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 21:28 UTC.
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2024-09-30 19:12 UTC · Community Announcements · Nameless3W
Hi everyone. We have some difficult news to break to you. But since we believe in open and honest communication with our community, here we go: Septaroad Voyager's sales have not been meeting expectations. Our development team has obligations to meet, and so development is going to have to take a back seat to other full-time jobs. Our lead developer Nathaniel spent most of September looking for a new job, which he has found. He will continue contributing to Septaroad Voyager, just in the evening and on the weekend. We promise we are not stopping development on the game. During September we sti
2024-08-29 11:49 UTC · Community Announcements · Nameless3W
Hi everyone. As promised, we are updating you again at the end of the month with our progress on Septaroad Voyager. In July we released the prologues to all seven characters in the main campaign. In August we took your feedback (and there was a lot of it!) and we have been trying to improve and balance the game. We also added treasure chests and resource nodes for mining and herbalism, and we integrated resource-related quests into the main campaign. And the biggest new addition to the content in Septaroad Voyager is new music by Jenny O'Connor, whom you might know as The Hot Violinist. You ca
2024-08-14 15:21 UTC · Community Announcements · Nameless3W
Based on player feedback, we have adjusted the following: Area-of-effect attacks are now faster and they do more damage. Turkeys now do untyped damage, instead of sword damage. Characters weak against sword damage were taking too much damage from an early-game enemy. Overall turkey attack power was also reduced. Skill points and experience points earned through combat have been adjusted. Skills are now faster to unlock through earning skill points in combat. Level-ups are now slower through earning experience points in combat. Enemy damage curves have been adjusted to make the early game easie
2024-07-18 05:03 UTC · Community Announcements · Nameless3W
Today we are pleased to announce the release of Septaroad Voyager's campaign prologues. Each of the main campaign's seven heroes are now recruitable and playable. Start a new game, choose a starting character, then make your way through the world and recruit the others! {STEAM_CLAN_IMAGE}/43178456/fe87b7ac6e0188c288708da3d54fa2b578a90121.jpg You'll notice that your old saved games are no longer accessible. Don't worry! Your saved games are organized by campaign. Change the campaign back to Infinite Roads and all of your saved games will still be there. The gameplay is still the same, but the c
2024-06-30 15:24 UTC · Community Announcements · Nameless3W
Welcome back, everyone! As promised, we are here at the end of June with an update on Septaroad Voyager's progress. For the main campaign, we have the 7 starting zones almost all connected. We should have all of the battle/wilderness zones between the starting towns finished within the next few days and then we will start on chapter 1 for each character. We spent most of the month adding new zones and new enemies to make the world feel varied. This is Sun Fields, the area outside Nicopolis, where Thekla starts her adventure. https://rockwell-studios.com/wp-content/uploads/2024/06/Satyr.gif We
2024-05-30 12:16 UTC · Community Announcements · Nameless3W
Hello again! As promised, we are back at the end of the month to update you on our progress. Throughout May, we were fixing bugs, adding features, and adding new content to the upcoming campaign for Septaroad Voyager. We added a new level, Gloomwood, between Halgdalir and Gearbridge. Here you'll encounter skeletons, ghosts, bats, spiders, and goblins trying to stop your quest. {STEAM_CLAN_IMAGE}/43178456/35ae60b7cab518d2ac1546a482b2d17d8adf2fd6.jpg In that picture you'll notice that we're reading a sign. That's a relatively small functional addition this month, but we felt it was important for
2024-04-30 16:17 UTC · Community Announcements · Nameless3W
Hello Septaroad fans! We are back with our monthly Early Access update. The big news this month is that we have finished ALL 7 of the prologues and we are now building the world that will connect the different starting zones together. When we have the world more or less laid out, then we can script the story developments in each character's first chapter. Let's take a closer look at what we accomplished this month. Here are some screenshots of the prologues we finished this month. {STEAM_CLAN_IMAGE}/43178456/e7b89ffb803c96c81ee0319d52c0818c873d9c85.jpg {STEAM_CLAN_IMAGE}/43178456/46d58ff4fee4c
2024-03-31 12:24 UTC · Community Announcements · Nameless3W
