Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 21:02 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
10 September 2026 12:04 UTC · Community Announcements · Myrn
Hi everyone, Between two updates on HYPNOS, it is with immense joy that we bring you some more news:BLACKSHARD will be released on PS5 and Xbox on 22 September!It’s been a long-running project, carried out in collaboration with our friends at Bromio, and it’s finally coming to an exciting conclusion. We can’t wait to let more people discover the game and to see it take over your living rooms. Here’s the trailer:For the latest newsletter about HYPNOS, click here:In the meantime, take care.
31 August 2026 13:40 UTC · Community Announcements · Myrn
Hi there!The essentials first: what a dreadful summer it's been. We fell a month behind schedule in terms of planning and communication regarding Early Access management – you've seen it, we've seen it, and we all know it. That’s just how it is.We have put a great deal of effort into the production, and we have kept delays to a minimum. We have focused on the things that could genuinely slow us down, such as finalising the dialogue for translation, completing the overall framework and composing the music. As we’re working with people outside the studio, the best course of action was to priorit
8 June 2026 20:52 UTC · Community Announcements · Myrn
Hi everyone, We're back after a few weeks of silence, but don't worry! The team has been working hard to fine-tune, improve and add new content to the project, and we are thrilled to share the latest details with you. As promised, here is the (late) Early Access roadmap as we envisioned it in May and have tweaked slightly since then. As we are (naturally) unable to pin down fixed deadlines, we have called it 'the vague timeline'. This doesn’t mean we don’t intend to stick to it, but rather that announcing precise dates for each update might create unrealistic expectations. On the other hand, w
15 May 2026 18:38 UTC · Community Announcements · Myrn
I hope you're all well! It’s been raining non-stop here for days. I’m building an ark to survive the flood; I’ve already found two shrews, a few cats and a sparrow. It's not much, but we'll go with what we've got. Important update: We’ve completely revamped the tutorial with a new layout, pacing and level art. I think it’ll be much clearer this way. There's a more gradual learning curve, more practical scenarios and usage reminders. Will you / Re: DO?We’ve also created a new asset to represent the teleportation sigils, which were often difficult to see and therefore easy to miss. They’re now s
12 May 2026 16:08 UTC · Community Announcements · Myrn
A quick update for today! - Fixed various collision issues in the central area (such as the monolith on the coast). Extended the coastal road and added several markers along the way. - The Black Temple now has a bit more than a goat track leading up to it. - Redesigned the entrance to the Nameless City . - Fixed the sea texture, which was displaying incorrectly at a distance. That’s all for today; the rest needs a bit more playtesting and fine-tuning before it’s released! I’ll still try to post little updates like this in between, until the next major one. It’s also a chance to have a chat. An
11 May 2026 17:36 UTC · Community Announcements · Myrn
Time for another update! We’re currently working on lots to improve the game systems themselves – things that make everything run more smoothly and feel more enjoyable. More feedback, more polish. This will be the occasion for a major update, but in the meantime, here’s a first batch of rework: - There is now a proper road leading down to the sea and the harbour village, because as a wise man pointed out to me: to get off the beaten track, you need a beaten track. - Etienne’s pond has been moved further up the path to the City, to avoid the path doubling back and forcing players to choose betw
8 May 2026 17:20 UTC · Community Announcements · Myrn
Thanks A LOT for your support during this Early Acces's begining We're already working hard on the feedback you're reported to this day!It would mean and help us a lot if you leave a review there because: - Once we reach 10 reviews, HYPNOS visibility will increase significantly. - Once we reach 50 reviews, it will increase exponentially! Finally bear in mind that your review will only be taken into account by Steam’s Evil algorithms if you have played the game for at least two hours. There you go — now you know everything! Thanks again for your feedback and comments. We’re working hard to make
7 May 2026 17:41 UTC · Community Announcements · Myrn
Hi all! First sweet hotfix after you first feedback! - Y-axis inversion now working. - Crouch/slice key remapping now working. - Automatic save upon exiting Black Stone Visions to prevent players from becoming stuck there in the event of a deliberate or accidental respawn. - The side huge door in the Convergence Zone, which allows you to go to Kuranes before activating the first Black Stone after the city, is now closed before this point, to prevent triggering world transformations in a way that breaks narrative or systemic consistency. - Various collision and one-sided mesh fixes in the centr
