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 22:33 UTC.
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2024-12-20 14:31 UTC · Community Announcements · ben
WHAT A YEAR IT’S BEEN! 2024 has been absolutely incredible, and I still can’t believe IHAS is finally out in space. Launching this passion project back in November was a dream come true, and seeing you explore the vast spaceship was extremely rewarding. From the bottom of my heart, thank you for playing IHAS, for sharing your experiences, and for leaving reviews. It’s been amazing to see people play this little game of mine. I couldn’t be more grateful to have you along for the ride. As we wrap up the year, I want to wish each and every one of you a happy holiday season and an amazing 2025. He
2024-12-20 14:31 UTC · Community Announcements · ben
IHAS v1.3.1 is now live, and it includes the following: Updated level layout Removed distortion from the force field Balancing improvements Improved level navigation Moved the button in the hotel table below the tablet in the hall Made doors in the office easier to see Improved tutorial that player can use a knife to press buttons Fixed that keypad doors are difficult to find in the office Give players more time to hop onto platforms Added SFX to barricade Tweaked a locker to give more resources Changed the collision of the floor in the puzzle rooms close to the barrier in the servers Added th
2024-11-29 14:54 UTC · Community Announcements · ben
First off, I want to extend a huge thank you to everyone who has played IHAS since its launch last week. Seeing the game out in the world and watching players explore what I’ve been building for so long has been a surreal and humbling experience. As a solo developer, releasing my first game is a milestone I’ll never forget. What’s touched me the most are the kind words some of you have left in reviews on Steam. Reading about how IHAS has resonated with players has been a deeply rewarding moment. It’s the kind of thing that keeps developers like me motivated to keep improving and creating. If y
2024-11-21 15:00 UTC · Community Announcements · ben
Can you uncover the mysteries of this giant spaceship before it’s too late? IHAS, the sci-fi puzzle FPS that I’ve been working on for the past two years, is OUT NOW at an SRP of $9.99 / €9.75 / £8.50, with a 10% Launch Discount for a limited period! To celebrate the release, we’ve prepared a brand-new release trailer that you can watch here: In IHAS, you wake up aboard a massive spaceship with no recollection of your past. As you navigate through energy gateways and shifting corridors, a lingering sense of foreboding tells you that secrets lie not far beneath the surface. Armed with a modifiab
2024-11-15 14:00 UTC · Community Announcements · ben
With less than a week to go, I’m starting to feel the excitement—and maybe a little bit of nerves—as we approach the launch of IHAS. It’s such a surreal moment, seeing everything come together after two years of work, countless iterations, and more than a few trial-and-error moments along the way. Before the game hits Steam on Thursday, November 21st, I wanted to take a moment to answer some of the big questions that I’m sure are on your mind. So, without further ado, let’s jump into the IHAS Pre-Launch FAQ! What makes IHAS unique? IHAS is a Sci-Fi Action Adventure FPS, with a huge focus on ex
2024-10-29 14:30 UTC · Community Announcements · ben
I’m excited to finally reveal the official release date for IHAS! If you’re here, it probably means you’re already excited for my Sci-Fi Action-Puzzle FPS to release, and I can’t help but share your enthusiasm. It’s a crazy feeling to have a passion project so close to being finalised, and I can’t wait to watch you all play it! So, mark your calendars, IHAS will launch on November 21st! THE JOURNEY SO FAR From the very start, IHAS has been a passion project, meticulously crafted to offer a truly immersive experience. You have already gotten a taste of what’s in store through a demo, which intr
2024-10-14 14:00 UTC · Community Announcements · ben
This week, I’m mixing things up a bit for a slightly different blog post! First off, I want to say how glad I am that so many of you have been enjoying my insights into the game development process. As a self-taught dev, insights provided by other developers were a crucial way to learn how to make games, and I’m glad that I get to share my experiences with all of you! Your support means a lot. Now, for some exciting news: You’ll finally get another chance to actually play IHAS! {STEAM_CLAN_IMAGE}/43140933/e767bfebcc4b203b3aeab8e2d499878011ecf0a1.png During next week’s Steam Next Fest a brand-n
2024-10-11 14:01 UTC · Community Announcements · ben
