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 22:23 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-04-11 16:20 UTC · Community Announcements · moondol
🎨 UIItem tooltip UI no longer gets cut off at the edges of the screen. Tooltips for equipped items in the inventory now display correctly as well.⚖️ BalanceSpear wall formations now receive 2.4× more speed-based damage scaling compared to cavalry. Additionally, the threshold for speed-based damage bonuses has been adjusted from 1 m/s to 2 m/s.✨ Magic System AddedA new magic system has been introduced, including:Various resistancesBarrier systemDamage over time (DoT)Area-based buffs and debuffsHeal over timeHow to use magic:You must purchase a weapon corresponding to each magic school to use m
2025-12-29 19:49 UTC · Community Announcements · moondol
This update was originally planned to be merged with upcoming patches. However, due to dramatic improvements in optimization and combat AI, it has been released immediately.⚙️ Optimization⚔️ Combat PerformanceRecommended battle size: 1400 (Ryzen 9800X3D)GPU load reduced by ~60%CPU load reduced by ~40%The optimization freed significantly more GPU headroom than expected:Default resolution increasedDynamic Resolution option addedRemaining optimization margin:CPU: ~8%GPU: ~12%RAM usage optimization has not started yet🗺️ World Map PerformanceWorld map performance doubledThis improvement is a direc
2025-12-20 10:15 UTC · Community Announcements · moondol
🏘️ Town Mechanic ReworkMerchants and recruitable troops now appear outside towns when you approach.Town boundaries will be clearly defined on the world map in a future update.If outlaws or hostile forces enter a town’s area, the garrison will sortie and intercept them in a future update.Old save files made inside towns may cause NPCs to be displaced to unreachable locations.The old town entry system will be used only for future dungeon content.⏳ About the Next UpdateThe next update will take a long time and is planned as a major overhaul.Planned changes include:4× world densityNeutral faction
2025-12-05 11:35 UTC · Community Announcements · moondol
⚠️ NoticeThis build has not been validated for long-term play.Shields must be equipped in the fourth weapon slot. Otherwise, a crash may occurA verified and stable build will be released in about one week.Using old save files may cause civil wars in all kingdoms 🏰 Kingdoms, Diplomacy & Civil War Systems■ DiplomacyPeace treaties are enforced for 30 days.Due to large code additions, diplomacy may not function properly for a while.■ Civil WarIf the player’s or any AI clan’s influence exceeds the king’s, the kingdom may split.Stored influence decreases daily.Kings receive a fixed amount of daily
2025-11-20 15:51 UTC · Community Announcements · moondol
The world map gameplay is now active. (Long-term playtesting is not yet complete.)Basic diplomacy features have been added:You can join or leave a faction.If you own a fief, only armed independence is currently possible.A future update will introduce a method to peacefully relinquish a fief and become independent.All cities now feature culture-appropriate exterior and interior designs. Biomes are not yet applied.Global Illumination (GI) is now active on the world map.City and village interiors now include a small amount of procedural variation.🏙 Cities & SiegesElite units can be hired in citi
2025-11-11 14:55 UTC · Community Announcements · moondol
The battle system has now reached the level originally aimed for in the official version. The uploaded video showcases a full-scale battle conducted entirely under AI command.⚔️ Battle System RewrittenThe bow and throwing mechanics have been completely rebuilt and are now flawless as a game system.Aiming time directly affects accuracy and projectile speed.Bows and javelins fired without full draw will wobble weakly and lose power.Crossbows and firearms retain damage and projectile speed even when fired from the hip, but their aim will deviate sharply.🏃♂️ Movement and Projectile DynamicsThe s
2025-10-05 08:54 UTC · Community Announcements · moondol
4k resolution Combat / AnimationAll attack animations now strike precisely forward.Stab and swing attacks always follow the player's viewing angle.When the player is running as infantry, the melee weapon aim point no longer jitters.InfantryInfantry moving backward now experience reduced movement speed and push force. → Infinite kiting with long weapons is now more difficult.Applies to both player-controlled and AI infantry.Pikemen / Polearm Infantry — Brace SystemBrace feature added.Automatically activates when enemies are within weapon reach + 22 meters.Adjusts the spear to the formation heig
2025-09-28 11:03 UTC · Community Announcements · moondol
