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 21:51 UTC.
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2026-08-14 19:38 UTC · Community Announcements · Doobachoo
Greetings, Ceres fans. I have news about my next game for your consideration.It is called "Clone. Optimize. Sacrifice."Clone. Optimize. Sacrifice. is a fun/casual game with city building, a deep spreadsheet RPG system, and auto-battling. The short description is as follows;"Build a city of science and magic, power up cloned heroes through automated dungeons, inherit their strength through cloning, and recycle the rest for science in this casual idle city-builder with deep RPG progression and competitive auto-battle leagues."The game features endless incremental progression through cloning with
2026-01-26 00:55 UTC · Community Announcements · Doobachoo
Greetings Pilgrims; This small update fixes a few minor issues reported by the community. Fixes Changed the wording of the "Oxygen Unit" to make it more straightforward where you can place it. Changed some collision volumes to prevent any overlapped structures, leading to issues. Optimized the "Advanced Refinery" to be more performant. A lot is going on with this facility: auto-refining, worker logistics, drones adding and removing items, and players storing and taking items out. This could lead to issues. These changes should help remove those issues. Changed some drone logic for collecting o
2025-12-17 07:07 UTC · Community Announcements · Doobachoo
Greetings Pilgrims;This minor update addresses issues reported by players.Some collision fixes, number tweaks, terrain tweaks, and a handful of optimizations for colonists, drones, and auto-machines.Nothing major, but a bunch of small things that add up to a better player experience.Unless more reports come in, I expect this to be the last minor update and for the focus to shift to the next major update in 2026, which will be the visual update, followed by an additional planet to terraform and controller support.Have an amazing holiday, and I hope to have some fantastic Ceres news in 2026.
2025-11-03 19:22 UTC · Community Announcements · Doobachoo
Greetings Pilgrims;This minor update includes many fixes and tweaks to existing issues.There are a few bug fixes for minor issues, such as drill salvage containers spawning incorrectly when destroyed by alien bugs, and other minor issues with customization and colonists.There are also many improvements and tweaks to drones, auto machinery, and colonists.These include fixes, optimizations, and some rebalancing of drone carry amounts and auto machine crafting speeds.There are still potential issues when combining automation, such as drones bringing food to an auto-cooker to be cooked, while othe
2025-09-25 19:05 UTC · Community Announcements · Doobachoo
Greetings Pilgrims; Just a few quick hotfixes for minor issues found by the community. A huge thank you to everyone for the feedback, suggestions, and ideas. Fixed a few typos in some HUDs Fixed an issue that had the auto-refinery not make platinum bars correctly sometimes. Fixed an issue with the "Advanced Refinery" where it wasn't resetting the craft VFX correctly, resulting in odd visuals after heavy use. Fixed an issue that caused drones to bring empty items to storage or facilities, resulting in a white box of nothing due to bad references. Now, if this occurs, it will force the drones to
2025-09-22 17:19 UTC · Community Announcements · Doobachoo
Greetings Pilgrims;In this all-new 1.5 update, we have added an extensive suite of customization options. Along with those options come a few new pieces of gear, technology, and tools to help you acquire and analyze alien samples, unlocking additional options.First Some FixesAddressed several issues with dronesFixed an issue with platinum drillsFixed some language errorsAdded some stability to prevent crashes during large, fast item transfersReduced some colonist demands performance-wiseTweaked some numbers for alien bugs to try and find the right balance across all difficulty settingsNow on t
2025-08-29 11:13 UTC · Community Announcements · Doobachoo
Greetings Pilgrims;This small patch addresses some issues reported with the latest 1.4 update, which I recently launched.The advanced farm inventory was increased to 20 to make logistics easierSome typos were found and fixed in a variety of menusDrones no longer take raw foods from the auto-cookerDrones no longer take ores from the refiner, only barsFixed an incorrect title in the Research MenuFixed an issue with teleporting inside your base from the teleport facility that would cause your oxygen to drainThere are still a few changes and improvements I want to make to the drone system, but the
2025-08-11 20:01 UTC · Community Announcements · Doobachoo
