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 21:10 UTC.
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2025-11-20 08:05 UTC · Community Announcements · C2H_HA
Hello, this is Guidus Zero.This hotfix includes fixes for progression issues occurring in certain stages, along with adjustments made to improve gameplay tempo and balance.Please see the details of the v2.1.2 hotfix below.🛠️ Fixes 1. Fixed an issue where the game froze when entering certain stages.- Resolved a bug that caused the game to stop when transitioning to the next stage. 2. Adjusted the appearance timing of non-combat gimmick rooms.Non-combat gimmick rooms will now appear after encountering Tharin. 3. Improved the appearance timing of Artifact Bugs.Artifact Bugs will now appear after
2025-10-02 09:37 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero.In this Dev Sketch, we’re taking you behind the scenes of the final boss that awaits in the deepest depths of the Abyss: Valtharos.Rather than just creating a boss that looks cool, we focused on designing an enemy you can genuinely feel—a presence that comes to life through gameplay. Here’s how we brought Valtharos into being.\1. The Initial Concept – A Striking SilhouetteFrom the start, Valtharos was meant to evoke fear and an overwhelming presence.Our goal during early design was to strike a balance between opposites—sleek yet weighty, fast yet grounded.The silhoue
2025-09-25 05:56 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero.First, we’d like to express our heartfelt thanks to all of you who continue to support our game with warmth and encouragement.Today, we’re excited to share long-awaited news: Guidus Zero is finally coming to Xbox!We’d also like to give you a behind-the-scenes look at how we optimized the game for console and prepared it for this new journey.1. Toward a Broader Stage – Expanding to New PlatformsSince our Steam release back in April, many of you have asked, "Can we play it on console too?"Thanks to your overwhelming support, we can finally answer that question with a b
2025-09-19 13:46 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero!Welcome to our third Dev Interview!Today, we're diving into the behind-the-scenes story of how the controller system in Guidus Zero was designed."Can a keyboard and a controller—two so different—deliver the same fun and immersion?"That question has been one of the team's biggest and longest-running challenges.Rather than simply remapping buttons, we wanted to create an experience that feels smooth and consistent no matter what input device you use.Today, we're sharing the trial-and-error, key design decisions, and development journey that led to the current control s
2025-09-03 09:05 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero. 😊For this Dev Sketch, we’d like to share a topic that’s been front and center for the dev team lately: preparing for multi-platform support.Expanding to a new platform isn’t just about porting the game—it’s a process that forces us to reexamine familiar systems from a completely different perspective.From technical challenges to gameplay feel, we’ll walk you through what we’ve learned by taking on this challenge head-on.\Since the earliest planning stages of Guidus Zero, our goal was never to be locked into a single platform.We designed the game while keeping vario
2025-08-27 03:59 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero.First, we want to express our sincere gratitude to everyone who has continued to play the game and share your heartfelt encouragement and interest with us.Today, we'd like to share a behind-the-scenes look at the design philosophy behind the final chapter, Abyss, and the thoughts that went into completing the game's ending.If this Note helps you better understand the emotions and intentions we embedded into the game, then that alone would make it all worthwhile for us.1. The Design Philosophy of the AbyssThe Abyss, the final area of Guidus Zero, was designed not just
2025-08-20 08:43 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero.The v2.1.1 hotfix update has been released, and we would like to share the details below.\Fixed an issue where invincibility was not applied right after defeating a boss.Fixed a suspected cause of an infinite loading issue when moving between floors.Fixed various other minor bugs.We’ll continue working hard to provide a smoother and more stable gameplay experience.Thank you.
