Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 21:31 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
8 May 2026 23:42 UTC · Community Announcements · Prof-Jay
When I say "kind of", I mean it takes 18 hours to compile the game on my PC, this is because of all the shaders translated from UE5 assets I had put in. BUT, for the three of you still paying attention this is what changed: I made the enemies less bullet spongy. Someone in the forum commented that it took too much to kill even lowbie enemies and I agree, It sucks that I had not looked at the forum in such a long time but, there it is. I also attempted to fix up the tutorial area as well. I am lost for lots of time now, I am in my second year of the PhD and working on research, so ... its as go
5 May 2026 01:48 UTC · Community Announcements · Prof-Jay
Greetings! it’s been a very long time since I have updated this game and for the few of you who might see this and have it installed still (I Hope!) I have made the game even better, at least I think I have! First, everything has changed level-wise. I was never happy with the initial assets I used to make the different ruins, and they are head and shoulders better than they used to be! Second, I have added a great deal to the game play. I added traps in the levels, some very easy puzzles, and maps on the weapons table that gives hints to how to finish an area, to name a few things. Guns and pr
1 January 2025 01:14 UTC · Community Announcements · Prof-Jay
Happy New Year! While I was off visiting family in law, I realized I had some more problems with the game so I fixed them this morning. 1. the hands would disappear because of some code that let you select different hands, I turned it off. 2. someone mentioned the game did not work with the VIVE headset because the camera is in the head. I made the head invisible. 3. I despised the recoil on some of the long guns so i lessened it. That is it, thank you!
23 December 2024 19:13 UTC · Community Announcements · Prof-Jay
Good Morning, As I have less and less time working on a PhD, I apologize to anyone that still plays this and wants faster results. I only made a small adjustment today. the player's hands looked small, or I noticed they were small finally and so I made them a bit bigger. I know they are not attached to the body and can come off, that is because I used trickery and laziness to make the IK body work. In the future when I have more time I will try to remake the player in a whole new way.
12 November 2024 06:04 UTC · Community Announcements · Prof-Jay
Just some small fixes: The textures on the player arms should not disappear now! I was watching a video someone made of the game, and realized the sound for the tutorial voice is too loud, so I turned it down slightly. It was always my intention to let sound be controlled by the player using the buttons on the headset.
2 October 2024 21:41 UTC · Community Announcements · Prof-Jay
Greetings. It has been a long while since I updated the game last, but I had some free time and wanted to make it better. Hopefully the few of you who still might play it let me know what you think of the changes. 1. Full body avatar. I thank “Johnny5” from the VRIF discord for his wonderful tutorials on how to add full body IK to VR. I was lazy however and I still used the default hands rig and just attached them to the body. I did this because it would be more work to retarget hands to fit as nicely as the originals did, and I just did not want to do that. This in turn means hands will glitc
3 March 2024 08:05 UTC · Community Announcements · Prof-Jay
Good evening! If it is evening for you. ( It is evening here in Asia) This is the newest version of It Belongs in a Museum. Here is what has changed. 1. The active ragdolls were taken off the melee enemies so they no longer can be punched and knocked down :( I figured it was better to have more frames than the occasional laugh at punching a skeleton or zombie into the dirt. 2. A new BLUE backpack! Now at the beginning of levels, is a new blue backpack. you must now pick up the treasures in the levels instead touching them to the old brown backpack and automatically collecting them into cash. W
7 February 2024 19:43 UTC · Community Announcements · Prof-Jay
Good Morning, If you see this I hope you are doing well. It was almost 3 years ago my brother sent me his old quest 1 headset to play with. I live 8000 miles away from my hometown in America now and I love my life, but I wanted to keep in touch with my brother whom I used to play many games with and VR was the way we chose. Initially I thought it would be a dumb gimmick, kind of like those old machines we had played as kids in shopping malls where you had a polygon bird monster and would fight the opposing player with what resembled a toy pop gun. However when I actually started using the ques
16 November 2023 05:08 UTC · Community Announcements · Prof-Jay
Good afternoon, Because of conflicts I removed the targets and the weapon purchase menu from the museum. I left the equipment crate and the backpack so that saved items of course can make it to the museum (I also tested it myself this time ːsteamhappyː ) Thank you. Coffeeserpent
15 November 2023 20:11 UTC · Community Announcements · Prof-Jay
New stuffs: - Guns can now be saved between levels if you put them in the weapon box on the table or in the back pack. (don't forget to put some ammo and the weapon in the backpack before leaving the level!) A big thank you to Louis on the Discord for providing the code to make this happen! Note: I had thought to make it so that the guns and ammo stayed in the player character between levels, but this is problematic for the ammo as the holders are coded so you can have multiple, meaning that you'd never be able to switch them out. Until I become a better coder (unlikely) or I have time to get
29 August 2023 18:41 UTC · Community Announcements · Prof-Jay
Good Morning. This is just a small change in the first eternal temple level. I made it a night time scene as I liked it better that way and I covered up the hole in the floor behind the starting area that leads to the skull key. It was annoying me that I could not jump the gap.
8 August 2023 07:02 UTC · Community Announcements · Prof-Jay
Things I have changed in a weeks time: - So now the tutorial level has an actual voice actress doing the lines, you should recognize her voice as the companion voice. - The artifact PC no longer needs you to withdraw money to buy artifacts, it comes right from the bank, so really the only time you need to take money out is when you use it in levels. - some effects were taken out and changed like, fog and some lighting attempted to get monster ai to attack you when they are shot, still not completely there yet, but getting better! AM also attempting to upgrade to newer unity version for better
1 August 2023 23:20 UTC · Community Announcements · Prof-Jay
Re-attempting new build.
1 August 2023 22:09 UTC · Community Announcements · Prof-Jay
Good Morning, So its been a while and if you are still paying attention to my little game, here is what has changed: - Turned off the highlight effect when shooting monsters: it was actually starting bother me but if you want it back I will find a way to make it an option - Added a tutorial from the main menu library scene. It is between the start and quit button. It should explain in a hopefully decent AI voice how to play the game. - Added some backgrounds to out door stages as it made them look more alive and fun to be in. - changed the textures in the Aztec level as I believed it looked fu
26 April 2023 20:59 UTC · Community Announcements · Prof-Jay
SO... after playing with the new smooth turning I realized if I set it faster it was much better. - Smooth turning made much faster! I apologize for the ridiculous small updates. This is my first time making a PCVR game and ultimately I am not a game dev but a university prof. I will endeavor to push out fixes to things as best as I can but in the next two months I have "professor stuff" that requires much of my time, so send me your needs and I will do my best to fix it. Thank you and I hope for what I have built in the two years since I started is at least semi-fun. CoffeeSerpent
Full appinfo as delivered by Steam PICS, changenumber 38566116. Also at /api/app/2379060/raw.
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