Hi everyone! We are back now at the end of March with our promised monthly Early Access update. We here at Rockwell Studios would like to wish all of you a happy Easter. Also, we hope you had a good Passover and are continuing to have a blessed Ramadan. We have been working hard throughout the month to improve Septaroad Voyager and to get the campaign ready for you to play. So far, we have 3 of the 7 prologues finished. Our goal is to finish the prologue and chapter 1 for every character by June. Here's a look at the prologues for Emmerich, Mika, and Jomo. Those of you who have been following
2024-03-21 10:12 UTC · Community Announcements · Nameless3W
We uploaded a few patches since the last patch notes. Here's what's new: Improved functionality when scrolling mouse wheel over menu to choose which action to perform. Ability description now updates automatically after scrolling. Maps containing a static texture (such as in the main campaign) instead of map tiles no longer crash. Attackers stay facing their targets longer. Targets that get hit stay in place for a short time. This helps tie combat down a little bit and makes particle effects easier to read. Fixed an area in dungeons where you would not be able to exit to the south on a specifi
2024-03-13 18:25 UTC · Community Announcements · Nameless3W
Today's patches changed the following: Fixed a place in the yellow hills map where you could exit to the west when the way should be blocked. Added particle effect that characters play on death. Fixed a problem where NPC speech/quest indicators could disappear. HUD elements stay hidden throughout conversations instead of appear and disappearing when the speaker changes. New functionality for gameplay scripting that will help with cutscenes and other scripted events. Different events based on character gender, enemies can stay passive until scripted event makes them enter combat.
2024-03-12 21:18 UTC · Community Announcements · Nameless3W
Hi everyone! I've been gone for a few days but I'm back at work now. Today's patch added the following: Improved particle effects for ultima, smite 1-3, arrow storm, ice bolt 1-3, and ice storm. Longer exit hallways from dungeon rooms, with the camera borders moved farther to the sides. Now there should be no more accidentally exiting the room. Support for enemies going immediately to combat after being spawned. This will be used in scripted encounters. Those scripted encounters used to be a little silly when the ambush starts and the enemies go to their default wandering state. Made decals fo
2024-03-06 15:03 UTC · Community Announcements · Nameless3W
Today we fixed/added the following: Fixed a game-breaking bug that could stop the game when recruiting a new character into your party. Some spells will now dim the world's light and start a slow-motion effect. Fixed particle collision. Particles effects for the druid's lightning storm ability and the warlock's fire storm ability depended on detecting the ground level, and they did not work before. Now the particle effects for those abilities display correctly. Bigger and brighter lights for all abilities. Reworked particle effects for fire bolt 1-3, lightning bolt 1-3, nightmare 1-3, healing
2024-03-02 21:27 UTC · Community Announcements · Nameless3W
Today we made the following changes: Can equip and unequip through scripted story events Simpler pathfinding Character names can be inserted in dialog Gendered versions of dialog for using "my lord" or "my lady" etc. Also will be used for localizations where men talking to women, women talking to men, men talking to men, women talking to women require different versions of the text. Speech bubbles update location so if the camera or the character moves while speaking, the speech bubbles will show up in the right place Pause message shows up on the HUD if you are playing RTwP Cleaner autosave a
2024-02-29 17:18 UTC · Community Announcements · Nameless3W
As promised, we are back at the end of another month to update you on what we've been doing in Septaroad Voyager. Behind the scenes, we are getting everything organized for the main campaign. We made a wiki where we are sharing mood boards and inspiration, discussing the feel and look of various places. I'm finally writing out the script for all of the characters' stories. And getting things down on paper (or the digital equivalent) is really helping me to stay organized. {STEAM_CLAN_IMAGE}/43178456/36e04ca22b6d19bcf883596d20388f7cb7c1bb6d.jpg For the characters' stories, I am following a temp
2024-02-27 16:07 UTC · Community Announcements · Nameless3W
Today we added the following: Force the game to load post process settings. In some cases the game would load without post process settings and effects such as the Sobel edge outline, vignette, and bokeh blur were not showing correctly. Better camera transitions. In some cases, when transitioning between levels, or when starting a new character, the camera would glitch to a location that is not meant to be seen in the game. We now have a fix for that. This has to be set up manually for each case of a character- or level-transition, so we will keep our eyes open for other places where this happ
Full appinfo as delivered by Steam PICS, changenumber 37454840. Also at /api/app/2091620/raw.
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