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 22:03 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-07-04 12:14 UTC · Community Announcements · DanQZ
Dev notes I seldom get to do something long enough to let it become easy, as I tend to move on to new things quickly where I'm back to learning again, but this latest batch of updates was relatively stressfree to make. It felt really good to see how far I've come in this space and made me motivated to continue to learn by starting my own practice project in Unity. The game feels more and more complete by the day, to the point that I'd happily let my friends and family play it with the knowledge that I had a part in it. -Voduke -Rebalanced several gene mods' rarities -Added the new version of C
2026-06-30 07:14 UTC · Community Announcements · DanQZ
-Fixed event which moved the player to a random room -Updated blood effect -Updated the update log and made it controller compatible
2026-06-29 08:23 UTC · Community Announcements · DanQZ
-Added more sound effects: enemy reloading, tentacle attack, laser beam, damage aura attack -Character select menu re-sorted so that the more difficult to unlock characters are later in the list -Added overworld map node hover animation -Added overworld movement sound effects -Added lines that show where guard tokens will move next turn when hovering over relevant nodes -Fixed incorrect back arm bend direction when using snake style and picking up a weapon -Miniboss cyborgs given a mini-version of the cyborg arm cannon -Leapers given a mini-version of the mutant boss tentacle attack -Added blo
2026-06-27 23:00 UTC · Community Announcements · DanQZ
-Fixed gamepad character/style select navigation -Brawler adjustment buffs: leg power 0.9x -> 1.3x, speed 0.85x -> 1x -Brawler adjustment nerf: arm power 1.6x -> 1.4x -Arcade mode enemy spawn adjustments to be more dynamic -You only need to fill the fear meter to rout enemies, not kill someone after the meter is filled -Staff finisher damage buffed from 100 -> 130 -Knife finisher damage buffed from 140 -> 150
2026-06-27 01:02 UTC · Community Announcements · DanQZ
Beta 13.3.4 -Should have fixed UI scaling issues on Mac -Fixed more random events -Buffed combat stim damage resistance from 25% to 50% -Buffed berserker to no longer take increased damage and duration from 7s to 10s
2026-06-26 07:58 UTC · Community Announcements · DanQZ
Gamepad -Fixed navigation getting stuck on continue/reroll buttons in breakout mode -Updated map pointer sprite for gamepad navigation -Fixed scroll view not following the focused element in character page, settings page, and cosmetic select page -Fixed most UI navigational issues on most pages, including scroll and directional navigation -The east button (XBox B, playstation circle) will try to move you back a step in the UI before going back to the main menu home page -Fixed it so the input controls do not use items while inside the pause menu Gameplay adjustments -Explosion effect given new
2026-06-24 10:32 UTC · Community Announcements · DanQZ
Beta 13.3.2 -Updated particle effects for berserker and combat stim to be more distinct -Cosmetics are now sorted alphabetically -Made the room size in the first two levels of Arena mode significantly smaller -Weapon pickup text disabled while player is stunned -Stance indicator now moves with the player while stunned instead of zooming to the player after the stun is over -Stance indicator now glows red when stunned/staggered to indicate inability to begin moves, and follows the player's ragdoll -Fixed physics based cosmetics previews not appearing in the cosmetics selection page -Fixed knife
2026-06-24 01:03 UTC · Community Announcements · DanQZ
Beta 13.3.1 -Auto shotgun ammo reduced from 20 -> 12 -Arcade mode upgrade progression speed increased -Slightly increased knife finisher hitbox size -Changquan and taekwondo unlock difficulty requirement lowered from Insane to Hard -Normal mode health scaling reduced from 4x to 3x, damage scaling reduced from 2x to 1.5x -Hard mode damage scaling reduced from 1.33x to 1.25x -Taekwondo first move cost adjusted from 1.25x energy cost -> extra energy cost of 10% of max energy only if using a kick -Fixed knife finisher not using any durability -Fixed fighters sometimes standing at the wrong Y level