2025-08-15 01:41 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero.Welcome to our second Dev Interview!Today, we’re taking you behind the scenes of the Guidus Zero ending.From early planning and key decisions to how the final moments came together, we’ll be sharing the process through the eyes of our scenario writer.How the Ending Came to Be — From Start to FinishThe previously available endings were mid-story conclusions designed for replayability.But with this update, the final chapter is complete at last.You can now experience the full story of Guidus Zero from beginning to end.🔵 The core storyline of the ending was set from the
2025-08-14 05:09 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero.The long-awaited v2.1.0 update is now live!This patch includes new content and control improvements we've previously shared through Dev Notes, interviews, and the recent Playtest.Thanks to your continued support and feedback, Guidus Zero has continued to grow steadily.We'll keep doing our best to evolve the game into something even more polished—together with you.Here's a look at the major changes included in the v2.1.0 update:\Final Chapter: AbyssThe final chapter of Guidus Zero—Abyss—is now open.Face new monsters, uncover hidden truths, and witness the conclusion o
2025-08-06 07:25 UTC · Community Announcements · C2H_H
Hello, this is Guidus Zero. 😊Today, we want to talk about the overall "feel" of the game.Things like movement and combat responsiveness may not be flashy, but they’re what shape the entire experience.Our recent Playtest focused on improving exactly that—the control feel—and it sparked many deep discussions within our dev team.In this Dev Sketch, we’ll be sharing a behind-the-scenes look at how the control system evolved into what it is now, and where it’s headed next.If you’ve played the test build and enjoyed it, we’d really appreciate a kind review. It means a lot to us.🙏\Looking back, we
2025-07-28 07:05 UTC · Community Announcements · C2H_H
{STEAM_CLAN_IMAGE}/45183955/440d87603ea96b0fa15ab521ea9dfc8f7ae351da.jpg Hello, this is Guidus Zero. The Control Improvement Playtest has ended as of Jul. 28, 12:00 AM PDT. This Playtest was held to gather valuable feedback from our players before implementing the upcoming control improvement update into the main game. Despite the short testing period, many of you actively participated and provided thoughtful, heartfelt feedback. We truly appreciate your support. Your input has been invaluable to our development team and will serve as a key reference as we refine the control system in the righ
2025-07-21 07:57 UTC · Community Announcements · xmfkdl3
{STEAM_CLAN_IMAGE}/45183955/2021d78fb3edd3338758103b4472eee97013926e.jpg Hello, this is Guidus Zero. The Playtest we previously announced—where you can try out the improved control system for yourself—is now live! To ensure the new control changes feel right before they’re officially applied, we’re releasing this Playtest version in advance and collecting your feedback. Jump in now, experience the refined controls firsthand, and let us know what you think! Check out the test schedule and how to participate below: 🔵Playtest Period: Jul. 21, 12:00 AM - Jul. 28, 12:00 AM PDT 🔵How to Join: Visit
2025-07-18 02:02 UTC · Community Announcements · xmfkdl3
{STEAM_CLAN_IMAGE}/45183955/208c1003f55f936088d36b5c457e7123ebdb703a.jpg Hello, this is Guidus Zero. Until now, we’ve mainly shared updates about game content and new features. But this time, we’re switching things up with something a bit more personal. We’re starting a new Dev Team Interview series to share the untold stories behind the game—what the dev team was thinking during development, the design choices behind certain systems, and everything in between. Our very first topic? One of the core systems that caught the attention of so many players: the combat system of Guidus Zero. Real-tim
2025-07-17 02:08 UTC · Community Announcements · xmfkdl3
{STEAM_CLAN_IMAGE}/45183955/3aceb96e8fa126b0b9af050cdd247b389cc33817.jpg Hello, this is Guidus Zero. Based on the valuable feedback many of you have shared across various channels, we’re currently working on a structural overhaul of the in-game control system. As mentioned in our previous Dev Note, Guidus Zero features a unique input method and movement system. While this approach offered a distinctive experience, some users felt that the control rhythm was awkward or that input timing felt delayed. We take this feedback seriously and are actively reviewing the entire control framework—from sy
2025-07-09 01:43 UTC · Community Announcements · xmfkdl3
{STEAM_CLAN_IMAGE}/45183955/21b25fca3b7a31a5c731ab62c51a459dabb5f722.png Hello, this is Guidus Zero. 😊 Today, we'd like to share something a little different. Up until now, most of our updates have focused on in-game content or upcoming features; however, we thought it would be fun to start pulling back the curtain and showing you what goes on behind the scenes. That's why we're kicking off a brand-new series called the "Dev Sketch". Each month, we'll be sharing short stories from the dev side—whether it's the design process behind a character, ideas that shaped a system, or fun little behind
Full appinfo as delivered by Steam PICS, changenumber 38721465. Also at /api/app/3072640/raw.
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