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 21:53 UTC.
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2015-09-24 19:09 UTC · Community Announcements · Sunstone Games, LLC.
Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one another in a powerful way! Two members of our design team pointed out that, since our last patch, Chain attacks have become easy to "counter" - making them less desirable. This second piece of combo-building was the missing bit to address that concern. Play games, and tell us what you think in our bug tracker! Gameplay Changes
2015-09-24 19:09 UTC · Community Announcements · Sunstone Games, LLC.
Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one another in a powerful way! Two members of our design team pointed out that, since our last patch, Chain attacks have become easy to "counter" - making them less desirable. This second piece of combo-building was the missing bit to address that concern. Play games, and tell us what you think in our bug tracker! Gameplay Changes
2015-09-02 18:19 UTC · Community Announcements · Sunstone Games, LLC.
Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch totally revamps our combat priority system. We need a LOT of combat testing to make certain that it's working as intended - please read the notes below, and get playing! Your first game each day is worth 10 Kaiju Coins. Engineering Fixes: Attack Params now include combat type - associated with the button used. Updated c
2015-09-02 18:19 UTC · Community Announcements · Sunstone Games, LLC.
Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch totally revamps our combat priority system. We need a LOT of combat testing to make certain that it's working as intended - please read the notes below, and get playing! Your first game each day is worth 10 Kaiju Coins. Engineering Fixes: Attack Params now include combat type - associated with the button used. Updated c
2015-04-29 18:21 UTC · Community Announcements · Sunstone Games, LLC.
Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon are getting more animation smoothing, tails are operating more smoothly - lots of small & medium changes! We're also in the process of increasing knockdown distances - to create more interesting interactions between knockdown, Charge, Build_Up, and ground attacks. Please note - many of the animation changes have NOT have
2015-04-29 18:21 UTC · Community Announcements · Sunstone Games, LLC.
Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon are getting more animation smoothing, tails are operating more smoothly - lots of small & medium changes! We're also in the process of increasing knockdown distances - to create more interesting interactions between knockdown, Charge, Build_Up, and ground attacks. Please note - many of the animation changes have NOT have
2015-04-14 22:27 UTC · Community Announcements · Sunstone Games, LLC.
Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving! Engineering Fixes: Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following: Hit them with a full-power weapon
2015-04-14 22:27 UTC · Community Announcements · Sunstone Games, LLC.
Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving! Engineering Fixes: Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following: Hit them with a full-power weapon
2015-02-04 18:21 UTC · Community Announcements · Sunstone Games, LLC.
Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data, we've unified jump timings for all our characters. See the notes below for details: Engineering Fixes: Fixed a NASTY bug, where non-consecutive player IDs could generate potentially infinite damage. This should fix most of the bugs that were filed for local matches only. Gameplay Fixes: Knockdown times & blend times
2015-02-04 18:21 UTC · Community Announcements · Sunstone Games, LLC.
Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data, we've unified jump timings for all our characters. See the notes below for details: Engineering Fixes: Fixed a NASTY bug, where non-consecutive player IDs could generate potentially infinite damage. This should fix most of the bugs that were filed for local matches only. Gameplay Fixes: Knockdown times & blend times
2015-01-26 02:23 UTC · Community Announcements · Sunstone Games, LLC.
Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockbacks increased in many cases. Weapons now affect prone monsters. Balance Fixes Robokomododon's Power + Away increased in damage. Weapon damage reduced by 50% while monsters are Charging or Ducking. Komododon's Quick + Toward (sweep) now functional. Komododon's Fierce + Up (overhead) improved. Robokomododon's extreme resistance to Explosiv
2015-01-26 02:23 UTC · Community Announcements · Sunstone Games, LLC.
Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockbacks increased in many cases. Weapons now affect prone monsters. Balance Fixes Robokomododon's Power + Away increased in damage. Weapon damage reduced by 50% while monsters are Charging or Ducking. Komododon's Quick + Toward (sweep) now functional. Komododon's Fierce + Up (overhead) improved. Robokomododon's extreme resistance to Explosiv
2015-01-16 20:54 UTC · Community Announcements · Sunstone Games, LLC.
Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhead attacks. Balance fixes: Komododon - Quick + Toward no longer freezes. Magnarok - light weapon damage increased. Robokomododon - Fierce + Down slowed by 16%. Robokomododon - Hops have more follow-through. Robokomododon - Fierce + Up slowed by 25%. We're pleased to announce that games played has spiked sharply since our first update of 2
2015-01-16 20:54 UTC · Community Announcements · Sunstone Games, LLC.
Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhead attacks. Balance fixes: Komododon - Quick + Toward no longer freezes. Magnarok - light weapon damage increased. Robokomododon - Fierce + Down slowed by 16%. Robokomododon - Hops have more follow-through. Robokomododon - Fierce + Up slowed by 25%. We're pleased to announce that games played has spiked sharply since our first update of 2
2015-01-09 22:40 UTC · Community Announcements · Sunstone Games, LLC.
Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January! Gameplay fixes: Magnarok's weapon node position fixed. (Was firing out of his feet!) All weapon ranges increased dramatically. New Weapon VFX! Weapon impact VFX! Weapons now persist (as appropriate) in the world. Komododon Bite changed for balance. Komododon Quick_Toward changed for balance. Magnarok Overhead_Knockdown anim improved. Charg
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/290810/raw.
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