Singular bug fix
Fixed Dirgist so you can random get it as a trait.
Carefully craft your Mosaic in this fantasy themed deckbuilding game. Battle by battle, tile by tile, you'll form synergies and build up your Mosaic's combo potential, hoping to beat the curve as you forge deeper into enemy territory.
| App ID | 1964330 |
|---|---|
| App type | Game |
| Developer | 1classydude |
| Publisher | 1classydude |
| Release date | 2022-08-15 09:41 UTC |
| Release state | released |
| Store page | store.steampowered.com/app/1964330 |
| Last store refresh | 2 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Madcap Mosaic.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.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:49 UTC | $6.99 | $6.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 24683766 | 2026-08-12 01:58 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1964331 | 145.50 MB | 118.09 MB | 7931476505900770661 |
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 |
|---|---|---|---|
| 24683766 | public | 2026-08-12 01:58 UTC | 2 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 21:32 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. | ||||
Fixed Dirgist so you can random get it as a trait.
Last patch had some serious issues and was reverted. This is reverting that reversion. I changed a few things, so please get in touch if this breaks anything for you! Steam forums or the discord on the steam store page.
Just knocking out a couple minor bug fixes. No little sneaky adds this time or anything. Constructive trait gave somebody one shrine only. I thought that seemed pretty foreseeable that shrines could double up, but when I dug into it I learned that I had foreseen it. It was actually my work around for if the trait enshrined the home tile that malfunctioned. Fixed. Continuance trait and 'continue moving' stuff was a little confusing. And Magnetism was especially weird feeling. When Continuance ticks all the way down, shuffling replaces your movement. Typically you still have your move after beca
Fixed a few bugs brought to my attention on Discord (thanks gran). Previously enemies of the same type would have the same first turn (and potentially subsequent turns depending on outside rng). Same attack/defense, same tiles transformed, etc. This should be fixed. Seeding and enemy turns and all that are not really perfect still, but that's only really noticeable in sharing seeds with someone now (and even then I don't think it's that noticeable- tile selection and enemy lineup are the same so the runs are close enough). If you run into 3 Giants in a row you won't (probably) get all 20/0 fir
Fixed cooldown bugs. Redid the system, let me know if you encounter any weird cooldown stuff!
Minor bug fixes and minor art tweaks. Chaos Portal is now less consistent. It was creating the same tile and is now more random. It may be less consistent for seeding, but realistically the random tiles were not providing everyone the same stuff in 99% of scenarios anyway, and I'm sure no one will notice or care. You could somehow search with the enemy queue open and screw stuff up. Instead it will just close the queue now. Arsonist + Smith removed. I think. I went to change this interaction because while it made sense to me, it really made no sense to someone without behind the scenes info. A
You should once again earn tokens for defeating the first boss.
Some minor updates here! Added seed control. A few caveats- you need all tiles/traits unlocked and it only controls enemy queue, traits, and lattice. Other random effects will cause variance throughout the run beyond those things. You can see your seed while paused in the combat rooms, and you can see and copy your seed from the post game history (they'll start to appear there for normal runs once unlocks are done). Access this option from the acorn sprite in the unlock area. Added another minor player aesthetic option just for fun. I was thinking these would be good uses for tokens once you'v
The Scrappy trait was not functioning quite right. It would not trigger in the top right corner, and may have had other issues. This seems to have fixed it. Also, the achievement for using Obliterate twice in one turn was being a bit too lax in its determining success and has been adjusted.
This update is small- I flipped a switch in Gamemaker. I suspect it will increase FPS for most people by a bit. Please get in touch if this patch causes any issues for you. You can respond here or get in touch via the discord link below, or by email to madcapmosaic@gmail.com. https://discord.gg/g7zr28Cs8
I changed a few visual items in the menu. Nothing groundbreaking. The icons for each area no longer stretch, I separated the actual sword/key/quill from the background and stretch just the background and word instead. The key/chest areas were changed to a solid brown background, chest art was slightly improved. That whole area looks a bit more interesting when the chests are still closed, but is still fairly underwhelming in totality. However, two more traits made it in with the change of the randomize button allowing room for them. One changes some fundamental mechanics (more like Edgewalker
Fixed a few bugs and tile descriptions. Added a new tile, Encamp. The design behind this tile may be a bit transparent- I'm looking to shore up the End Adjacent to and On Drain synergies. Added two new traits for fun. Added a new enemy in the tier before the first boss. Tweaked some enemies slightly. The troll will offer less powerful turns just a little more frequently. Lowered the hp of the void demons noticeably (the later stage fog-adding enemies). A couple other numbers were very slightly tweaked. Added some bugs very probably. Have any feedback regarding this patch or in general? Let me
More of the same here. To catch up on the last bunch of descriptionless updates- bug fixes. Mostly. I also added a few reskins for stuff this time and a new player icon. I was having fun goofing around in my sprite editor and tweaked a few of the more boring images. May be a few more of those coming down the pipes still, as it's been an enjoyable simple task lately. Someone also pointed out how obviously abusable Cannibalize is against the Crystal. For now, it's capped at 4 triggers per battle. It's still very good in that battle, and really capping healing in the game is generally going to be
Hey guys. Been a while, but I've got some changes here for you. Enemy changes. This one may be confusing for the first few runs... I added two new enemies. A third final boss, and a new tier 2 enemy (as this tier was long and had the least diversity). The confusing part? I actually took the enemy that gave you +1 to your hits sometimes and put those on the new enemy. I took the old art from that guy and put it on the new one. It just felt right thematically, but I apologize for the confusion that may cause initially. That is the biggest change for sure, but I have a number of smaller things in
Some noticeable changes here: The game window is now resizable. This DOES cause some minor pixel distortion, if it's noticeable and distracting there are still the pause options which can set you to a resolution that should fix it. This is paired with another change: the basic Sword tile is redone. A big part of the reason the game window was not previously resizable was that the Sword tile looked really bad at a non 1:1 pixel ratio. The diagonal lines of the sword would look really bad. But honestly there is not a lot else that is very noticeable. The skinny fonts sometimes look slightly off
Full appinfo as delivered by Steam PICS, changenumber 37953173. Also at /api/app/1964330/raw.
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