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 22:05 UTC.
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2026-08-06 16:13 UTC · Community Announcements · andrefcasimiro
Hello everyone :-)This week I have spent a great deal of time playtesting the game to collect video and screenshot materials for trailers and marketing materials.Along the way, I found some new bugs or things I wished to improve. Here's the list of all that was touched:Fixed an issue where jump attacks would stick you to the ground while locked on. Jump attacks are now smoother to direct while airborne, and they also provide a slight lift, giving you more time to aim your attack.Fixed a bug where enemies would always chain combos. An issue with the combat logic caused combos to chain every tim
2026-07-27 19:42 UTC · Community Announcements · andrefcasimiro
Hello everyone! After more than 6 months without patches, here's a brand new update to the game, with tons of new additions, balances and bug fixes!What's new?You can now swim everywhere, not just in Veilglade Peninsula. Jump into any water that you see and explore maps like never before!Stamina wheel near the player, it appears during combat to better indicate how much stamina you have left for the next attack; it works very similarly to Breath of the Wild;Shoulder pads and cloaks now have their own armor slots - before, you would equip these as accessories. This now leaves more room for ring
2026-05-26 10:36 UTC · Community Announcements · andrefcasimiro
Hey everyone! :-)After a long break, I'm back with some exciting ideas to improve the game further and bring more life into Cacildes Adventure.Some of you may know I have been working on a sequel for the game. My plan is to continue this work on the same codebase from Cacildes Adventure, which means every bugfix and feature enhancement can be backported to game 1.With that said, I'm bringing some interesting changes to Cacildes Adventure. Here's what I am working on, and what I have planned for the upcoming update (who knows when!) Done and coming:AI Pathfinding enhancements - characters will
2026-01-23 17:52 UTC · Community Announcements · andrefcasimiro
Hello everyone :)Over the past week, I set myself a personal challenge: to prototype a set of modding tools for Cacildes Adventure.The goal was to explore whether I could build a basic in-game editor that allows players to construct maps using a predefined set of assets. I started with simple level building, then expanded the tool to support enemy placement, and finally added “moments” — small interactive events triggered when the player touches a specific object, such as displaying dialogue or advancing a story beat.After a week of experimentation, this is the result I’d like to share with yo
2026-01-22 13:30 UTC · Community Announcements · andrefcasimiro
Hello everyone :-) Exciting update which introduces a new experimental feature - auto translation for in-game dialogue, using Google Translate.This was a community request for japanese support, and it should work in general for any language supported by Google Translate.You can enable this feature in the game options, in the language settings. You must allow access to the internet, and dialogue might take some time to render due to the translation being request to Google Translate.As a bonus, I recorded the development of this feature during a development stream. If you're curious, check it ou
2026-01-02 21:20 UTC · Community Announcements · andrefcasimiro
Hello everyone! First patch of the year :-)This update focuses on UI fixes, balance adjustments, and AI navigation improvements. While some AI issues will require navmesh rebakes on specific maps, this patch significantly reduces cases of characters getting stuck.🛠 FixesFixed an issue where the player name did not update correctly on the Character Stats UI in the main menu.Resolved a null reference error in the Day & Night Manager caused by the AmbientColor function at Molok Temple.Fixed an issue where combat between orcs at West Bridge caused camera shake even when the player was far away.Co
2025-12-28 14:05 UTC · Community Announcements · andrefcasimiro
Hello everyone!A last-minute bug was caught by our Discord community — special thanks to Tristis Oris for reporting it! 🙏In the English version, the dialogue with the soldier stationed at West Bridge was breaking during the Orc quest, preventing players from progressing. This issue slipped through my QA because one of my recent test playthroughs was done in Portuguese, where the dialogue behaves correctly.The issue has now been fixed and deployed, and progression through the quest should work as intended.Once again, many thanks to Tristis Oris for spotting this and helping improve the game. I
2025-12-26 19:35 UTC · Community Announcements · andrefcasimiro
