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 21:54 UTC.
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2025-10-20 00:16 UTC · Community Announcements · DeveloperDamien
Hello everyone! A short bug fix for some classes today. Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, and Cursed Thieves have skills that prevent them from reusing those skills after use, and are meant to make use of a curse removal mechanic to be able to reuse those skills. They were accidentally set to prevent them from taking ANY actions after using any one of those skills. This has been fixed so their skills ought to work as intended, and should make these characters much more enjoyable to play. Please let me know if you have any other issues, and thank you all for your pati
2025-10-06 15:51 UTC · Community Announcements · DeveloperDamien
Hello everyone! The last patch was big but there's a few things that I didn't double check. So here's a couple fixes. Bug Fixes: -Lich passive description hadn't been updated to reflect their new effect. That has been changed. -Assassin's "Mission Missive" now says it raises Evasion, not ARM. -Inquisitor's "Condemn" now shows it uses DEV. -Lancer's Ward Off changed from being able to target any ally to targeting themself. That's it for now! Thank you all for playing, and please leave a review if you haven't yet!
2025-10-02 00:30 UTC · Community Announcements · DeveloperDamien
Hello everyone! The third anniversary of Purgatory Dungeoneer is in a few days, so thought I'd do a patch. I've been able to be far enough away from the game to play it for leisure, and that means there's a few things I've noticed that I want to adjust. First, race buffs. Sustain ones like Fairies and Vampires are in a fine spot. But some races were meant to be a more durable option like Lizardfolk and Void Children. The gold standards for this archetype are Duar and Gnomes. Duar get more Hp and ARM, less SPD and Evasion. Gnomes get good Hp, benefit from healing, and a lot of Evasion, with les
2025-02-19 22:12 UTC · Community Announcements · DeveloperDamien
Hello everyone! Small patch today with two fixes like last time. Thanks to those that have picked up the game recently! -Plot Quest 10/15 which require 12/24 Remembrance Quests done only had the count of those quests completed as the check for plot progression, and not any actual previous plot switches. This meant that a large portion of the game's story could be skipped. This has been fixed (and was probably the source of the rare bug in the last patch). -Difficulty 3 Dungeon runs now actually grant Gold. With how consistent and specific this was it seemed like something I intentionally did,
2025-01-15 01:11 UTC · Community Announcements · DeveloperDamien
Hello everyone! Small patch today with two fixes. Apologies for anyone affected by them. -After doing someone's first Remembrance Quest, Dungeon Difficulty would remain set to 4 and would set the biome to one of the first four randomly, allowing people to access some biomes and difficulty settings earlier than intended. This has been fixed. -A rare bug was resetting the progress of a player's town (in a way I couldn't replicate). Now when you leave the Guild, it checks what your current story quest is and makes sure that all quests prior to that are considered complete. If you encounter this b
2024-11-29 04:39 UTC · Community Announcements · DeveloperDamien
Hello everyone! This set of changes has a couple of classes getting larger overhauls/reworks. The "Cursed" classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, & Cursed Thieves) are getting a bit of a rework so they get their own section. Other classes with significant rebalancing are Bosses and Dungeon Masters, with Jugglers and Monks getting some needed quality of life. Cursed character change summary: -"Cursed" classes "Legacy of" skills now also give +20% Max Hp. -"Cursed" classes "Curse of" skills now changed from "(main stat) decreases the higher your current Hp (up to -
2024-10-06 18:21 UTC · Community Announcements · DeveloperDamien
Hello everyone! October 6th marks the second anniversary of this game's release, so I felt it was time to do a bit of rebalancing. The focus is to help boost weaker classes and give more consistency to a few skills that felt too random. There's no equipment changes, but there's a lot of classes affected. I'd hoped to get more done in time but couldn't manage it (as it turns out there are limits to what one person can do at this scale and having not touched the game for a while) so the last portion of the notes are what I'm hoping to get implemented and tested this next week. Bug fixes: -Assass
2024-08-02 07:54 UTC · Community Announcements · DeveloperDamien
Hello everyone! A brief patch to fix some issues as well as give access to the late-game for the less-patient players. The reason for the cheat code below is because ahead of the two year anniversary of this game in a couple of months I want to make a tier list of all the characters and do some balancing to help any especially weak characters. If I'm using this kind of cheat myself, maybe others who've played enough of the game will want to too. Bug Fixes: -Dancer's Minor Carnival now correctly applies its debuff to the enemy party. -Lancer's "Ward Accord" now correctly activates during the fi
