Update notes ver. 1.1
Added Polish localization; Fixed 'Seaport' level low initial health level bug; Other minor improvements;
Big Byz Wars is a sci-fi 2.5D side-scroller set in a mysterious future where flying cities provide a mercenary, defend the largest flying city, Byzantium, facing fierce enemies.With cool graphics & immersive gameplay.The game takes you on an action-packed journey through a dangerous world.
| App ID | 1629130 |
|---|---|
| App type | Game |
| Developer | Tommy Gun Walrus |
| Publisher | Tommy Gun Walrus Studio |
| Release date | 2023-06-01 15:57 UTC |
| Release state | released |
| Content descriptors | Frequent Violence or Gore, General Mature Content |
| Store page | store.steampowered.com/app/1629130 |
| Last store refresh | 5 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | BigByzWars.exe |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 22:19 UTC | $12.99 | $12.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 13061866 | 2023-12-29 11:28 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 228989 | windows | from app 228980 · shared install | ||||
| 228990 | windows | from app 228980 · shared install | ||||
| 1629131 | windows · 64 | 16.73 GB | 7.43 GB | 289287834415338559 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 13061866 | public | 2023-12-29 11:28 UTC | 5 hours ago |
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 22:19 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Added Polish localization; Fixed 'Seaport' level low initial health level bug; Other minor improvements;
New Features and Changes: Added localization to 5 languages: Ukrainian, Espanol, French, Russian, and Deutch (failed to add Simplified Chineses due to some weird Unreal Engine bug); Added 'Disclaimer' for localization ("... translations in this game have been generated using automated translation tools"); Changed font to one that is compatible with 'Cyrillic' alphabet; Added UI for selecting localization in 2 places: main menu and game pause menu; Added game logic (save load localization selected by the user); Added the rest (~7k symbols) of voice-over for endings; There are a few minor change
Improvement: endings voice-over: ~10k symbols in 50 segments; few other fixes;
Added 'Endgame' feature. 1. The user could enable: - protagonist health X5 modifier; - enemies health X0.3 modifier; - each pickup item (ammo, health) capacity X5 modifier; 2. UI for endgame in the 'options' menu; 3. Logic for enabling endgame mode (each ability could be enabled or disabled separately); 4. Notification text animation in-game HUD for the availability of endgame mode (during the reading of final dialogue); 5. Added 'Skip to key decision' point option in relevant dialogues; Dialogues improvements for the 'Epilogues Repository' level: 1. Added new 'avatar'/narrator (UI-level); 2.
- Level 3: minor light tweaks in dark areas; - Level 8: added 1 checkpoint after playing; - Level 9: 1'st dialogue minor fix; - Level 10: a tweak in flying plasma trajectories, and enemies' health; lowered Cain requirements for the last dialogue branch; All annoying bugs and 'blockers' are fixed now. In an ideal world, the game release version should be at least on that level! But hey! Just did my best to fix it asap. A few minor 'todo' still could wait for next weekend. So I will stop this new nightly builds 'patching combo' and proceed with 1 update per 1-2 weeks updates. Feel free to give i
Patch Notes: Version 0.99 'Almost There' Patch New Features and Changes: 'Q-WALL-UN' level (aka level 9): Fixed a logical issue in the after-mission dialogue that limited the maximum available level of awareness percentage for the 'bad-ending' branch. 'Epilogues Repository' level: Added pickups and a few additional enemy spawners based on extensive playtesting. Fixed several ID issues for improved gameplay consistency. Introduced two new ending variants: an ending monologue and an actual part of the level where it is located, bringing the total number of endings to 30. We appreciate your feedb
- Hotfixed wrong ID assignment at some key decisions dialogues; - Updated UI of pause menu: now it shows current key decision results and number/index of 1 of 28 end dialogues which are available in the 'Epilogues Repository' level. N.B. updates rate will e decrease as soon I will reach v 1.0. There are still some fixes to do.
1. Finalized the 'breadcrumbs' update. (neon letters near each 'mission wall' which depends on the key decision the player made during the game); 2. Lighting improvements; 3. Camera changes at elevators traveling; 4. Add tertiary small props/graffiti/debris etc. 5. Enemies tweaks; 6. The first echelon of 'mission walls' logic change: was -> 'opens' after the player made key decisions at 9-10 level; now -> 'opens' after the first 'key decision' was made at level 1 (lie/neutral/true to Kaya); so it is a little less confusing but not perfect yet.
1. 'Seaport' level improvements: - HOTFIX: resolved 'darkness' issue (hope this time it's final :) ); - added a few checkpoints; - tweaked some enemies' & pickup locations; - adjusted damage zones; 2. 'Epilogues Repository' level improvements: - added a few checkpoints; - tweaked some enemies' & pickup locations; - improved lighting;
Changelog. 1. Hotfix for 'Seaport' level (#5)- black screen for GPU of GeForce 1xxx series. 2. Fixed 'camera change' issues at level (#3). 3. Improvement of the 'Epilogues Repository' level.
Changelog. 1. 'Main menu' readability and eye adaptation reduction; 2. Level 'Atzlan Outpost' (aka 'Level 2') accessibility fixes + improved lighting in dark areas. 3. Pause menu -> "The Main Book of Ganjuberserk" -fixed type. More deep changes on UI there - planned in the next updates. 4. Fixed a few enemies with a quick energy field regeneration rate. 5. Fixed some checkpoint 'moonwalk' bugs. 6.. Reduced pickup item light intensity and size. 7. Improved 'eye adaptation speed and decreased 'dark level' for a scanner.
📢 Breaking News! The Latest Demo Version of "Big Byz Wars" is Here! 🎮 The new demo version of "Big Byz Wars" is now available, featuring an exhilarating experience that will leave you craving for more. This updated demo includes the highly engaging first level, offering approximately 30 minutes of captivating gameplay. We understand that our previous demo version has not been updated since October. Maintaining two separate development branches proved to be a challenge, but we have overcome it to bring you this exciting production-quality demo. The wait has been worth it, as this version show
Big Byz Wars demo-level walkthrough
Big Byz Wars demo-level walkthrough
Big Byz Wars demo walkthrough
Full appinfo as delivered by Steam PICS, changenumber 34866740. Also at /api/app/1629130/raw.
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