Hello everyone :)This is possibly the last update of the year. It includes a handful of bug fixes I encountered during recent playthroughs, as well as the integration of a Discord bot that logs gameplay events to a dedicated channel. This helps me better understand player progression and balance, and also works as a sort of meta narrator for your adventure. Of course, participation is completely optional — you can opt out by declining data collection when starting the game.✨ ImprovementsExisting loading screens were refined and adjusted for better presentation.🆕 AdditionsA Discord bot has bee
2025-12-13 17:16 UTC · Community Announcements · andrefcasimiro
Hello everyone! 🙂I’m back just before the holidays to release the final update of the year — a brand-new expansion that introduces a new level inspired by Ocarina of Time’s Forest Temple.The Whispering Vale is a new story expansion that becomes available after defeating Maerimond. In this chapter, you will travel into the future to stop Maerimond’s stone curse before it destroys the ancient trees of the Whispering Vale’s dormant temple.This expansion features many new enemy types and two boss fights, and it also serves as the first step toward a larger story I have planned for a potential seq
2025-11-03 18:00 UTC · Community Announcements · andrefcasimiro
Hello everyone! 🙂After a pretty intensive summer and autumn of development, I’m very excited to announce the release of Cacildes Adventure 2.0!After going back and forth on the idea of a possible sequel, I decided instead to clean up a lot of the codebase and revisit some core mechanics of the existing game. This allowed me to improve the game, make combat more satisfying, and prepare a solid foundation for future expanded content.Version 2.0 focuses on improving the base game, dropping ideas that didn’t work well, and making combat tighter, more fun, and deeper in terms of customization. Maj
2025-08-09 11:30 UTC · Community Announcements · andrefcasimiro
Hello everyone! The work is continuing on version 2.0, which represents a massive update to the game with improvements everywhere — from enemy AI to combat itself — with new tools for players to tackle enemies, improved crafting, and a lot of old bugs finally being squashed.It's been a very heavy month in terms of workload, and I'm off for a week on holiday, so work on the 2.0 update will resume in September. In the meantime, I'd like to share a sneak preview of what you can expect to see in Cacildes Adventure 2.0.Overall — better combat, better UI, smarter AI, and NPCs that go about their liv
2025-07-05 13:53 UTC · Community Announcements · andrefcasimiro
Hello everyone! 😊 It’s finally summer here in Portugal, and with a bit more daylight available, I’ve had more time to continue working on improvements for the game!With version 1.7 bringing story updates and 1.8 (launched last month) introducing dual-wielding and better combat, it’s now time to take a few months to “clean house” — refactoring a ton of code and preparing the game for something much bigger.Let’s talk about what’s happening behind the scenes, and what you can expect from version 1.9 (or maybe even 2.0… this next update is shaping up to be massive!).✅ What’s Already Done:🔮 Abili
2025-06-11 21:53 UTC · Community Announcements · andrefcasimiro
Hello everyone! ːsteamhappyːAnother week brings exciting new updates to the game!I've been wanting to do dual wielding for a while… As some of you already know, there was a limitation in the inventory system that didn’t allow duplicate items. So, to make dual wielding possible, I had to refactor part of the weapon code — but it's done now!You can now equip weapons in both hands! Even better, if you equip two weapons of the same type, you unlock special combo chains (Powerstance, inspired by Dark Souls 2). And yes — you can now attack with shields too!It all works really well and makes combat w
2025-06-03 15:27 UTC · Community Announcements · andrefcasimiro
{STEAM_CLAN_IMAGE}/44662009/8a64b4bc944325b9d6c19a5a81651221147582e1.png Hello everyone! ːsteamhappyː Over the past month, I've focused on improving the writing in the main story—particularly the conflict between the orcs and elves, which now has a much stronger narrative foundation. While there haven't been any changes to gameplay or maps, the lore behind many of the main characters involved in the Stone quest has been updated. Most notably, the final boss now has a richer backstory, and the preceding bosses in the third act are more meaningfully connected to the overarching plot. I also had
2025-05-17 16:40 UTC · Community Announcements · andrefcasimiro
{STEAM_CLAN_IMAGE}/44662009/7cc64a7f670093d5143293b192af5e889b45b420.png Hey everyone! Small update this week with Quality of Life improvements to archery. You're now able to see arrows & bolts when aiming your weapon; Each arrow / bolt / bullet now has its damage displayed in the main menu; If you try to fire an arrow with a bullet, or other incompatible projectile, a popup will appear warning you to equip the proper ammunition! There were also some improvements to the aiming itself and how arrows behave, and also some new animations for bow shooting! Small update, but I think archery is a lo
Full appinfo as delivered by Steam PICS, changenumber 37825476. Also at /api/app/2617740/raw.
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