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 22:07 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
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26 August 2026 16:00 UTC · Community Announcements · denizali
Hello Field Agents and Operators,In this Development Archive, we’re looking at the Entity itself and how its visual design and behavior evolved throughout production.The goal was to make the Entity harder to read visually, while keeping its behavior something players can gradually learn and understand.From Flesh to FormlessEarly in development, the Entity had a more traditional distorted humanoid form, complete with skin, bones, and recognizable facial features.As Paraxima evolved, that physical form started to work against what we wanted the Entity to represent. A clearly defined creature bec
31 July 2026 14:00 UTC · Community Announcements · denizali
Hello Field Agents and Operators,Global Threat Level tracks the rising pressure of a Paraxima containment operation. Both the Operator and Field Agents receive information from the same system, but each role needs to read it differently.The Operator Panel: Data and AnalysisFor the Operator, the focus is on clarity, comparison, and reading the broader situation.The redesigned GTL graph tracks the current threat level and its rate of escalation throughout the session.Sharp spikes mark registered Infringements caused by Field Agent actions. Interactive nodes beneath each spike display individual
20 July 2026 15:30 UTC · Community Announcements · denizali
Hello Field Agents and Operators,In this Development Archive, we’d like to show how Paraxima’s investigation loop evolved across different prototypes.The goal changed over time:from collecting evidence, to locating the source, to identifying the Entity by reading its reactions.Prototype 01 - Evidence BoardOne of the earliest versions of Paraxima was built around a physical Evidence Board in the Safe Room.Field Agents scanned anomalies in the field, collected evidence, returned to the Safe Room, and marked clues on the board. The board then helped the team eliminate possible Entities until they
26 June 2026 13:09 UTC · Community Announcements · denizali
The June 27-28 Paraxima Closed Playtest focuses on one of the core parts of the game: identifying the Entity through behavior, rules, and team communication.During the playtest, we want to see how players read the Entity’s reactions, connect them to their own actions, and use that information as a team to identify the Entity. Field Agents will generate information through movement, sound, light, tools, and direct contact with the Breach Zone. The Operator will monitor the mission from the Safe Room and help connect those events into a clearer picture.The main systems we want feedback on:Entity
24 June 2026 11:47 UTC · Community Announcements · denizali
Hello Field Agents and Operators,In this Development Archive, we’d like to show how one of Paraxima’s key Field Agent tools changed during development: the Bracer.The Bracer has always been part of the Field Agent kit. The question was not whether it should matter. The question was how much of the investigation it should carry by itself.Earlier PrototypeEarlier versions tested the Bracer as a central anomaly detector and scanning device.In that direction, the Bracer could detect nearby anomalous activity and guide the Field Agent toward it through proximity feedback. As the player moved closer
23 June 2026 14:57 UTC · Community Announcements · denizali
Hello Field Agents and Operators, A new Paraxima Closed Playtest window will be available on June 27-28. Paraxima is a systemic co-op horror game up to 3 players built around containment, deduction, and asymmetric team coordination. One player operates from the Safe Room as the Operator, while Field Agents enter the Breach Zone to investigate, suppress anomalous activity, and identify what drives the Entity.This playtest is best experienced as a 3-person team, but you can still join if you are looking for other players. We will help players coordinate through our Discord.To join the playtest:J
11 May 2026 09:02 UTC · Community Announcements · denizali
“Follow the rules to survive. Break them to come home.”Paraxima is an asymmetric co-op psychological horror built on a foundation of methodical investigation. Our goal is to create a high-tension environment where mission success hinges on your ability to observe, identify, and contain the Entity - if you can survive the threat that long. Our Approach: Systems-First HorrorHorror often has a shelf life; once the patterns are learned, the fear starts to fade. We are taking a "systems-first" approach to ensure the experience remains volatile. By integrating your tools with the environment, we’ve
Full appinfo as delivered by Steam PICS, changenumber 38807106. Also at /api/app/3194090/raw.
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