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 21:58 UTC.
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2026-07-28 10:58 UTC · Community Announcements · Luke AP
Hey Luke here. Experimental update 470 released. Trying to fix a bunch of bug that have crept in with the recent overhauls and system improvements (we call these kinds of bugs regressions). Also wanted to finally sort out drone launcher pricing and tweak missile and laser pricing too because they weren't feeling quite right. - NEW: Overhauled the ship configuration menu. You can now configure multiple ships at once, copy and paste configs, and set a wider array of behaviors. UI needs work but I'm getting there. - ADJUSTED: Ships no longer care about ramming into their current combat target. Th
2026-07-03 13:28 UTC · Community Announcements · Luke AP
Hello everyone, Luke here.Live version has been updated to Semi-stable experimental version 454.Huge amount of improvements, game-flow overhauls, lots of cool stuff.OK, I'm frustrated with myself. I've been sitting on this EXP version for two years because I keep being stupid and feature creeping it. Ah but this isn't good enough, ah but that isn't good enough. A perfectionist attitude that gets us no where. Enough. EXP is stable and so much better than the old junky version that there is no reason at all to hold back the cool new stuff on the vague notion that the old build was somehow more s
2026-06-04 12:43 UTC · Community Announcements · Luke AP
Hello, Luke here.v0.89 is coming along well. Heck it's 0.9 really... sorry it's taking a while I just want this thing to come together well before I replace the - very old and crappy, but reliable and functional - live version of the game.OK got some cool art things to show off.As a one-man-team it takes a huge amount of mental work to both handle the technical, design and artistic sides of the game. So some parts are always going to be neglected until I have time later. In my recent post I pointed out how I was overhauling the game's engine for performance - which is very very good at present
2026-04-21 23:55 UTC · Community Announcements · Luke AP
Hey people, Luke here.Performance OverhaulI doing a performance overhaul of VA's system internals. I have literally gutted the entire project's ship, block, weapon, and rendering handlings systems, splayed it's bits out on a table and have begun rebuilding it completely. Huge operation. It's been a massive 14 hour a day journey and it's showing incredible fruit.I've gotten entirely new block-cluster handling code, entirely new rendering generation and transform stuff. A completely new weapon and systems pipeline, and my own 2D physics implementation.FPS BenchmarksMy test case fleet-fight throu
2026-04-08 08:30 UTC · Community Announcements · Luke AP
Hey, Luke here.As always you can play the experimental beta viaRight click VA > Properties > Versions & Betas > ExperimentalBrain TierShips now require a Brain of the same Tier in order to function.Technically, all blocks now require their ship to have at least the same Tier of Brain as itself. Otherwise, it will deactivate. So, a T2 Cannon (Legionary) requires a T2 or T3 Brain (Thinker, Strategist, etc)This let's bigger commands serve a purpose and makes the Tier of a ship more visually apparent. Aswell as making backup lower-tier brains a less viable option on higher tier ships.Brains still
2026-03-26 09:39 UTC · Community Announcements · Luke AP
Hello people. Lots of serious stuff today.As always you can play the experimental build via: Vectored Armada > Properties > Versions and Betas > ExperimentalThis is a lot of work, don't let the few sentences deceive you.Brain Tier now plays a role; Blocks require a Brain (Control/Command) of the same or higher tier in order to function.New placement visualiser while building.New damage type interactions with health types and damage resistance.Fixed Soft shields being TEK inflated by 300% New tooltip visuals and graphics. Better visual distinction between combat and system functions on blocks.I
2026-03-22 20:58 UTC · Community Announcements · Luke AP
Hey Luke here!Done a ton of work these last two weeks. Huge stuff. We've got:Completely overhauled UI style. New button and panel look.Overhauled "ship info display", now ship information is diegetically placed around the ship itself making it much easier to see a ship's various stats and status. Including it's current facing.Story Work: The opening cinematic has been rewritten, with new background art and a lot of nice swooshy polish details like fading backgrounds, gently arriving new text, gently moving portraits when a character shows up or goes away.New Campaign mission node design (work-
2026-03-13 02:47 UTC · Community Announcements · Luke AP
Hey, got a bunch of things for you.A reminder that this is on the Versions > Experimental branch.Beautiful new real-time block palette in Design mode. Updated according to fleet colours. Has block outlines and everything.Various fixes to constructor behavior. (hardpoints, merging, block heights, etc)New visuals for bullet trails.81 hull colours per fleet. (72 more!)Fleet size is now presented as diameter in units across the game.Fleet edit mode now supports click-and-drag and box select.Made the presentation for Fleet size and position in the Fleetbench prettier.Misc fixes and adjustments.
