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 21:26 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2025-12-26 22:47 UTC · Community Announcements · sleeper_games
-Some player ships now come with altered detection stats (sonar/lidar).-NAIL STRM ammo increased (350-->450).-NAIL-R base and mod damage reduced.-SMRT-DRT deploy cost reduced.-SRM SIEVES deploy cost reduced (10-->5).-BROADCAST DRONES PS bonus increased (10%-->25%).-Slightly reduced deploy cost on some weapons.-Some enemy specialists have lower base speed now.-Added help text for escape pods.-Changed some structure geometry to prevent guard pathing failures (reason undetermined). -Fixed Reactive Chaff Packs not providing max hp.-Fixed certain loadout slot icons having destruction collision.-Fix
2025-10-08 09:21 UTC · Community Announcements · sleeper_games
Hey There Hyperspace FansSleeper Games’ 4th release is here! Hyperspace Deck Command is a deck building rogue-lite that takes place in the hyperspace universe, millennia after the previous games. You’ll assemble a massive space force from unit and tech cards, which you then deploy in lane-based battles against an enigmatic opponent from outside the galaxy. During battles you’ll always need to think ahead, since units in HDC operate on individual turn timers and every card you play brings them closer to carrying out their next action.The game also features a flexible dual-use status effect syst
2025-06-09 12:37 UTC · Community Announcements · sleeper_games
https://i.imgur.com/qfrJ8JO.png The new demo for Hyperspace Deck Command is now ready for Steam Next Fest. You can check it out here on Steam. This version features 2 full faction decks, 19 unlockable starter packs, a whole bunch of new enemy encounters, new upgrade and shop systems, as well as many fixes and quality of life tweaks. Feel free to share your feedback through the discord link ingame and stay tuned for the full 1.0 release later this year. Cheers Stefan - Sleeper Games
2024-12-05 19:10 UTC · Community Announcements · sleeper_games
https://i.imgur.com/g9oOe0u.png 1.214 -MIDNIGHT SILENT base stats and mods reworked. -Increased tech lvl gain from high skill individuals (A and above). -Decreased item unlock PS requirements. -FLY NEST now generates flies based on SRM collected and only tags ships if they are not revealed and you are within their lidar cone. -Melee impact sound now always gets created directly on target. -Some other gear rebalanced. -Fixed some mine mods not providing the correct ammo bonuses. -Fixed one A-ROD mod being misplaced. https://i.imgur.com/wG1n8hN.png 1.215 -STEALTH gadget no longer takes effect wh
2024-10-27 17:44 UTC · Community Announcements · sleeper_games
Please note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved. If you unlocked new mods during that time they might now be unavailable, but your spent PS is not lost, those mods will become fully available again once you reached their required tech level. Sorry for the confusion. Swirl Watch Version 1.212 -This update needs to reset your loadout. -WIRE TORP and micro breach modded BLAST PACK now kill silently. -Some other gear rebalanced. -Enemies use active sona
2024-10-06 13:51 UTC · Community Announcements · sleeper_games
1.210 -Slightly increased overall PS gains on lvl2+ missions. -Slightly increased conversion rate for prisoner skill to tech lvl. -Gear mods become available earlier now (10 tech levels above base gear, was 30). -Cascade damage cap increased (30-->50). -Some items rebalanced. -Fixed drill projectile property not resetting correctly on weapon change. -Fixed capture net not spawning sound on correct position when hitting capture targets. -Fixed music volume not taking effect correctly when exiting deafen/reflex state (?).
