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 21:31 UTC.
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2026-06-15 22:22 UTC · Community Announcements · Justin
Hello everyone! I've got a big exciting new update to share! Major changes to a whole bunch of mechanics and systems that greatly streamlines things while maintaining or even increasing depth and complexity. This definitely feels like a major milestone in the sense that a whole bunch of messy, disjointed things are condensing into an actual set of foundational systems.Protection and Block Unification:This is based on more modest change which was suggested by Random595 in our Discord and after some discussion and thought I decided to run with it all the way to what feels like the logical conclu
2026-05-15 01:08 UTC · Community Announcements · Justin
Hello everyone! A quick turn around on this one compared to the last few updates. I feel like I'm really starting to get into that 'last year' gear in terms of just grinding down 'the list'. A little bit of everything in this update but a big focus on User Interface. The new targeting/bounds system is pretty fantastic. A big thanks to everyone who chimed in on Discord.... some time ago... when we hammered out the design for this thing. The plan for the next update is probably similar to this one. I'll just keep knocking things off my list and trying to get as much animation and level assets as
2026-04-25 22:55 UTC · Community Announcements · Justin
Hello everyone!This is the first of what will probably be many updates focusing on animation and effects. As I laid out in the last updates dev notes I really want every little action and ability in the game to POP with its own unique visual effect. Our combat and mechanics at this point are very solid and so I plan to devote a lot of time in this last year of development to really juicing everything up. To make everything look and feel as fantastic as possible before release. I believe strongly that visuals and effects are completely intertwined with gameplay in terms of how the game actually
2026-03-03 22:49 UTC · Community Announcements · Justin
Hello everyone! Had a bit rough time this update. I ended up getting very sick for over two weeks at the end of January and just as I was getting better my kids and wife caught it. So February was spent mostly either being sick, or taking care of sick snotty children. That being said, given the amount of time I was actually able to work on it, I'm quite pleased with this update overall. This is the first update of the new year so I'll give a bit of an overview of what I'm planning for this final phase of development.Development Road Map:The Final Year:We're finally here, Year 3, the final and
2025-12-16 19:01 UTC · Community Announcements · Justin
Hello everyone! This will be the final update for 2025 consisting mostly of a whole bunch of bug fixes as well as some other random odds and ends. I'm planning on taking the last 2 weeks of December off work to spend some time with the family, rest up, and prepare myself for the final major push in 2026. I'm actually feeling pretty good about next year as there are actually not that many major things I still feel I NEED to get into the game. This should give me plenty of time for debugging, polishing, balancing, reworking, and just generally trying to get the game into the best possible state
2025-11-13 03:04 UTC · Community Announcements · Justin
Hello everyone! I was planning on spending some more time on getting this all polished up but there are two critical bugs that need to get patched. Like pretty much every new system this should be treated as a rough draft. There are probably many more options and tweaks to the balance that need to be made before the project is complete. That being said, we finally have it! Easy, Normal and Hard settings with an additional Custom slot. Game Settings:I've updated the Game-Settings menu, accessible when starting a new (non-ranked) game, to include Easy, Normal and Hard presets along with a Custom
2025-11-06 01:22 UTC · Community Announcements · Justin
Hello everyone! Sorry for the long delay between updates. I went on a bit of an epic journey with this one that I was not expecting. The plan at the start of September had been to quickly knock off the last two bosses for Crypt and Click-Clock to bring us up to 3 bosses per zone across the whole dungeon. I already had paper designs for both bosses so was expecting this to be easy peasy. Famous last words...The first boss went pretty smooth. This is The-Soul-Warden in The-Crypt, easy implementation and pretty quick to get fine tuned and polished up. Moved onto the Click-Clock boss and... it suc
2025-07-29 01:48 UTC · Community Announcements · Justin
