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 22:24 UTC.
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2026-04-10 06:06 UTC · Community Announcements · BuffaloWings
Hey everyone, back with another Cubed and Dangerous update to fix some of the most recent bugs and improve some stability across more varied hardware.Bug FixesWave levels had an issue where they weren't resetting the stuck enemy sweep timer correctly. This is originally intended to catch enemies that are spawning out of level bounds but hanging onto edges of the map (rare) or enemies that are otherwise too far or unreachable during a wave (also rare). The bug would not consider a new wave as... a new wave. This would result in waves sometimes considering newly spawned enemies as stuck because
2025-11-19 20:27 UTC · Community Announcements · acehigharcade
Hey everyone, there was a bug in the previous build of the game that may have impacted the way that save files were migrated from the base game to the DLC.Essentially when running the game for the first time after installing the DLC, the game is supposed to migrate your save file forward from the old format to the new one which the DLC runs on. This is a one time trigger that happens the first time you run the game. Because the game uses Steam Cloud to keep all your devices in sync, this had a negative side effect of the game considering the Steam Cloud save as the current data.This would resu
2025-10-28 16:37 UTC · Community Announcements · acehigharcade
Quick fix to Player and Enemy Damage numbers: - Reduce late game (Act3+) enemy damage scaling by 5% - Increase damage (5% to 10%) for all knockback based weapons and reduce base knockback slightly
2025-10-23 02:44 UTC · Community Announcements · acehigharcade
Added some integrated quick tutorialization in the first level of the game. Nothing too intrusive, and if you're on a second run you'll be blowing through this level pretty quick anyway so it's like a little extra flair.
2025-10-17 18:07 UTC · Community Announcements · acehigharcade
Welcome to another update!For a while now, there's been some feedback around the leaderboard implementation. I've been testing around with a couple solutions and ended up on a score abstraction which I think is working well, so it's in the live build now! Also I've enabled global leaderboards and friend leaderboards so you can compare within your circle and see how your scores are ranking globally. Though right now everything has been cleared so jump in and set your scores... also a good excuse to check out all the new features if you haven't played in a while.Old LeaderboardThe problems with
2025-10-14 20:34 UTC · Community Announcements · acehigharcade
Thanks everyone for all the feedback, along with the bug fixes and performance enhancements over the last couple of days, I'm happy to announce Cubed and Dangerous 1.6!New MissionsI've cleaned up some of the work in progress code for the new mission types, and added them back into the game. Here's a brief overview of the new types:Escort: This was in the launch version of the game, escort the Very Important Cube to the exit while blasting through a gauntlet of enemiesWave: Clear ever increasing waves of enemies, classic wave clear styled missionEscort has been updated to not reflect damage fro
2025-10-14 18:33 UTC · Community Announcements · acehigharcade
Back again today with another optimization patch. The game's physics engine and enemy AI have been optimized significantly in the past, so there shouldn't be any significant CPU bottlenecks but if you run into some definitely let me know! I'm very curious to hear from anyone trying to play on CPUs 5 to 10 years old if you're out there!OverviewThree major areas have been improved or optimized in some way:Character shader texture fetches have been significantly reduced, several effects were using triplanar mapping for simplicity but have been converted to basic UVs without any degradation in vis
2025-10-14 05:56 UTC · Community Announcements · acehigharcade
Quick patch to fix a few bugs related to offscreen rendering (collection window, field manual, map, inventory portrait). Additionally optimized some shader code around the outline pass, and improved frame capping for high refresh rate monitors.Edit: There was another small change after this one to adjust the volume of a couple of the new sound effects. Editing this post to mention them instead of spamming with another quick update post.
2025-10-10 22:13 UTC · Community Announcements · acehigharcade
Hey everyone, I released an update today from some of the collected feedback and bug reports over the last month or so. Below you'll find some of the ideas behind the changes, and some other surprises!Weapon BalancePlayer weapons have had a small balance patch. Most weapons haven't changed and are in a pretty good spot across all challenge levels and meta progression as tested. Flamethrower based weapons still have a bit of a DPS and range problem, considering how dense and chaotic the late game can get. To compensate, I've increased damage across all three variants and provided a very small d
2025-09-03 05:51 UTC · Community Announcements · acehigharcade
Doing a wild thing and defaulting the new music tracks to "on" for the main build! If you want to go back to original music, you can still toggle it at the main menu with the "]" key. I'll be adding some more tracks throughout the week, and doing a big full post about this when the whole thing is wrapped up. Although there's a good chance even after that there will be some new tracks added as well, hop in and check out the stuff!
2025-09-02 22:15 UTC · Community Announcements · acehigharcade
Hey everyone, as some loyal fans have pointed out, the gameplay music (particularly the non "chase" gameplay theme) is a bit too tension oriented and less action oriented which sets the wrong pace for the game. This potentially sets incorrect expectations of the gameplay from the start, and fails to live up to the action later in the game as well. I'm testing a new gameplay track I've composed for the game, to see if the higher action / rock feel works better in the context. By default the original music will play, but on the main menu screen before starting a run if you press "]" on your keyb
2025-08-27 17:43 UTC · Community Announcements · acehigharcade
Quick change to itemization in levels to help with the dead end problem. There are still some dead ends possible, and I think this is good for the risk / reward of exploration and weighing that against the escalation time. But now collectibles are a bit more likely to spawn in rooms that don't have objective's in them. It's now up to you to decide if you want to fully explore levels and risk the timer, or stick to the objectives only. This is an indirect buff to escalation time perks as well, since those will now result in a slightly high loot collection rate. Additionally, bosses and mini-bos
2025-08-27 16:20 UTC · Community Announcements · acehigharcade
Combo: - Increased time between hits to feel better when you cross the gap to keep the combo running - Added a combo timer bar to visual show how quickly it is decaying - Fixed the alpha fade to be less linear and grouped to the low end of the bar Consumeables: - Fixed a bug with some data tracking that could result in consumables not being applied - Added text to show if a consumable is active when hovering in inventory
2025-08-27 05:23 UTC · Community Announcements · acehigharcade
Some quick updates to the "Second Wind" Legendary perk: - Change from 20 health, to 25% health so it will scale a bit later in game to offset scaled enemy damage - Add additional invulnerability frames to avoid immediate damage or multihits - Add a knockback effect to push enemies away - Add a text toast "Second Wind!" on the player so it's clear what happened I'm also testing around with some additional visual effects, but these changes make it significantly better to play with and more clear when it happens.
2025-08-21 19:39 UTC · Community Announcements · acehigharcade
Hey everyone, the game has received quite a bit of renewed attention this year and that's produced a lot of great feedback to help improve the game. Today I've deployed version 1.5 of Cubed and Dangerous to accumulate all of the changes for feedback collected so far. Hope you enjoy the updates!Many pieces of feedback were beautifully delivered in Steam Reviews, and remains a great way to support games you love, the steam community and help developers learn and grow. So thank you everyone who has done that so far!Here's a high-level summary of what you can find in this new update.DifficultyOnbo
Full appinfo as delivered by Steam PICS, changenumber 35139630. Also at /api/app/2870580/raw.
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