2024-08-18 22:13 UTC · Community Announcements · sleeper_games
Changes/Balancing -Added a system that makes certain late game content appear less randomly. -Adjusted one box refinery sprite to better fit collider shape. -Lidar and weapon aim now slightly angle corrects towards center cursor when aiming far enough aways from your ship. -SRM dropped from guard deaths now decays faster. -Increased hitbox size for all wildlife. -Mines now spawn with slightly increased separation. -Hacking a mine that has already triggered now causes it to selfdestruct. -Certain long range weapons now have a slight delay to weapon sounds that makes it less likely that guards t
2024-05-14 14:45 UTC · Community Announcements · sleeper_games
https://i.imgur.com/dSGmmQ3.png The second major content update for Swirl Watch is live, just in time for the endless replayability sale. 1.2 Precision Gear adds a much requested loadout system, allowing you to more easily manage your ship equipment. And you can fill those loadout slots with new 9 new items too, including many fresh gadgets that allow for new tactics, interactions and synergies. Teleport yourself or other objects across the map with the displacer pad, open new paths by consuming structures with the recycler torpedo or use some of the titular precision gear to take out CorPo sh
2024-05-14 14:43 UTC · Community Announcements · sleeper_games
New Stuff -Added loadout slot system that allows to save and re-equip custom loadouts. -9 new items added. -New mods added to some existing items. -Reworked Rhizome Blue to allow turning it into a long range focused attack ship. -Added wildlife capture system with new bestiary entries and some wildlife related unlock conditions. -Rearranged title area so that simulations are easier to access after loadout changes. Changes/Balancing -When launched for the first time, this update needs to reset your loadout and mod selection. -Some items now require wildlife capture. If you already spent PS to u
2024-04-24 15:42 UTC · Community Announcements · sleeper_games
https://i.imgur.com/BAAaszs.gif Just letting you know that I started work on a second small content update for the game, mainly focused on adding a much requested quality-of-life feature: A loadout system that allows you to more easily manage your gear set-ups once you’ve got many unlocks available. You’ll be able to store up to 5 loadouts in different slots and easily reequip them later from the title screen. Your mod slection will also be saved as part of your loadouts. https://i.imgur.com/V97Lm5U.png Alongside that the update will also add a bunch of new items, mostly implementing some gadg
2024-04-03 20:55 UTC · Community Announcements · sleeper_games
1.138 -Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget
2024-03-25 22:19 UTC · Community Announcements · sleeper_games
https://www.youtube.com/watch?v=aBZprZeheIE Hi there Sleeper Games crowd. To be a part of Steam’s ongoing Deckbuilder Fest I put together an early experimental demo for Hyperspace Deck Command, my upcoming sci-fi deckbuilding roguelite that will also be the third entry in the Hyperspace Anthology. You can try it right now here on Steam. The game has only been in development for 5 months now, so this is still just a small part of what is yet to come. In the demo you can fight your way through 5 different simulation encounters using a randomized starter deck, culminating in an super long final b
2023-10-31 20:37 UTC · Community Announcements · sleeper_games
-WRNCH ARM should now be able to sabotage any sabotage targets. -Strange matter spills can no longer hide ships. -Added a safeguard to prevent an unclear scenario in which H-WAVE RADAR would stop working after zone transition. -Fixed a issues when boss enemies try to personally call off alerts. -Fixed enemy placed gadgets not being tagged on hack. -Fixed disguise tutorial becoming available too early. -Fixed resupply marker desc showing resupply cost even when having free resupplies available. -Fixed boss intel not always tagging all bosses. -Fixed weapons with adaptive spread receiving their
2023-10-10 19:05 UTC · Community Announcements · sleeper_games
-Enemy mag mines now cause occasional cam glitches when they are nearby. -Enemy mag mine explosions now have minor damage drop off. -Reduced adaptive difficulty minefield scaling. -Fixed a problem with evacing from lvl 5 missions phase 3. -Fixes melee locked state when minor object are destroyed while in a certain part of the boarding process. -Fixed dealing EW damage to units hidden in circular hazard creating repeated "Hidden!" text. -Fixed some issues with hiding things in circular hazards. -Fixed some issues with item stacking. -Fixed some instances of repeated report attempts during comms
2023-10-06 20:13 UTC · Community Announcements · sleeper_games
New Stuff -Help comms for items and mods now have TacHI telling you the items description/tooltip. This works even for items you haven't unlocked or printed. -Once friendly ships come back online you can now tell them to move towards your ship using the comms input. Changes/Balancing -Spot indicators for spotting ships that are very far away no longer completely fade out. -Computronium can no longer hide objects. -Attached BLAST PACK now detonates if the object they it is attached to dies. -Phase torpedos and displacer artillery now deals much reduced damage VS structure. -ENTANGLE ammo reduce
Full appinfo as delivered by Steam PICS, changenumber 38037320. Also at /api/app/2081970/raw.
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