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 21:07 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-09-02 17:31 UTC · Community Announcements · RefiCHL
Yup, it's decided. The 1.0 update is coming on September 17!And... um......Yeah, actually, that's all I need to say here. I've got TONS of stuff that needs to be finished in the next two weeks, so I'll keep this short and get back to work. 😆By the way, the 1.0 version is currently in the testing phase. If you're interested in helping out with testing, feel free to join the Discord server to get access to the playtest branch. Of course, you may run into all kinds of issues during testing, so if you just want to enjoy the new region and other content, I'd recommend waiting until 1.0 officially
2026-07-09 17:13 UTC · Community Announcements · RefiCHL
Hi everyone!Although we just talked about what's coming in 1.0 recently, it didn't really hit me until I started writing this announcement. Emberward's Early Access is really almost over! I've been trying really hard to get everything done lately...I'm even dreaming about designing new levels. Hopefully I can wrap up 1.0 soon so I can get back to working on the more fun stuff, like new towers and relics 😆(If you missed what's coming in 1.0, you can check out the previous post!)Because of Steam's rules, after a game's price is changed, there's a one-month cooldown before it can go on sale. So
2026-06-14 00:11 UTC · Community Announcements · RefiCHL
It's been almost 2 months since the last update!Recently I've been seeing more and more people ask when the next update is coming. (Someone even emailed me asking if I was sick) So I guess it's time to talk about what's coming in the 1.0 launch!When Early Access first started, my plan was pretty simple: just steadily finish all 4 regions, make all the towers and relics I had planned, fix the bugs, and the game should be ready for 1.0! Surely that would only take about a year...right? But once I actually started working on it, I realized things were completely different from what I had imagined
2026-04-16 16:27 UTC · Community Announcements · RefiCHL
New update!Another month just flew by!In this patch, there are some big changes to Endless Mode. Previously, Endless Mode had random anomaly effects to ramp up the difficulty, so you had to adjust your strategy, towers, and relics around them. But from player feedback, a lot of people mentioned that those restrictive effects didn't feel great to play with. So this time I decided to try a different direction (...the exact opposite direction) and added powerful positive effects instead! Honestly, I think having both positive and negative effects could lead to more interesting strategy, but I wan
2026-03-09 16:01 UTC · Community Announcements · RefiCHL
New Update!Not sure if you noticed, but this week is Steam's Tower Defense Fest! The event is meant to help people discover more tower defense games, but it got me thinking... if it's a tower defense fest, maybe I could make something that fits the tower defense theme?Then I remembered something I've seen quite a few times in the feedback form. Many players said that after playing Emberward, it reminded them of the old days playing WC3 or SC2 custom games. For a lot of people, that was their introduction to tower defense games (yeah, same for me). And since the last update added the Fort Tower
2026-02-12 16:04 UTC · Community Announcements · RefiCHL
New Update!Finally!! The feature that's been stressing me out the most is done!This update…I'd say about 90% of the time went into controller support. Since Emberward's demo launch, a lot of players have been asking about it. But if every time I add something new I also have to make sure controller support works perfectly, it would make development way more time-consuming and harder to iterate on quickly. So I decided to wait until we're closer to 1.0 and handle it all at once.Which means…after two years of stacking up hundreds of UI elements and game objects, it basically turned into developm
2025-12-18 15:33 UTC · Community Announcements · RefiCHL
New Update!2025 is almost over! ☃️ I was reading through some old patch notes yesterday and suddenly realized that around this time last year…I hadn't even started working on Sealed Citadel yet!? This whole year has felt like it flew by, but looking back at the logs, it's actually been pretty packed. All of a sudden, we've got the Sealed Citadel, Infernal Shards, a bunch of new characters, towers, relics, and tons of stuff that wasn't even in the original plan. So really, thank you all for the support and feedback throughout the year! Thanks to so many of you playing and supporting the game, I
2025-11-15 15:59 UTC · Community Announcements · RefiCHL