Hello everyone!We have just passed the midpoint of development. A year and a half down and a year and a half to go! I think its a good time to do one of those 'house keeping' updates focused on clearing off as many bugs, crashes, easy fixes, small tweaks, balancing etc. So this will be one of those 'rolling' updates in which I'll be releasing multiple hot-fixes and just listing them sequentially in this announcement.In terms of what comes after this update. The plan is to focus the rest of the year on implementing the most important new content I'd still like to get in the game. This will leav
2025-07-16 00:12 UTC · Community Announcements · Justin
Hello everyone! A very different update this time. The past 6 months have been pretty crazy with tons of new content added a breakneck pace. Following the Vault of Yendor update I ended up getting pretty monstrously burned out. Lack of motivation, hating the project, doubting its value, questioning my choice to be a game dev, blah blah blah, the usual stuff. Honestly at this point I'm not even really phased by this anymore. A few weeks of taking it easier and I'm over the hump and chomping at the bit once again to get moving.I've decided to take a bit of a break from the endless push of new co
2025-06-15 22:19 UTC · Community Announcements · Justin
Hello everyone! Hope your all doing well! A pretty major update this time, basically a first pass rewrite of The Vault of Yendor. When I started this update about 2 months ago I had a pretty humble objective: The Vaults hadn't been touched in a long time and I just wanted to add some extra levels and enemies so that they wouldn't be quite so lame. We are just about at the half way point of development with another year and a half to go so I wasn't particularly concerned with finalizing anything at this stage. Really was just looking for a bit more content in this section of the game.While doin
2025-04-19 04:11 UTC · Community Announcements · Justin
Hello everyone! We’re finally diving head first into the long awaited Vault-of-Yendor update! This critical zone, referring specifically to the levels leading up to the final boss fight (not Yendor himself), has gone largely untouched since Rogue Fable III and is definitely starting to show its age. As with the recent round of new boss updates, this will be a rolling update delivered through a series of mini patches. For now, all new levels and enemies will be available exclusively in the Danger-School (nothing about the base game is changing yet). This gives us a chance to test and refine eve
2025-03-29 23:01 UTC · Community Announcements · Justin
Hello everyone! After months of adding new content I had planned to take this update real easy fixing bugs, tweaking and polishing some stuff and adding a few simple sub-zones. While I did do a bunch of odds and ends type stuff, I also ended up going down the rabbit hole of rebalancing a significant amount of the equipment and drop system. After making the pretty major changes described below I had to play through about 20 complete runs and so ended up tweaking the balance on a whole lot of other stuff along the way. Some of these changes had a lot of thought behind them, others were just seat
2025-03-09 04:16 UTC · Community Announcements · Justin
Hello everyone! Figured I'd make this a proper update integrating all 5 new bosses into the main game. A big thank you to everyone who helped design, test and balance these bad boys! I'll definitely be following this 'open source', and test driven approach for all future bosses. I had not planned on using the new Danger School game mode for this sort of thing but its worked wonders and I think the quality of these bosses will reflect the extra testing, feedback and iteration. I had actually planned on pushing through and getting a new boss for each of the 6 branch zones completed for this upda
2025-02-17 21:15 UTC · Community Announcements · Justin
Hello everyone! A bit of a different update this time. I've been focusing on bosses this past week. I've got a few in various stages of development, vague ideas, paper designs, actual implementation etc. The short term goal right now is to get at least 3 bosses in every zone. So this means each of the Branch-1 and Branch-2 zones needs at least one more boss. I'm also reworking a number of the older, simpler boss fights along the way. Half way through some of the implementation, while doing a bunch of testing of the fights I suddenly realized that last updates Danger School suddenly gives us an
2025-02-09 18:03 UTC · Community Announcements · Justin
Mac Users: Trying to get this update working for you guys. The game was hard crashing on startup so I've patched it to disable the Danger School and allow the game to run while I get it working. {STEAM_CLAN_IMAGE}/44787623/d021168055b645d29ca273e99396f836d917d985.png Hello everyone! I was all excited to start pushing out some content with this update but a lengthy discussion on Discord convinced me to embark on a quick easy side quest first. Narrator: "it was neither quick nor easy". The Vision: I've talked before about how I want to have a game mode that I'm calling Rodneys Danger School. Thi
Full appinfo as delivered by Steam PICS, changenumber 37463695. Also at /api/app/2720010/raw.
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