Engine Security Patch
A patch for the Unity engine was released yesterday to fix possible exploits. 🫡
Dogfight your way through short, intense and randomized runs. Hard but easy to pickup, with daily leaderboards and minimum hardware requirements
| App ID | 1979410 |
|---|---|
| App type | Game |
| Developer | MorfeoDev |
| Publisher | MorfeoDev |
| Release date | 2025-01-29 18:35 UTC |
| Release state | released |
| Controller support | full |
| Store page | store.steampowered.com/app/1979410 |
| Last store refresh | 1 hour ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | TOPDOG.exe | windows |
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 22:06 UTC | $9.99 | $9.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 20250207 | 2025-10-04 09:35 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1979411 | 131.69 MB | 25.34 MB | 8942641246100946236 |
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 |
|---|---|---|---|
| 20250207 | public | 2025-10-04 09:35 UTC | 1 hour 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 22:06 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. | ||||
A patch for the Unity engine was released yesterday to fix possible exploits. 🫡
Added operation name to start button
This update started with an endless mode in mind but once again I couldn't tackle that without risking to mess with the whole game. If I'm going to try that again I'm pretty sure I'll do it with a spin-off/sequel-lite So, the next best thing was to optimize the difficulty curve, increase a bit the average run time and... restore the old missiles system. The new system made things extra hard for some players, forcing them to use guns, took me some time off from the game (and a bunch of negative reviews) to realize that mistake Talking about reviews, if you're enjoying the game and have some tim
Super quick update regarding the upcoming update. You can find it under the BETA branch (look for 'preview' and/or use access code 'topdogtopdog'), I'll write a proper changelog in the official update, here's the TL;DR: Old missile system is back Simplified operation system to 2 game modes Added a permanent leaderboard for random runs with adaptive wave size Daily runs are a bit longer Updated engine + some bugfixing If you're interested, please give it a go and let me know your thoughts! 🫡
That's it, TOP DOG is officially out of Early Access! Changelog New main menu + improved settings/input menus Finished a bunch of 3d models Added sound feedback for picking up scraps Added 'operation time' to victory screen and leaderboards See you on the leaderboards! 🫡
This is most likely the final update before the imminent release out of Early Access Thank you for sticking by all these months 🙏 I wish I could have handled better the development between version 0.97 and 0.98 (almost a year gap): at that time I had a bit of a middle-age crisis regarding the game and spent a lot of time changing and trying new things that were taking the game too far from its core. Hopefully I learned my lesson for future projects Changelog below 👇 Operations 'First Strike' turned into a proper operation: 5 stages long and with the smoothest difficulty curve of all ops Incr
Quick but important update that should address most of the hot issues caused by the new missile system Game Start Improved stats for base jet: you can dare to delay mobility upgrades now Improved accuracy and damage for base gun and AC-30 Missile System You now start with a full reload ready to drop Tweaked refill rates + made structure/frigate hits refill missiles regardless of damage type Removed 'Premium+' upgrade 'SWRM-6' refill rate adjusted Scoring Stage bonus is now shown all the time under the score, then becomes effective on stage end (as before) Testing a mechanic where stage bonus d
Title explained: F*** around (change the score system) and Find Out (that missiles are broken) This updated started (with v0.98G) as a simple tweaking pass and later become a rework of the missile system and a final pass on the new scoring New Missile System Missiles are now refilled by gun kills: adds a new tactical layer to the gameplay Missile count is now carried over stages: no more free-lunches Premium upgrades have been adjusted accordingly Tweaked capacity of all missile types: 12 for Base and PRDTR-4, 24 for SWRM-6 Known issue: SWRM-6 should be refilled at twice the rate of PRDTR-4 Fi
Base regen bumped from 4% to 5% per scrap 'Mechanic' regen bumped from 8% to 10% per scrap 'Mechanic+' regen bumped from 12% to 15% per scrap Pickups from Ground Outpost, Space Station and Space Elevator will spawn before complete destruction
This is the last major update, lots has changed on the wave/enemy balancing so bear with me a little: v0.99/1.0 will be for the last balancing/polishing touches A lot of effort has been spent on making each run as unique as possible with varied and interesting waves and no biome repetitions. Also the duration of the average run have been shortened: v0.97 runs were becoming a bit of a chore towards the final waves There is some new content in this update but it is probably less than what you were looking for and I apologize if I gave wrong expectations: I thought I could do more with it but TD'
{STEAM_CLAN_IMAGE}/42783902/0a82a9c53eebe44f9089484eb58c0af14a91b5fa.gif 👆 This here (WIP) is a glimpse of where I'd like to take the game: a "somewhat curated" (short) campaign progression around structures/objectives (and not just a random progression of different biomes) but keep the roguelike elements for enemy wave composition and upgrades. Problem is that this kind of stuff can take a lot of time and that is the reason for the lack of updates recently, which I apologize for. The plan at the moment would be to prototype a couple such missions and start testing them out along an updated v
⚠️ Last time that some achievements will be reset, I promise What changed 'First Strike' simplified and locked once completed: will be further tweaked to become the tutorial operation 'Hostile Territory' is the new 'random' operation which gets unlocked by completing 'First Strike' 'Endurance' got longer (12 waves) and more difficult in the end: it gets unlocked permanently when 'Hostile Territory' is completed for the first time Removed 'Blitz': game works better when you build your aircraft from the ground up. Also it was an annoying (daily) gate to 'Endurance' Tweakings 'Iceman' renamed to
⚠️ Some stats and achievements will be reset Apologies for the long update: once again things got flipped around but I'm pretty sure this is the last major change to the game structure. With this one the game rolls back a little to how it used to be before the endless/operations updates: with more randomization and a simpler progression. Let me know what you think! New Campaign Structure 3 operations: more might be added later depending on feedback 'First Strike' is randomized per run: stage/wave composition and upgrade choice will be different for each new run The others are randomized per da
⚠️ Some stats and achievements will be reset Sorry about the stats reset! Was not an easy decision but I managed to limit it to stats related to the new operations system, all the upgrade unlocks and kill stats are intact. Operations There are currently 4 operations: some of which are unlocked at start and each with something special. I'm eager to hear your thoughts for making making new operations and/or tweak the current ones Completing an operation will make it go up one tier (currently up to max 3): the idea is to increase the difficulty each tier and make all operations a viable choice re
⚠️ v0.92 ETA: Saturday 11th (18th at the latest) What's happening As you can see from the thumbnail, a new enemy is getting ready and as you probably gathered from last update we are going back to a finite number of waves and shorter runs. Your response on last update was very useful and made the decision to switch much easier, Thanks! Operations We are going back to short and challenging runs, where TD really shine but this time you will be able to run different 'Operations': each with a different distribution of enemies, difficulty and some special features (such as bonus upgrade at start, m
Full appinfo as delivered by Steam PICS, changenumber 37453606. Also at /api/app/1979410/raw.
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