New Update!So…this update ended up being nothing like what I originally planned! °∀°I've always felt that Emberward has one big issue that's really hard to solve: whether you play Roguelite Mode or Endless Mode, a full run takes a loooong time to finish. But TD games are naturally time-consuming, and when you add maze-building on top of that, the thinking time makes the game even longer. It's kind of a built-in limitation of the genre, so it's very difficult to find a fix for it.But a few days after the last update, Youtube randomly showed me a video about chess endgame puzzles (…I don't even
2025-10-17 16:26 UTC · Community Announcements · RefiCHL
New Update!Another step towards 1.0! This update fixes several issues I've been wanting to solve for a long time.After finishing the achievement system, most of the major planned features are done. But since the game's been in development for over two years now (!!), some of the early designs don't quite fit anymore as things have evolved. So this update, besides adding more new stuff, also focuses on reworking those parts to better suit the current state of the game. I've finished the last normal character, made some pretty big changes to how flame works, and added a bunch of new relics!By th
2025-09-11 16:50 UTC · Community Announcements · RefiCHL
New Update!FINALLY the achievements are out!This patch was a ton of work, and I’m so happy it's finally done! Getting the achievement system finished feels like a huge step toward 1.0. Right now the game has 85 achievements. Aside from the ones you unlock just by progressing, I also added some that take a little creative thinking to figure out, plus a few ideas that came from players during Early Access. My goal with achievements is more about "encouraging players to do some weird stuff" rather than making them insanely hard (the most difficult one is likely the Infernal Shard 24 achievement).
2025-07-31 16:11 UTC · Community Announcements · RefiCHL
New Update!This patch adds Daily and Weekly Challenges to Endless Mode!Recently, I've been thinking a lot about what the "final form" of Emberward should look like. I've played a ton of fun tower defense games in the past. They were super fun, but once I finished them, I often didn't feel like going back. I always wished there was something that kept pulling me back in with new challenges. That's the idea behind the new Daily and Weekly Challenges in this update!These challenges use maps from the regular roguelite mode, but with added twists and modifiers. Sometimes you'll get a ton of relics
2025-06-25 15:03 UTC · Community Announcements · RefiCHL
Surprise Update!!Not sure if anyone noticed, but today marks the one-year anniversary of Emberward's Early Access!(I was so naive to think I could finish the game in one year...Emberward is now at least three times bigger than I originally planned.)This past year has been insanely busy and exhausting, but also a lot of fun! I've had the chance to meet players from all over the world, learned a ton of things I never expected to deal with, and…released a bunch of bugs. Honestly, I wouldn't have made it this far without everyone's support. Thank you all for playing the game, allowing me to work o
2025-06-13 16:12 UTC · Community Announcements · RefiCHL
New Update!I thought this update would be easier to make, but it turned out to be a tough one!Designing the tier 3 Infernal Shards fried a lot of my brain cells, but I'm pretty happy with the result. I tried to come up with a system that isn't too harsh, but still provides an extra challenge. If you're into tough challenges, give it a try and let me know what you think! (Shard level 24 is...really hard)Also, some new Poison towers were added in this update, so now the five elements each have about the same number of towers. As for the Poison-element relics, since they were created early in dev
2025-05-08 18:51 UTC · Community Announcements · RefiCHL
https://i.imgur.com/pnKz9Cc.gif New Update! This update introduces the highest difficulty system in the game - Infernal Shards. Since I need lots of feedback to figure out what's the expected difficulty for hardcore players, please let me know what you think after trying it out! The first two tiers are available in this patch, and the third tier will be available in the next patch. Originally, I planned to add more poison towers in this patch, but working on the Infernal Shard system took up most of my time, so the new towers will be postponed to a later update. Instead, I used the spare time
2025-04-01 10:56 UTC · Community Announcements · RefiCHL
{STEAM_CLAN_IMAGE}/44393347/ebbc7138bd390dff1fab3e0b4178e2c6de82f8b0.png New Update! Since I was a student, I loved seeing all the weird and fun events games would hold on April Fools' Day. Now that I have my own game, it feels like I have to add something special on this day! This update introduces a few more new towers, a limited-time April Fools' character, and a mode that randomly mixes maps from four different regions. As it's an April Fools' event, the new character is designed...differently compared to others. It might feel a bit luck-based or unbalanced, but...it's April Fools'! It’s t
Full appinfo as delivered by Steam PICS, changenumber 38730318. Also at /api/app/2459550/raw.
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