This week, I wanted to share my journey of incorporating puzzles into IHAS, an aspect of the game that enhances gameplay by breaking up the action. While IHAS is primarily a first-person shooter, I recognized early on that a stream of constant shooter sequences could lead to player fatigue. By introducing puzzles, I aimed to create a more balanced and engaging experience. The Puzzle Development Process Creating the first puzzle was quite the challenge. Inspired by Remedy Entertainment’s Control I initially focused on mechanics like telekinesis for object manipulation. In my early attempts I qu
2024-09-27 12:00 UTC · Community Announcements · ben
This week, I wanted to dive into a game design element that is often overlooked, but that is a crucial part of any gamers’ experience when starting a new game: tutorials. While some of you might just skip them, tutorials are an essential first step that introduces players to your game’s mechanics, controls, and overall feel. In this devlog, I want to share my experience making a tutorial for IHAS and delve into why they’re such an important part of any game. Why Tutorials Matter A tutorial is more than just the instructional section of the game — it sets the tone and teaches players how to int
2024-09-20 14:30 UTC · Community Announcements · ben
Along with levels and weapons, enemies are one of the toughest but also most crucial design elements when it comes to making a first-person shooter game. Prior to working on IHAS, I didn’t have a lot of game design experience, so I taught myself the ins and outs of creating enemy AI using books, video tutorials, and lots of experimentation. In this dev log, I’ll give you a rundown of how I taught myself to create the smart enemies in IHAS! Smart Enemies In an FPS game, enemies create an engaging experience, and their behaviour can make or break immersion. A "Smart Enemy" doesn't necessarily me
2024-09-13 14:18 UTC · Community Announcements · ben
Making a game is a journey, and level design can be one of the most exciting — and challenging — parts of that adventure. When you dive into the process of building a world, you’re not just piecing together random environments. Every level is a stage where the story unfolds, where gameplay comes to life, and where players immerse themselves. Level design is a mix of creative energy and technical finesse. Let me take you behind the scenes to show how I build the levels for IHAS! Translating Story Into Gameplay Level design is where narrative meets interactivity. You’re telling a story, but inst
2024-09-06 13:54 UTC · Community Announcements · ben
Hey everyone, As the development of IHAS is steadily progressing, I’ve decided to start frequently updating you on my process through a series of dev logs. In each edition, I will share some information about the game’s lore, characters & certain design decisions, or give you other insights into the game that I’ve been crafting over the past 2 years. If there is a specific topic you would like to hear more about, just let me know in the comments below! -------------------------------------------------------------------------------------------------------------- For the first dev log, I figured
2024-05-30 13:27 UTC · Community Announcements · Aeman
Hey everyone! I’m happy to announce that IHAS will be published by Iceberg Interactive! They have previously worked on games like Strange Horticulture, Killing Floor 2, and Circle Empires, and I’m happy to be part of that line-up. https://youtu.be/E7zwTKUVDk8 IHAS is a narrative-driven Science Fiction FPS that focuses on exploration & puzzles. You awaken in a shadowy, unfamiliar world with no recollection of your past. You are guided by a familiar yet enigmatic voice claiming to be an ally. As you delve deeper into this unknown realm, a nagging sense of hidden truths and deception linger. Your
2024-04-03 17:05 UTC · Community Announcements · TheDifferenceStudios
After a few months of work, I've released a new demo update with a new grenade mechanic, which adds more options to the gameplay and new puzzles... Another important thing is that Ukrainian localization is now available in the game through menu and subtitle translations. Besides that, I've made a few upgrades based on playtesting and community feedback: - New Grenade throwing mechanic - Reworked drone enemy - Improved enemy AI - Added a stage to the boss battle - Balanced the knife - Improved health regeneration - Improved training level - Removed sliding - Added Mods Counter UI element - Impr
2024-02-02 11:59 UTC · Community Announcements · TheDifferenceStudios
On this day two years ago - February 2nd, 2022 - I began developing IHAS! The game went through a lot of iterations, and I never thought about how big it would become or how it would look at the end, but from the beginning, I believed that this game has the potential to be amazing. And to celebrate this anniversary, I released a new major update and a devlog about all the progress from the beginning: I'm really thankful for all your feedback and this is just the beginning! Here is the list of updates: - Reworked all puzzles in the game - Added new puzzles to all levels - Improved enemies AI -
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