - Added MO Force HISM Tree Build PCG node - Forces HISM tree rebuilding after mesh spawning - Tag-based filtering allows selective refres
2026-02-18 11:45 UTC · Community Announcements · archaismic
Fixed issue with some trees hovering above the ground. Added deer. Fixed basked building chain.
2026-02-16 20:54 UTC · Community Announcements · archaismic
Fixed I think.
2026-02-16 20:50 UTC · Community Announcements · archaismic
The old file paths for unreal builds are different so I had to fix a file path issue because steam requires hard coded file pathing.
2026-02-16 20:44 UTC · Community Announcements · archaismic
MO has been completely rebuilt on Unreal Engine 5.7. This was not a simple port. The project was re-architected so the core gameplay systems live in a dedicated C++ plugin (MOFramework), with clean subsystem and component boundaries, GUID-based persistence, and a UI flow that is finally stable enough to scale. The goal is the same: ultra-realistic open-world survival with fully destructible voxel terrain, grounded physics, and detailed medical and crafting simulation. This rebuild also unlocked a big wave of new features and infrastructure that the old project structure was actively fighting.
2021-06-29 14:47 UTC · Community Announcements · archaismic
TLDR: I bit off more than I could chew in the normal "one update per week" timeframe AND we're having a heat wave to where I can't really work accept between midnight and 6am and I have to do normal work to make the monies, so I can't just stay up all night. So I'm just pushing what IS done for the summer sale and I wanted to let everyone know that this is still a very much alive project and it gets worked on (barring climate change issues like the sun trying to murder WA state) every day. I will reiterate YES I KNOW THE INVENTORY IS STILL BROKEN... but three's nothing to do with it right now
2021-06-08 15:49 UTC · Community Announcements · archaismic
0.0.0.8 Fixed issue where hair physics wouldn’t initiate properly in some cases. Actually got to submit an unreal engine bug for that, but I also figured out a workaround. Tweaked the character creation UI for better appearance Adjusted hair placement on male characters Removed dual hair slots due to issues with physics as noted above but streamlined the way hair assets can be implemented so it’s not all manual work, can just create them and add them to the array Created inventory slots in save games - actual saved inventory to come Fixed mouselook activating in character creation UI Added mus
2021-06-05 05:17 UTC · Community Announcements · archaismic
Ok, so I severely underestimated what it was going to take to completely overhaul the characters and all that, but I finally got stuff back on an even keel with added functionality. I wanted to actually flesh out the inventory and world save features with the character saves, but ohh my god, it is so damned difficult. So, I got the major milestone down. Characters can actually be customized and they're way nicer characters now too. No, you can't do anything with the morph scalers yet, but that will be going in soon now that I spent the last 200 hours (literally 200 damned hours) messing with t
Full appinfo as delivered by Steam PICS, changenumber 36017976. Also at /api/app/1602810/raw.
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