New Content New races have been added. Only battles are available; there is no world map gameplay yet. Test soldiers are provided. Optimization If you have a good CPU, you can raise the battle size to 1,000 soldiers. The default option is 420 soldiers, which is calibrated for minimum spec CPUs to maintain 60 FPS. The Girl race is less optimized and requires 60% more processing. The Mushroom race also consumes about 20% more resources. FSR Frame Generation When you enable FSR, frame generation will also be automatically enabled. Five resolution upscaling options have been added as well. However
2025-09-22 23:25 UTC · Community Announcements · moondol
With CPU specs from 8 years ago, now can handle 450 infantry at the same framerate as shown in the video. With current CPUs, that number increases to 1,000 infantry. For cavalry, the figure is 800.In the future, by moving the soldier angle adjustment logic to C++ and projectile collision checks to multithreading, we can expect an additional 12% performance gain. That is the limit of the optimizations I can achieve; beyond that lies the limitation of Unreal Engine 5.Unreal Engine 6, which is expected to be released in three years, will feature improved multithreading. However, it will not be ap
2025-09-14 06:24 UTC · Community Announcements · moondol
Fungor – Six times the health compared to other factions of the same tier. They have low attack power and armor, but excel at forcing prolonged wars of attrition using poison.White Caps: Pure spore fundamentalists.Ascendants: Girls who willingly implant spores into themselves to achieve fusion. Notable for their rapid regeneration.Pestbrain: Operates spore-mutated versions of medium-sized beasts.Stellar Knights – A faction composed of weak serfs and powerful knights. Despite their name, they betrayed the Star Masters, extracting mutagenic energy from serfs to empower their knights.Astromant: F
2025-09-02 02:09 UTC · Community Announcements · moondol
4K video. I previously announced a switch to turn-based gameplay, but I didn’t notice the users’ objections at the time. In fact, for about a month I’d already been considering how to handle the action version of Total Blade, since a complete set of solutions had suddenly come to me.Originally, I planned to make the turn-based version the definitive edition of Total Blade, while reworking the original action game to serve as a replacement for the open-world mode of Girls’ Civilization 3.However, after belatedly reviewing user feedback, I realized that no one actually wanted the game to become
2024-07-09 14:30 UTC · Community Announcements · moondol
{STEAM_CLAN_IMAGE}/44768271/c0b177e2b7e29cacb080230acf4c003519c383d1.png In the course of the game, Star Masters are tracking you. You need to gather fuel and move your base before it gets discovered. Each location you move to has different biomes, and the soldiers that appear in missions vary accordingly. You can recruit new soldiers through missions, or hire merchants and visitors. {STEAM_CLAN_IMAGE}/44768271/05c64efbc52369bba0261e37221eb4e3765c2eca.png Considering real-time combat wasn't as enjoyable as expected and didn't blend well with unit management and command, it switched the combat
2024-01-01 12:19 UTC · Community Announcements · moondol
After removing grand strategy and trying to create a game centered around storytelling, I realized that overworld exploration had no meaning. Also, the concept of the story was created, but it didn't make sense for the player, who plays the role of both invader and runaway, to wander the world for soldier leveling up. Here is the method I chose. Just by looking at the interface, you can tell what style of game it is, and it is indeed played as expected. A unique feature is that each officer leads a unit, and this unit can be disbanded if not properly managed. The morale of the unit decreases a
2023-12-20 00:02 UTC · Community Announcements · moondol
This will be a feature applied in the story version. Hair physics and skirt physics have been implemented. The new feature of building construction and management for the carriage will be operated through an interface rather than TPS characters. These changes will be integrated and applied to the story mode three months later. There are no deviations from the plans announced at the time of release.
2023-12-10 18:30 UTC · Community Announcements · moondol
In next update, the majority of grand strategy content will be removed in order to create a game centered around storytelling. Only 3 cities will remain, and the rest will disappear, leaving about 12 towns. The gaps will be filled with gathering points and dungeons, where players can collect materials to craft items and fulfill quest conditions to advance the story. This will become the main gameplay. There will be no content for managing cities. Instead, the functionality of carriages will be expanded, similar to tycoon games, with a constant carriage UI on the world map. The current inventor
Full appinfo as delivered by Steam PICS, changenumber 35902484. Also at /api/app/2704940/raw.
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