2026-03-12 02:58 UTC · Community Announcements · Luke AP
Hey Architects!Experimental version 0.88 \ is available to test. You can change branch version by doing:Vectored Armada > Properties > Game Versions > experimentalBACKUP YOUR FLEETS AND SHIPS.What's changed since the last experimental update?The entire play-flow of the campaign (war) has been overhauled. You can now build your fleet in-situ with your opponent opposite you and the arena visualized. You now have an explicit build area.Ship piloting and thruster-awareness is undergoing an overhaul. They fly a bit better sometimes and a bit worse at others. I'm getting there.New artstyle. I gave u
2026-03-03 12:19 UTC · Community Announcements · Luke AP
Hey people!Been six months since the last update (an experimental build release in October with a lot of new stuff). My team and I finally got our update out for ATS (v0.91) so now I'm back on my lonesome in the Great Skies. It's time to Vector Armadas.As always you are welcome to comment with your own opinion on things in the comments or on the Discord server, I read everything.What's the roadmap?OK. So I need to sort out a few things.Making campaign smoother to play:When you pick a mission, you are now brought to the Warbench. Your opponent fleet is spawned opposite you, and you are able to
2025-10-21 00:24 UTC · Community Announcements · Luke AP
Hey people, Luke here.OK, first off it's very work-in-progress but I've got a working version of all the latest changes and features.The new experimental version can be accessed via: Right click VA > Properties > Betas > Beta Participation > ExperimentalWhat's in it?The new menu flow, with Fleet Composer being integrated into the Workbench.TEK, the new resource I'm trying out. We'll see if it's a good idea or not...New menu UI art and visuals, made by my hand.Drones are able to fly through ships on their own team.The first three fleet fights of the game have been redesigned. (More to come)Hotk
2025-09-05 04:53 UTC · Community Announcements · Luke AP
Hey people. Luke here with the latest progress on VA's upcomming v0.88 update.It's been 5 months since my last post, so here's the deal. ATS is out and selling well, so I've got the breathing room to come and work on VA. Firstly thanks for buying VA in it's rather rough and funky state. Glad people have enjoyed it. I wish I had more time to put into this.Firstly look at this swish new Main Menu! I made new button and panel graphics, and change the layout. I like it.OK, onto the big new thing.TEKGames like this are fun because you get to be the master of your own success. It's your ship design,
2025-04-27 12:35 UTC · Community Announcements · Luke AP
Hey everyone. Experimental build available via: Vectored Armada > Properties > Betas > Beta Participation > `experimental` I'm working on a large number of overhauls and new things. Firstly the story, I've properly built out an Interactve intro that I'm sure a number of people will enjoy. Secondly I have been working on getting UI art for the game's various menus and buttons, as well as improving the general presentation of everything. (I also need to get a proper tutorial setup, that's next) I started VA as a test to figure out port-based ship building, and to sell something to keep the light
2024-12-27 10:38 UTC · Community Announcements · Laps
Attention Architect! Patch 244 released. Build `20241227` I have been busy with Annihilate The Spance, my team's big project. But I have squeezed my freetime out to bring you this update with a large number of changes. Shield Nerfs and adjustments, bug fixes, UI improvements and feature work. Alongside a wonderful update to the core engine's performance and rendering. Shields - All shields are now modular, and can be attached to hardpoints. - Shields have some nice unique visuals. - Significantly increased the cost of all shields. ( x5 ) - Set all shields to a reactivation threshold of 50% - S
2024-09-21 22:09 UTC · Community Announcements · Laps
Hey Archi, up for some fun competitive ship building? We've got a tournament happening in the southern dust-fields. A little who's who of fleet architecture and ship smashing. Rules are simple, nothing the Oppressor hasn't thrown at you already. https://www.nomoress.com/vector/index.php?loadDate=20241005 You can also chat about it on our Discord server: https://discord.gg/fN8N7h7VeJ
Full appinfo as delivered by Steam PICS, changenumber 37606497. Also at /api/app/2835480/raw.
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