2024-04-27 07:23 UTC · Community Announcements · DeveloperDamien
Hello everyone! It's been a while since the last update for the game, but I've had enough time away from this to begin playing it for enjoyment again, so I've made a couple changes to things that were bothering me. Quality of Life changes: -Guild members now show their level and class in the dialogue box just before the "Recruit" option, rather than having to select Guild Card to see when they aren't in the active party. Class changes: -Mimic's Vandal stance "Extra Ruin" skill description updated to match the one for Academy Wizards from when their version of the skill was patched (instead of
2023-10-09 17:14 UTC · Community Announcements · DeveloperDamien
Hello everyone! This past Friday marked the one year anniversary of Purgatory Dungeoneer's release! With that we have two new areas you can access after beating the game: the Arena, and the Cloister. After completing most of the game, small flower tiles make the entrance of the Guild and Dungeon, and after finishing it the other two markings at the now-accessible doors appear. While some may have changed their difficulty to a harder one with Tatienne at the Guild, it's recommended to bring it back down (or at least don't forget that you have the option). {STEAM_CLAN_IMAGE}/42372147/6b192128333
2023-09-16 23:04 UTC · Community Announcements · DeveloperDamien
Hello everyone! A lot of crafted equipment changes again, mostly in the Weapon, Chest, and Legs slots. Other slots were all roughly appropriate for their Gold equipment power level, but these slots (and Offhands in the last patch) just didn't feel worthwhile. This time we're just noting crafted equipment with changed functionality; there's 328 items adjusted and most of them are weapons that just had numbers tuned up. Effects that activate when there are many enemies in the current battle alive/KO'd, ones that grant resistance to single/multi-target damage, accuracy, and added critical damage
2023-09-01 05:26 UTC · Community Announcements · DeveloperDamien
Hello everyone! A larger balance patch this time around. Some larger alterations to some classes to help them fit their niche/role better, as well as Offhand equipment changes to make them more competitive with other choices. "Egoist" classes have also been buffed to make their taking two slots in a party more worthwhile. I want to note a change to the "cursed" classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, and Cursed Thieves). They all had an effect that gave themselves negative Healthsteal, meant to make them more risky and able to KO themselves if not played properly,
2023-08-08 01:58 UTC · Community Announcements · DeveloperDamien
Hello everyone! Some small adjustments this time. Tooltips and a mission bug, two classes that needed to fit their playstyle slightly better, and two niche items that were underperforming. Bug & Tooltip Fixes: -After failing a Remembrance Mission, party members weren't healing afterward, meaning you could start a new mission with an unintentionally injured ally. This has been fixed. -Juggler's "Perfect Coordination" skill now mentions it also grants the user an extra action on the following turn. Functionality unchanged, description fixed. -Most Equipment that had in their description they aff
2023-06-24 08:41 UTC · Community Announcements · DeveloperDamien
Hello everyone! Today there's a balance change for the Mimic class for people who actually level them high enough (I might dial this one back in power, but their prior final ability felt far too situational), a small tooltip fix, and a bug fix that should make some classes feel like they're supposed to. Balance Change: -Mimic's "Macbeth Ward" skill replaced with "Action Talks: Gain an extra action per turn. Mp costs increased by 25%. Passive." Tooltip Fixes: -Academy Wizard's "Extra Ruin" buff text now also displays the +5% Manasteal it grants. -The Mimic's version of "Extra Ruin" now correctl
2023-05-13 05:28 UTC · Community Announcements · DeveloperDamien
Hello everyone! Just a few fixes and adjustments in this update. Next update likely won't be for a while, but will mostly be some rebalancing and post-game content. Bug Fixes: -The Zawd, Quuwuuriak's Vital Steel, and Manacles of the Standby had no price assigned so they were able to be crafted freely. They now correctly cost 50 Blood. -Turn Count and Enemy KO Count trackers properly reset after battle. They were technically resetting on "Turn 0" of a battle, but this was leading to some numbers being poorly represented in the Equipment menu for several Crafted items, as well as some Door effec
Full appinfo as delivered by Steam PICS, changenumber 37214625. Also at /api/app/1963010/raw.
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