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 21:48 UTC.
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2025-01-03 15:46 UTC · Community Announcements · Komisarek
Hi everyone. Just a little follow up from the last update. Heroes will now have trophies next to them after beating bosses. Orc and Undead perks now stack correctly (before this patch secondary bonuses were not applied correctly). Difficulty levels will now have perks and penalties applied correctly
2025-01-02 10:49 UTC · Community Announcements · Komisarek
Hi guys. Just a minor patch rollout that mainly tries to address issues some players have with unlocking content. How it worked previously: Pretty much everything was based on Steam achievements. If you did a campaign mission that unlocks a hero, you'd get an achievement, and that achievement was checked for when seeing if your content is unlocked. This currently doesn't work for some users (not just pirates! :) ) so we're now adding a backup. We'll also be storing achievement data in your save file, which should be pretty much full proof (famous last words). Lastly we added order colours to t
2024-12-31 16:49 UTC · Community Announcements · Komisarek
Hi everyone. A brand new patch (last this year, I hope, as it's already 16:46 here and I want to get off my PC) just hit the floor. We've added the very first iteration of difficulty modes in Adventure Mode. This is very much a TRIAL before the main thing rolls out. For now, you're able to select the difficulty between Normal (current version), Hard and Impossible. Impossible IS possible, although you're gonna really need lucky drops, so pray to those RNG gods. In Hard and Impossible, enemies receive bonuses to their stats per act. Hard Difficulty ːlunar2019deadpanpigː Act 1: +2% damage, +5% h
2024-12-28 00:26 UTC · Community Announcements · Komisarek
Hi guys! We've been reading your reviews, discussions and e-mails since the game's release and took a lot of feedback on board. TACTICS update brings it all together with some new QoL features, as well as something that changes the game completely. Priority orders. Tactics {STEAM_CLAN_IMAGE}/44623867/29326c8c6aa88de7e88433c935bdfd375b3b7f5f.png Before the battle begins, you're now able to select a tactic your units use. You can target the closest unit, Ranged Troops, Cavalry or Infantry. Your units will ignore other unit types as long as selected tactic is in effect (until the chosen enemy typ
2024-11-05 21:08 UTC · Community Announcements · Komisarek
Fixed a rare bug where missile units would become invincible
2024-10-13 08:19 UTC · Community Announcements · Komisarek
Hi guys. We've been very quiet about the game over the several months simply because we were busy working on it! We figured that it's best to wait until things are ready, rather than promise stuff that wouldn't have necessarily made it into the game for one reason or another. Roguelike Mode has been renamed to "Adventure" and is now the main mode in the game. There's no two ways about it: it is the most fun and challenging out of the three. With that being said, we now also have new factions you can play as in Adventure mode! That's right, all factions you meet on the battlefield are available
2024-06-12 18:28 UTC · Community Announcements · stevel
Join us for a next fest live stream!
2024-06-10 11:47 UTC · Community Announcements · Komisarek
Join us for the Next Fest gameplay stream!
2024-02-07 14:05 UTC · Community Announcements · Liac
Hello everyone! Warlords Battle Simulator is now participating in the Lunar New Year Festival 2024. Please wishlist our game!
2024-02-06 13:12 UTC · Community Announcements · Komisarek
Because whenever I read any kind of writeup, I love to see where we're heading straight away, so here's what we're trying to achieve: https://i.imgur.com/KUndyPf.png In this thread, I will discuss how we created a procedurally generated roguelike map and my thought process going into it. This isn’t really a tutorial, more of a post about how I got to it, how I did it, and why I did it this way. I’m not saying that my way is the right way, nor that it is the most performant way (definitely not), but I’m hoping it might be useful to some of you who are new to game development. This is a relative
Full appinfo as delivered by Steam PICS, changenumber 34910023. Also at /api/app/2594290/raw.
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