Greetings Pilgrims;I am pleased to announce that update 1.4 is now live, featuring some amazing automation and logistical additions that the game has needed to tie late-game base/colony management together. As well as some other significant changes and tweaks based on player feedback.It will not make any older saves unplayable. However, depending on how progressed an older save is, some newer additions might not be available in your playthrough. Many changes and additions will benefit older saves, but some of the newer facilities, machines, and tools may not appear in your blueprints if you ha
2025-06-15 22:55 UTC · Community Announcements · Doobachoo
I have just finished tackling a rather difficult technical issue that was affecting the game. I am not going to get into specifics, but if you want specifics, feel free to come to Discord for a more technical chat. I am happy to announce that I have figured it out, and it will make expanding the game possible. In this small patch, I have added a few quick fixes for some issues. Fixes I fixed an issue that prevented a supply crate from being looted in the 70% melting ice cave. I fixed an issue that prevented the 70% ice wall from displaying its melt values to players. I have added a small block
2025-06-11 23:39 UTC · Community Announcements · Doobachoo
Just a few quick hotfixes to a few minor issues found in patch 1.2 I have fixed a new issue with the deconstruction tool becoming incorrectly active. This fix should prevent this from happening again. I have added some changes to AI colonist logic to increase performance, prevent a few loops they could get stuck in, and implement some preventative measures for colonists getting stuck on certain things mesh-wise. This is it for now. So far, patch 1.2 is running well. I will be ready to hotfix anything that comes up, but ideally, I will be moving forward with 1.3, which will revolve around autom
2025-06-09 17:29 UTC · Community Announcements · Doobachoo
Quick disclaimer: This update might have unexpected results in an ongoing playthrough. Some buildings that have changed could clip into each other. The new "One Floor Teleporter," if already placed, will be wonky when the new model replaces the old version in an existing game. Some new machines, such as the recycler, might not be found in your blueprints if certain saving conditions have also occurred in your ongoing save. If you wish to continue an ongoing playthrough and there are issues, please feel free to use Steam's ability to set the game back to any patch state. I will leave the previo
2025-05-15 08:00 UTC · Community Announcements · Doobachoo
Greetings Pilgrims; This small patch contains a few quick fixes to a few lingering issues. Patch Notes I fixed an issue with landing pads remaining in use after launching a rocket. This was a tricky fix to track down, but I am now confident it is 100% fixed. Unfortunately, it can not fix any existing saves with broken landing pads, but if you come to the Discord, I can manually fix those saves for anyone who ran into this issue. Moving forward, it won't occur. I fixed some typos and language issues. Thank you kindly to "Hanorilin" from Discord for her help with this. I fixed an issue related t
2025-05-12 04:46 UTC · Community Announcements · Doobachoo
There was a rare issue where the Hub could be placed low enough that colliders could overlap the landscape, making it impossible to place some structures. There was a rare issue where landing pads would stay in use after you launched a rocket. I just wanted to push these couple of small fixes to address some minor issues. I am currently working on the first big update, but I had to get this out for players. I hope to have the first major update ready for June, but if you want to stay up-to-date, consider joining the Discord. Thank you, and have fun terraforming.
2025-05-08 10:22 UTC · Community Announcements · Doobachoo
Greetings Pilgrims; This patch contains some fixes and tweaks based on reports and feedback gathered from the community. It should also mark the final fix patch before I begin working on the first significant update. Thank you to everyone for supporting me and the game. It means a lot. Patch Notes Fixed an issue where the farming level was displayed as the cooking level in the review colonist jobs menu. Fixed an issue that caused the "Advanced Farm" not to remember your chosen sorting method. I have increased the weight of "Killbots". They were far too light considering the weight of their par
2025-05-06 10:26 UTC · Community Announcements · Doobachoo
Greetings Pilgrims; It has taken a lot of hard work, but the next update is ready with various fixes and improvements to many of the issues reported by players. A huge thank you to everyone for supporting the game and for taking the time to give great feedback and reports. We have also received a whirlwind of excellent suggestions, which we will discuss in the future after the game is stable and as close to perfect as we can achieve. Patch Notes Opening and reading data pads will now pause the game, making them easier for players to use. However, for this to function, you must now use the esca
Full appinfo as delivered by Steam PICS, changenumber 38064697. Also at /api/app/2810070/raw.
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