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 22:14 UTC.
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2026-07-11 19:47 UTC · Community Announcements · Hyparn
This is the first patch that focuses on feedback coming in from (mostly) the demo version of Chronocide. The biggest changes here are the balance tweaks in casual diificulty. FIXES: - Sky areas on Quarters map could have ceiling traps - Catching on fire and then dying quickly, the fire particles were still present after resurrection - The volume sliders for narrator and voice chat were broken - Arcane wand projectile impact sounds were non-existent for whatever reason CHANGES: - Endless enemy wave algorithm rewritten, now considers different probability for each enemy type - Demo version: Show
2026-07-09 14:20 UTC · Community Announcements · Hyparn
Free demoThe free demo of Chronocide is finally out! And with it, there has been some player feedback, some of it interesting. I will soon release a patch focused mostly on player feedback, most importantly casual difficulty balance and the readability of the help section.BalanceRegarding balance; I have, IMHO, been quite clear in the store page and in the game itself that this is a challenging game that will contain some grinding. You will not be considered godly on the first level and having to replay some levels will be a part of the game. As is the case with any trap (or tower) defense gam
2026-07-04 09:28 UTC · Community Announcements · Hyparn
The first four levels are now free to play in the demo version of the game.That's right, you don't have an excuse anymore. Go play and find out your favorite hero character!
2026-06-23 15:23 UTC · Community Announcements · Hyparn
This is just a quick patch for addressing a few bugs that were quite annoying. FIXES: - Enemies can no longer walk through the bookcase in Apothecary - Enemy melee knockback was not working - Texture glitch on heavy zombies - Skeleton warrior walk animation too draggy - The sky now does not allow ceiling traps on Gates - Minions stopped working if ordered to move to a place very close to where they are CHANGES: - Drencher rain and the "on acid" effects are now more emissive
2026-06-16 15:22 UTC · Community Announcements · Hyparn
This patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level. There are still a lot of ongoing areas that will be improved, whether they be cosmetic (more emissive materials for that lovely magic look) or heavy backlog items (client prediction when touching enemies in a slightly laggy environment makes a lot of twitching come true). I am working on a free demo version of the game also which contains the first four maps. And, as always, finishing up act 2 in the background. For this
2026-04-14 21:50 UTC · Community Announcements · Hyparn
So, patches are few and far between at the moment so I thought it might be good to at least post a development update to let you know that the bee that is me is busy as all heck.This post will be mostly about... drummest roll... MAPS!First off, there will be a pretty noticable change in the graphics design of maps. I will go all the simple fools' way and change the graphics style to be stylized instead of the current semi-realistic textures. There are a lot of things that will be better with this. The trade-off is of course just that as a serious game developer you are chucking your creative s
2026-02-16 17:29 UTC · Community Announcements · Hyparn
Maybe THIS will be the last bigger patch until act 2 drops.This update had much to do with reworking network functionality to make sure that new mechanics that are coming will be supported. There is also more of a physics impact in things you do and some much needed balance changes.FIXES:- Flippers dealt damage sometimes- Enemies colliding with map buggy if too far away- Minion hit sounds not played for other players than Anthia- Melee should feel like it connects better now (minions and players)- Interrupting enemy attacks works better now- Bolter preview- Unity changed execution order at som
2026-01-06 10:12 UTC · Community Announcements · Hyparn
This should be the last bigger patch before act 2 drops. Much focus has been put on minions and game balance.FIXES:- The weights of different enemy bodyparts are now better- Footstep sounds were triggered a lot more than they should and silently failing- Some particles were too blurry- Bestiary didn't write some boss names correctly- Ragdolls should be more stable now- Multiple player projectiles in one burst fixed (some projectiles not shown)- A myriad of small bug fixesCHANGES:- Optimized enemy projectiles and added features (e.g. affected by gravity, exploding, etc.)- Bestiary stats now sho