2026-06-22 23:06 UTC · Community Announcements · DanQZ
Beta 13.3 - Improved New Player Experience Developer commentary Practically every single system was looked at with the intent to improve how we onboard a new player to the game. Gameplay -Improved tutorial to show each mechanic one at a time in a more logical progression -Arcade mode first two levels spawn enemies specifically to teach the player basic controls mechanics Removed "bleeding edge" difficulty, replaced with new values: -Cutting edge (Normal): 4x health, 2x damage, this is the same as the original easy mode -Experimental (Hard): 2x health, 1.3x damage, this is slightly easier than
2026-06-15 10:48 UTC · Community Announcements · DanQZ
Beta 13.2.2 -Arena/arcade mode -Arcade mode renamed to Arena mode -Breakout mode is locked behind beating level 25 in Arena mode -Getting secrets from Arena mode (every 10 levels) now gives a notification -Stance indicator -Increased size of stance indicator -Move icons now animate when a move changes -Move icons now accurately shows what action you will take when pressing attack1, attack2 (while blocking, it becomes parry, finisher) -Created toggle for being above/below fighter, defaulting to above -Now more smoothly follows the player -Improved punch finisher animation -Fix to ragdoll recove
2026-06-14 09:45 UTC · Community Announcements · DanQZ
Beta 13.2.1 -Added input icons next to attack 1 and attack 2 -Further improvement to the ragdoll recovery code -Fixed bug with outlines turned on for new knife animations -Fixed bug where you would automatically use items when playing with gamepad -Fixed multiple achievement unlock requirements -Fixed multiple UI issues when playing on resolutions wider than 16x9 -Fixed getting stuck at the wrong angle if the level ends mid-aerial -Updated sandbox button names to be more accurate -Added "remove gene mods" button in sandbox mode
2026-06-12 10:31 UTC · Community Announcements · DanQZ
Beta 13.2 - Knife finisher -Added low stance knife finisher attack -Modified knife heavy attack animation -Fixed text scaling being too large on computers with screen scaling above 100% (commonly a default setting for laptops) -Fixed bug where enemies would sometimes be in slightly differnt poses than their future versions -Fixed physics based cosmetics interacting with world physics incorrectly -Fixed issue where players or enemies could die after reaching the victory condition of a trial challenge, sometimes resulting in challenge failure
2026-06-11 23:59 UTC · Community Announcements · DanQZ
Beta 13.1 -Added staff finisher attack -Fixed player being put below ground if the level ends at the higher end of the jump -Health bar movement is smoothened -Majorly improved the jankiness of the animation for getting up from ragdoll -Fixed allies sometimes preventing the level from ending -Fixed dead allies sometimes not despawning
2026-06-04 09:28 UTC · Community Announcements · DanQZ
Beta 13 - Final touches part 2 Combat -Most attacks have their default animation speed increased by about 20% -Downpunch hitboxes are slightly above the ground instead of literally at y=0 -Staff energy costs buffed by 5 energy each -Made shotgun pellet spread center more accurately (the spread is not tightened though) -Max balance now dynamically scales with how high your leg lifts -Balance regen doubled when standing still -Increased fighter ragdoll friction Gene mods -Gene mods have been reduced from 3 levels to just 2, that being "basic" and "evolved", which are about as powerful as level 2
2026-05-16 10:25 UTC · Community Announcements · DanQZ
Beta 12.2 - Visual rework + small content update Gameplay -Parry input now cancels any non-airborne attack and immediately starts a parry, allowing you more defensive control -Allies persist throughout levels -New trial challenges focused on each martial art -Added new "clone bay" level -Increased ragdoll velocity slightly -Removed -1000 clarity minimum limit -Adjusted jump kick hitbox angle -Enemies killing each other will give clarity, from domination -Removed "eyes" from characters to complete the silhouette style Visual/UI -Reworked every background for lighting and foreground graphics -Up
Full appinfo as delivered by Steam PICS, changenumber 37042779. Also at /api/app/3113640/raw.
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