6 May 2026 15:06 UTC · Community Announcements · Myrn
Well, here we are! The Dreamlands are now open, nestled in the shadow of the Holy Mountain. We’re excited, eager AND terrified. Just like with any launch, isn't it? It's been a hell of a busy time, but it was worth it. We simply want to welcome you to the Early Access version of the game, and we’re committed to finishing and perfecting it to the best of our ability. We know where we’re going and how this story ends. I will share the full roadmap in the near future. This is an Early Access release, so you may well find yourself falling into bottomless pits, encountering bizarre bugs, and, above
22 April 2026 15:10 UTC · Community Announcements · Myrn
HI there! We are thrilled to reveal that HYPNOS will be available in Early Access on Steam, launching on May 6th Just around the corner! Here’s the announcement trailerThe game will be available from the outset in: - French - English - Spanish - Russian - German - Japanese. Why Early Access? It’s a format we’re familiar with, and we also enjoyed the post-release phase of BlackShard, with its content additions and polish updates. We believe it's the right approach, rather than launching a Kickstarter campaign, which would ultimately force us to commit to many things other than the pure producti
4 March 2026 22:13 UTC · Community Announcements · Myrn
And so, as the Neo Fest slowly comes to an end and the dust settles, we're seizing the opportunity to review that moment. First and foremost, we would like to thank everyone who downloaded the demo and took the time to play it. And a huge thank you to everyone who added Hypnos to their wishlists! You have no idea how much it means to us. Thanks also to all the streamers. Special thanks go to everyone who provided feedbacks here and on Discord. We need these contributions to help us improve the game and refine our ideas and their execution. It also gives us the opportunity to respond to people'
25 February 2026 15:42 UTC · Community Announcements · Myrn
Hello, everyone! Another small fix to the demo: - Large walls (SHOULD) no longer flicker wildly. - Trees no longer float above the ground; they now stay on the ground too. - The tutorial has been slightly reworked for clarity - Access to the end of the demo area is now better marked So far, the feedback has been incredibly encouraging, kind and enthusiastic. Once again, you are a fabulous community. To those who are new, welcome. There may be a fix for the texts and a few other things, and the rest of your feedback will be taken into account for the next stage of production, which is continuin
24 February 2026 11:26 UTC · Community Announcements · Myrn
And here comes the first hotfix on a list (not too long, I hope, but we'll see).We've covered the essentials for now, but more refinements are coming. Lift levers; they now work in both directions as they should.No more flickering on some dialogue animationsOther smaller quick fixes There will be a patch for text or translation errors, but French and English are available in their entirety.As for the rest, I'll take care of a few flying rocks, or trees, or a few holes? In short, I'll smooth out the rough edges.Thank you all for your support and feedback!
23 February 2026 18:01 UTC · Community Announcements · Myrn
Today is the day! We are glad to share this first glimpse of the world of Hypnos with you. Welcome, make yourselves at home. We've been sweating bullets over this demo; showcasing a game like this is a perpetual balancing act. But Ashes, we are having a blast working on it! Sure, the segment of the game in this demo will change for the final release. Some areas are closed and some NPCs are missing, but you'll definitely enjoy exploring and interacting. The rest will come later, along with a few surprise systems. We can't wait! In the meantime, here's some information: It turns out that we won'
14 January 2026 17:01 UTC · Rock, Paper, Shotgun
A position I take that is quite hard to explain in any way that is actually helpful is that for a game to catch someone's attention it must have aesthetic sensibilities that no other game has. To truly get someone's attention anyway, enough marketing budget can undo that, but for an indie game, a vibe (mysterious, unquantifiable) that I haven't felt before will pull me in quicker than listing off genre conventions it follows. This is how Hypnos, a first-person adventure and exploration game "set in a lovecraftian megastructure fever dream," got me to pay attention. Read more
Full appinfo as delivered by Steam PICS, changenumber 38805307. Also at /api/app/2861210/raw.
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