2025-08-31 16:32 UTC · Community Announcements · Hyparn
In this patch we replace Anthia's face and improve her appearance. There are also some small bugs fixed and minor paladin balance fixes. FIXES: - Removed some null references in code - If host still in game while client in menu, don't play portal entry sound - Enemy walk animations sometimes not triggered (experimental fix) - Enemy rubber banding after finishing attacks CHANGES: - Replaced Anthia's face and improved her appearance - Bumped Unity version - Improved item and hero preview lighting - Made trap tips text block the view less BALANCE: - Bolter - Physical damage: 4.5 -> 5. - Iron pill
2025-08-18 18:58 UTC · Community Announcements · Hyparn
There is so much going into making a game, you wouldn't believe. Or maybe you would, if you've been dabbling in making interactive content. Any-a-who, I needed to replace an SSD so while I'm waiting for everything to be done file-wise with the new drive, why not post a lesser update?At the moment, the block of content being worked on is the one with all the new fun monsters of act 2. This means to (sometimes in an annoyingly iterating loop) do something like this...BlenderModel the monster; vertices + lines + polygons, all sorts of shenanigans.Rig the monster; create a skeleton that covers big
2025-08-16 12:32 UTC · Community Announcements · Hyparn
This is mainly a balance patch. Patches are few and far between right now as the main work is still being done on creating content for act 2 but I wanted to get at least something out before act 2 rolls out. CHANGES: - Show available levels of an upgrade even if it is fully upgraded - Enemy path guides reworked, less CPU intensive ADDITIONS: - Text indicator if a potion is taken/consumed BALANCE: - Every round of every level now slightly easier to help with skill issues (please, try "casual" difficulty also)
2025-05-01 18:11 UTC · Community Announcements · Hyparn
Another huge patch, a few months in the making. After this one, it's full steam ahead trying to get act 2 out. FIXES: - Memory leak after ending a level - Hero animations have wrongly been 24 fps instead of 25 since a few months ago - Enemy stats modifiers calculated more exactly - Melee enemies swing more accurately at their target - Changed how client actions are cancelled, might remove rare cases when Electrum gets stuck on nothing - Looping ambient level sounds didn't care for volume settings - Adventure modifier for pickup radius was wrong - Some rounding issues in the arsenal - Visual in
2024-12-28 22:44 UTC · Community Announcements · Hyparn
Here is a patch for you audiophiles! And everyone else. FIXES: - Bolters will no longer shoot recently deceased recently deceased - Bomb lobber sounds often didn't play - Timing issues in cutscenes - Impaler model slightly smaller to avoid sticking out of walls - Contrary to games in general, the startup animation now takes volume settings into account - Adventure modifier visual glitches removed CHANGES: - Sound effect falloff changed, better culling and priorities of different sound effects - Rebalanced sound volumes of most sound effects - Nicer looking subtitles - Many trap skins are now e
2024-12-12 18:58 UTC · Community Announcements · Hyparn
Patch 0.14.0 is out now and it's a huge one. FIXES: - If walking and starting to chat, don't have walk keys get stuck - Bad loop of music on A1E8 - Disconnecting while establishing a connection to host caused some bugginess - Error central if removing most items from loadout, leaving only consumables - Unaffordable traps didn't get dimmed out if still in prepare phase - Lots of interface fixes - Monsters in level details now look better - Infinite ammo belt hopefully fixed - A1E7 had a broken ceiling - Switching to previous / next item will not auto-consume a pill - Nutcracker moving part was
2024-08-30 20:42 UTC · Community Announcements · Hyparn
Lots of fixes and small additions but most of all, multiplayer will suffer from a lot less disconnects now. FIXES: - Wrong particle size on "buy skin" button - Explosions throwing enemies are now calculated better - Visual glitches when reloading bullet weapons - Camera clipping through walls should happen less - Rare cases where mouse buttons could get stuck - Fall damage registering differently than other damage - Another player's trap placement hovering should now show upgraded range - Paladin armor became blue on A1E7 - Networking is a lot less disconnecty now - One Claymore skin was unint
Full appinfo as delivered by Steam PICS, changenumber 37462619. Also at /api/app/2696420/raw.
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